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class ACE_Medical_Actions {
class Basic {
class ACE_Bandaging {
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
treatmentLocations [ ] = { " Field " , " MedicalFacility " , " MedicalVehicle " } ;
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
requiredMedic = 0 ;
// Available under which medical level settings? 0 = basic, 1 = advanced.
availableLevels [ ] = { 0 , 1 } ;
// The time it takes for a treatment action to complete. Time is in seconds.
treatmentTime = 5 ;
// Item required for the action. Leave empty for no item required.
items [ ] = { " ace_sampleItem " } ;
// Callbacks
callbackSuccess = " hint " " Success " " ; " ;
callbackFailure = " hint " " Failure " " ; " ;
onProgress = " " ;
animationPatient = " " ;
animationCaller = " " ;
} ;
} ;
class Advanced {
class ACE_Bandaging {
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
treatmentLocations [ ] = { " Field " , " MedicalFacility " , " MedicalVehicle " } ;
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
requiredMedic = 0 ;
// Available under which medical level settings? 0 = basic, 1 = advanced.
availableLevels [ ] = { 0 , 1 } ;
// The time it takes for a treatment action to complete. Time is in seconds.
treatmentTime = 5 ;
// Item required for the action. Leave empty for no item required.
items [ ] = { " ace_sampleItem " } ;
// Callbacks
callbackSuccess = " hint " " Success " " ; " ;
callbackFailure = " hint " " Failure " " ; " ;
onProgress = " " ;
animationPatient = " " ;
animationCaller = " " ;
} ;
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} ;
} ;
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class ACE_Medical_Advanced {
// Defines all the possible injury types for advanced medical
class Injuries {
// All the possible wounds
class wounds {
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// Source: Scarle
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
class Abrasion {
name = " Scrape " ;
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selections [ ] = { " All " } ;
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bleedingRate = 0.0001 ;
pain = 0.1 ;
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causes [ ] = { " falling " , " ropeburn " , " vehiclecrash " } ;
minDamage = 0.01 ;
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class Minor {
minDamage = 0.01 ;
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bleedingRate = 0.0001 ;
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} ;
class Medium {
minDamage = 0.2 ;
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bleedingRate = 0.00015 ;
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} ;
class Large {
minDamage = 0.3 ;
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bleedingRate = 0.0002 ;
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} ;
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} ;
// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
class Avulsions {
name = " Avulsion " ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 1 ;
causes [ ] = { " explosive " , " vehiclecrash " , " grenade " , " shell " , " bullet " , " backblast " , " bite " } ;
minDamage = 0.2 ;
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class Minor {
minDamage = 0.2 ;
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bleedingRate = 0.01 ;
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} ;
class Medium {
minDamage = 0.3 ;
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bleedingRate = 0.02 ;
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} ;
class Large {
minDamage = 0.5 ;
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bleedingRate = 0.05 ;
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} ;
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} ;
// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
class Contusion {
name = " Bruise " ;
selections [ ] = { " All " } ;
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bleedingRate = 0.0 ;
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pain = 1 ;
causes [ ] = { " bullet " , " backblast " , " punch " } ;
minDamage = 0.01 ;
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class Minor {
minDamage = 0.01 ;
} ;
class Medium {
minDamage = 0.1 ;
} ;
class Large {
minDamage = 0.3 ;
} ;
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} ;
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound {
name = " Impacted Tissue " ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 1 ;
causes [ ] = { " falling " , " vehiclecrash " , " punch " } ;
minDamage = 0.1 ;
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class Minor {
minDamage = 0.1 ;
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bleedingRate = 0.005 ;
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} ;
class Medium {
minDamage = 0.4 ;
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bleedingRate = 0.007 ;
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} ;
class Large {
minDamage = 0.6 ;
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bleedingRate = 0.0095 ;
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} ;
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} ;
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut {
name = " Cut " ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 1 ;
causes [ ] = { " vehiclecrash " , " grenade " , " explosive " , " shell " , " backblast " , " stab " } ;
minDamage = 0.1 ;
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class Minor {
minDamage = 0.1 ;
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bleedingRate = 0.005 ;
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} ;
class Medium {
minDamage = 0.3 ;
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bleedingRate = 0.02 ;
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} ;
class Large {
minDamage = 0.65 ;
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bleedingRate = 0.05 ;
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} ;
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} ;
// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
class Laceration {
name = " Tear " ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 1 ;
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causes [ ] = { " vehiclecrash " , " punch " } ;
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minDamage = 0.01 ;
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class Minor {
minDamage = 0.1 ;
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bleedingRate = 0.005 ;
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} ;
class Medium {
minDamage = 0.5 ;
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bleedingRate = 0.01 ;
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} ;
class Large {
minDamage = 0.7 ;
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bleedingRate = 0.03 ;
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} ;
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} ;
// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
class velocityWound {
name = " Velocity Wound " ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 1 ;
causes [ ] = { " bullet " , " grenade " , " explosive " , " shell " } ;
minDamage = 0.15 ;
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class Minor {
minDamage = 0.15 ;
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bleedingRate = 0.025 ;
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} ;
class Medium {
minDamage = 0.3 ;
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bleedingRate = 0.05 ;
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} ;
class Large {
minDamage = 0.75 ;
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bleedingRate = 0.1 ;
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} ;
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} ;
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound {
name = " Puncture Wound " ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 1 ;
causes [ ] = { " stab " , " grenade " } ;
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minDamage = 0.01 ;
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class Minor {
minDamage = 0.01 ;
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bleedingRate = 0.01 ;
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} ;
class Medium {
minDamage = 0.5 ;
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bleedingRate = 0.03 ;
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} ;
class Large {
minDamage = 0.65 ;
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bleedingRate = 0.08 ;
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} ;
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} ;
} ;
class fractures {
class Femur {
name = " Broken Femur " ;
selections [ ] = { " Head " , " Torso " } ;
pain = 20 ;
causes [ ] = { " Bullet " , " VehicleCrash " , " Backblast " , " Explosive " , " Shell " , " Grenade " } ;
minDamage = 0.5 ;
} ;
} ;
class damageTypes {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
class bullet {
// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class grenade {
thresholds [ ] = { { 0.1 , 3 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class explosive {
thresholds [ ] = { { 1 , 6 } , { 0.1 , 4 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class shell {
thresholds [ ] = { { 1 , 7 } , { 0.1 , 5 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class vehiclecrash {
thresholds [ ] = { { 0.25 , 5 } } ;
selectionSpecific = 0 ;
} ;
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class backblast {
thresholds [ ] = { { 0.25 , 5 } } ;
selectionSpecific = 0 ;
} ;
class stab {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class punch {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class falling {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class ropeburn {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
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} ;
} ;
class Treatment {
class Bandaging {
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class ACE_bandage {
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// How effect is the bandage for treating one wounds type injury
effectiveness = 1 ;
// What is the chance and delays (in seconds) of the treated default injury reopening
reopeningChance = 0.1 ;
reopeningMinDelay = 120 ;
reopeningMaxDelay = 200 ;
// Specific details for the Scratch type Wound
class Scratch {
effectiveness = 1 ;
reopeningChance = 0 ;
reopeningMinDelay = 0 ;
reopeningMaxDelay = 0 ;
} ;
} ;
} ;
class Medication {
// How much does the pain get reduced?
painReduce = 0 ;
// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds}
hrIncreaseLow [ ] = { 10 , 20 , 35 } ;
hrIncreaseNormal [ ] = { 10 , 50 , 40 } ;
hrIncreaseHigh [ ] = { 10 , 40 , 50 } ;
// How long until this medication has disappeared
timeInSystem = 120 ;
// How many of this type of medication can be in the system before the patient overdoses?
maxDose = 4 ;
// specific details for the ACE_Morphine treatment action.
class ACE_Morphine {
painReduce = 1 ;
hrIncreaseLow [ ] = { 10 , 20 , 35 } ;
hrIncreaseNormal [ ] = { 10 , 50 , 40 } ;
hrIncreaseHigh [ ] = { 10 , 40 , 50 } ;
timeInSystem = 120 ;
maxDose = 4 ;
// {Other medication classname, total amount combined}
inCompatableMedication [ ] = { { " MySampleMedication " , 2 } } ;
} ;
} ;
class IV {
// volume is in millileters
volume = 1000 ;
ratio [ ] = { } ;
type = " Blood " ;
class ACE_blood_iv {
volume = 1000 ;
ratio [ ] = { " Plasma " , 1 } ;
} ;
class ACE_blood_iv_500 : ACE_blood_iv {
volume = 500 ;
} ;
class ACE_blood_iv_250 : ACE_blood_iv {
volume = 250 ;
} ;
class ACE_plasma_iv {
volume = 1000 ;
ratio [ ] = { " Blood " , 1 } ;
type = " Plasma " ;
} ;
class ACE_plasma_iv_500 : ACE_plasma_iv {
volume = 500 ;
} ;
class ACE_plasma_iv_250 : ACE_plasma_iv {
volume = 250 ;
} ;
class ACE_saline_iv {
volume = 1000 ;
type = " Saline " ;
} ;
class ACE_saline_iv_500 : ACE_saline_iv {
volume = 500 ;
} ;
class ACE_saline_iv_250 : ACE_saline_iv {
volume = 250 ;
} ;
} ;
} ;
} ;