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add most of the translations
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@ -66,13 +66,13 @@ class ACE_Head {
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EXCEPTIONS
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};
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class CheckResponse: CheckPulse {
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displayName = "Check Response";
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displayName = "$STR_ACE_MEDICAL_CHECK_RESPONSE";
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condition = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(canTreatCached));
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statement = QUOTE([ARR_4(_player, _target, 'head', 'CheckResponse')] call DFUNC(treatment));
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EXCEPTIONS
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};
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class Diagnose: CheckPulse {
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displayName = "Diagnose";
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displayName = "$STR_ACE_MEDICAL_ACTIONS_Diagnose";
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condition = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(canTreatCached));
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statement = QUOTE([ARR_4(_player, _target, 'head', 'Diagnose')] call DFUNC(treatment));
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EXCEPTIONS
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@ -111,7 +111,7 @@ class ACE_Torso {
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enableInside = 1;
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};
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class TriageCard {
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displayName = "Triage Card";
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displayName = "$STR_ACE_MEDICAL_ACTIONS_TriageCard";
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distance = 2.0;
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condition = "true";
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statement = QUOTE([ARR_2(_target, true)] call DFUNC(displayTriageCard));
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@ -158,21 +158,21 @@ class ACE_Torso {
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icon = PATHTOF(UI\icons\bandage.paa);
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};
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class SurgicalKit: fieldDressing {
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displayName = "Use Surgical Kit";
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displayName = "$STR_ACE_MEDICAL_USE_SURGICALKIT";
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condition = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(canTreatCached));
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statement = QUOTE([ARR_4(_player, _target, 'body', 'SurgicalKit')] call DFUNC(treatment));
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EXCEPTIONS
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icon = PATHTOF(UI\icons\surgicalKit.paa);
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};
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class PersonalAidKit: fieldDressing {
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displayName = "Use Personal Aid Kit";
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displayName = "$STR_ACE_MEDICAL_USE_AID_KIT";
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condition = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(canTreatCached));
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statement = QUOTE([ARR_4(_player, _target, 'body', 'PersonalAidKit')] call DFUNC(treatment));
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EXCEPTIONS
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icon = "";
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};
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class CPR: fieldDressing {
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displayName = "CPR";
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displayName = "$STR_ACE_MEDICAL_ACTIONS_CPR";
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condition = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(canTreatCached));
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statement = QUOTE([ARR_4(_player, _target, 'body', 'CPR')] call DFUNC(treatment));
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EXCEPTIONS
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@ -72,8 +72,8 @@ class ACE_Medical_Actions {
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litter[] = {};
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};
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class Diagnose: Bandage {
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displayName = "Diagnose";
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displayNameProgress = "Diagnosing...";
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displayName = "$STR_ACE_MEDICAL_ACTIONS_Diagnose";
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displayNameProgress = "$STR_ACE_MEDICAL_ACTIONS_Diagnosing";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 1;
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@ -250,8 +250,8 @@ class ACE_Medical_Actions {
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condition = QUOTE([ARR_2(_this select 1, _this select 2)] call FUNC(hasTourniquetAppliedTo));
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};
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class CPR: fieldDressing {
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displayName = "CPR";
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displayNameProgress = "Performing CPR";
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displayName = "$STR_ACE_MEDICAL_ACTIONS_CPR";
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displayNameProgress = "$STR_ACE_MEDICAL_ACTIONS_PerformingCPR";
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treatmentLocations[] = {"All"};
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requiredMedic = 0;
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treatmentTime = 15;
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@ -297,7 +297,7 @@ class ACE_Medical_Advanced {
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// Source: Scarle
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// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
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class Abrasion {
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name = "Scrape";
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name = "$STR_ACE_Medical_Wounds_Abrasion";
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selections[] = {"All"};
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bleedingRate = 0.0001;
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pain = 0.01;
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@ -321,23 +321,29 @@ class ACE_Medical_Advanced {
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// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
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class Avulsions {
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name = "Avulsion";
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name = "$STR_ACE_Medical_Wounds_Avulsion";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.3;
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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minDamage = 0.2;
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class Minor {
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name = "Fisch";
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displayName = "Fisch2";
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minDamage = 0.2;
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maxDamage = 0.3;
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bleedingRate = 0.01;
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};
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class Medium {
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name = "Fisch";
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displayName = "Fisch2";
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minDamage = 0.3;
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maxDamage = 0.6;
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bleedingRate = 0.02;
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};
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class Large {
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name = "Fisch";
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displayName = "Fisch2";
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minDamage = 0.5;
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bleedingRate = 0.05;
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};
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@ -345,11 +351,11 @@ class ACE_Medical_Advanced {
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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.
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class Contusion {
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name = "Bruise";
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name = "$STR_ACE_Medical_Wounds_Contusion";
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selections[] = {"All"};
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bleedingRate = 0.0;
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pain = 0.05;
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causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"};
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causes[] = {"bullet", "backblast", "punch", "vehiclecrash", "falling"};
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minDamage = 0.01;
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maxDamage = 0.1;
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class Minor {
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@ -368,7 +374,7 @@ class ACE_Medical_Advanced {
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// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class CrushWound {
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name = "Crushed tissue";
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name = "$STR_ACE_Medical_Wounds_Crush";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.1;
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@ -392,7 +398,7 @@ class ACE_Medical_Advanced {
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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.
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class Cut {
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name = "Cut";
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name = "$STR_ACE_Medical_Wounds_Cut";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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@ -416,7 +422,7 @@ class ACE_Medical_Advanced {
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// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
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class Laceration {
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name = "Tear";
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name = "$STR_ACE_Medical_Wounds_Laceration";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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@ -440,7 +446,7 @@ class ACE_Medical_Advanced {
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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.
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class velocityWound {
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name = "Velocity Wound";
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name = "$STR_ACE_Medical_Wounds_VelocityWound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.2;
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@ -463,7 +469,7 @@ class ACE_Medical_Advanced {
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class punctureWound {
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name = "Puncture Wound";
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name = "$STR_ACE_Medical_Wounds_PunctureWound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 0.075;
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@ -487,7 +493,7 @@ class ACE_Medical_Advanced {
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};
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class fractures {
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class Femur {
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name = "Broken Femur";
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name = "$STR_ACE_Medical_Wounds_Femur";
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selections[] = {"Head", "Torso"};
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pain = 0.2;
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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@ -33,20 +33,20 @@ if ([_caller] call FUNC(isMedic)) then {
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} else {
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if (_bloodPressureHigh > 20) then {
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_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_2";
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_logOutPut = "Low";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOW";
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if (_bloodPressureHigh > 100) then {
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_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_3";
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_logOutPut = "Normal";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NORMAL";
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if (_bloodPressureHigh > 160) then {
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_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_4";
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_logOutPut = "High";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_HIGH";
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};
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};
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} else {
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if (random(10) > 3) then {
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_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_5";
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_logOutPut = "No Blood Pressure";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_NOBLOODPRESSURE";
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} else {
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_output = "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_OUTPUT_6";
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};
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@ -56,5 +56,5 @@ if ([_caller] call FUNC(isMedic)) then {
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["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName), round(_bloodPressureHigh),round(_bloodPressureLow)], 1.75, _caller]] call EFUNC(common,targetEvent);
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if (_logOutPut != "") then {
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[_target,"activity", "%1 checked Blood Pressure: %2", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
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[_target,"activity", localize "STR_ACE_MEDICAL_CHECK_BLOODPRESSURE_LOG", [[_caller] call EFUNC(common,getName), _logOutPut]] call FUNC(addToLog);
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};
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@ -33,14 +33,14 @@ if (_heartRate > 1.0) then {
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} else {
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// non medical personel will only find a pulse/HR
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_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_2";
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_logOutPut = "Weak";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_WEAK";
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if (_heartRate > 60) then {
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if (_heartRate > 100) then {
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_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_3";
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_logOutPut = "Strong";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_STRONG";
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} else {
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_heartRateOutput = "STR_ACE_MEDICAL_CHECK_PULSE_OUTPUT_4";
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_logOutPut = "Normal";
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_logOutPut = localize "STR_ACE_MEDICAL_CHECK_PULSE_NORMAL";
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};
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};
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};
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@ -49,5 +49,5 @@ if (_heartRate > 1.0) then {
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["displayTextStructured", [_caller], [[_heartRateOutput, [_unit] call EFUNC(common,getName), round(_heartRate)], 1.5, _caller]] call EFUNC(common,targetEvent);
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if (_logOutPut != "") then {
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[_unit,"activity","%1 checked Heart Rate: %2",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
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[_unit,"activity", localize "STR_ACE_MEDICAL_CHECK_PULSE_LOG",[[_caller] call EFUNC(common,getName),_logOutPut]] call FUNC(addToLog);
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};
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@ -186,7 +186,8 @@ if (_show) then {
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_lbCtrl lbSetColor [_foreachIndex + _amountOfGeneric, _x select 1];
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}foreach _allInjuryTexts;
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if (count _allInjuryTexts == 0) then {
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_lbCtrl lbAdd "No injuries on this bodypart..";
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//_lbCtrl lbAdd "No injuries on this bodypart..";
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_lbCtrl lbAdd (localize "STR_ACE_Medical_NoInjuriesBodypart");
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};
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_logCtrl = (_display displayCtrl 302);
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@ -58,7 +58,7 @@ if (_show) then {
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}foreach _log;
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if (count _triageCardTexts == 0) then {
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_lbCtrl lbAdd "No entries on this triage card..";
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_lbCtrl lbAdd (localize "STR_ACE_MEDICAL_TriageCard_NoEntry");
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};
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{
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_lbCtrl lbAdd _x;
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@ -60,7 +60,7 @@ class Rsctitles {
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font = "PuristaMedium";
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colorText[] = {0.95, 0.95, 0.95, 0.75};
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colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.9])"};
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text = "INJURIES";
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text = "$STR_ACE_Medical_Injuries";
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};
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class InjuryList: ACE_gui_listBoxBase {
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idc = 200;
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@ -49,7 +49,7 @@ class GVAR(triageCard) {
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font = "PuristaMedium";
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colorText[] = {0,0,0,1};
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colorBackground[] = {0,0,0,0};
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text = "TRIAGE CARD";
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text = "$STR_ACE_MEDICAL_ACTIONS_TriageCard";
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};
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class TriageList: ACE_gui_listBoxBase {
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idc = 200;
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