remove medical treaments changes added in dro/master branch

See title
This commit is contained in:
Drofseh 2018-01-17 04:14:51 -08:00
parent 8e7a6c1491
commit 294eb1872f

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@ -702,51 +702,41 @@ class ACE_Medical_Advanced {
effectiveness = 1;
// What is the chance and delays (in seconds) of the treated default injury reopening
reopeningChance = 0.1;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
class Abrasion {
effectiveness = 2;
effectiveness = 3;
reopeningChance = 0.3;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 200;
reopeningMaxDelay = 1000;
};
class AbrasionMinor: Abrasion {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 3;
};
class AbrasionMedium: Abrasion {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 2.5;
reopeningChance = 0.7;
};
class AbrasionLarge: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
effectiveness = 2;
reopeningChance = 0.9;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {
effectiveness = 2;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 1;
};
class AvulsionsMedium: Avulsions {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
effectiveness = 0.9;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.5;
reopeningChance = 1;
reopeningMaxDelay = 300;
effectiveness = 0.75;
};
class Contusion: Abrasion {
@ -762,111 +752,225 @@ class ACE_Medical_Advanced {
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 20;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 1;
reopeningChance = 0.2;
};
class CrushWoundMedium: CrushWound {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 0.7;
reopeningChance = 0.3;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
effectiveness = 0.6;
reopeningChance = 0.4;
};
class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.1;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 300;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 4;
reopeningChance = 0.1;
};
class CutMedium: Cut {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 3;
reopeningChance = 0.3;
};
class CutLarge: Cut {
effectiveness = 0.5;
effectiveness = 1;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
};
class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.3;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 100;
reopeningMaxDelay = 800;
};
class LacerationMinor: Laceration {
effectiveness = 2;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 0.95;
reopeningChance = 0.3;
};
class LacerationMedium: Laceration {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
effectiveness = 0.7;
reopeningChance = 0.5;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 1;
reopeningMaxDelay = 300;
reopeningChance = 0.6;
};
class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 100;
reopeningMaxDelay = 500;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
effectiveness = 1.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
reopeningChance = 1;
reopeningMaxDelay = 300;
effectiveness = 1;
};
class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 200;
reopeningMaxDelay = 850;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
effectiveness = 1.3;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.5;
effectiveness = 0.9;
};
};
class PackingBandage: fieldDressing {
class Abrasion {
effectiveness = 3;
reopeningChance = 0.6;
reopeningMinDelay = 800;
reopeningMaxDelay = 1500;
};
class AbrasionMinor: Abrasion {
effectiveness = 3;
};
class AbrasionMedium: Abrasion {
effectiveness = 2.5;
reopeningChance = 0.9;
};
class AbrasionLarge: Abrasion {
effectiveness = 2;
reopeningChance = 1;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
reopeningMinDelay = 1000;
reopeningMaxDelay = 1600;
};
class AvulsionsMinor: Avulsions {
effectiveness = 1;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.9;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.75;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 600;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 1;
reopeningChance = 0.6;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.7;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.8;
};
class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.4;
reopeningMinDelay = 700;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 4;
reopeningChance = 0.6;
};
class CutMedium: Cut {
effectiveness = 3;
reopeningChance = 0.7;
};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.8;
};
class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.65;
reopeningMinDelay = 500;
reopeningMaxDelay = 2000;
};
class LacerationMinor: Laceration {
effectiveness = 0.95;
reopeningChance = 0.65;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
reopeningChance = 0.8;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.9;
};
class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 1;
reopeningMinDelay = 800;
reopeningMaxDelay = 2000;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1;
};
class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 1;
reopeningMinDelay = 1000;
reopeningMaxDelay = 3000;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1.3;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.9;
};
};
@ -874,45 +978,35 @@ class ACE_Medical_Advanced {
class Abrasion {
effectiveness = 4;
reopeningChance = 0.6;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 80;
reopeningMaxDelay = 150;
};
class AbrasionMinor: Abrasion {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 4;
};
class AbrasionMedium: Abrasion {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 3;
reopeningChance = 0.9;
};
class AbrasionLarge: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 2.5;
reopeningChance = 1;
};
class Avulsions: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 600;
reopeningMaxDelay = 2100;
reopeningMinDelay = 100;
reopeningMaxDelay = 160;
};
class AvulsionsMinor: Avulsions {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1620;
};
class AvulsionsMedium: Avulsions {
effectiveness = 1;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
effectiveness = 1.4;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.5;
reopeningChance = 0.8;
reopeningMaxDelay = 840;
effectiveness = 1;
};
class Contusion: Abrasion {
@ -929,110 +1023,89 @@ class ACE_Medical_Advanced {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMaxDelay = 100;
};
class CrushWoundMinor: CrushWound {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
reopeningChance = 0.6;
};
class CrushWoundMedium: CrushWound {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 1.7;
reopeningChance = 0.7;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.5;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 1.6;
reopeningChance = 0.8;
};
class Cut: Abrasion {
effectiveness = 5;
reopeningChance = 0.4;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 70;
reopeningMaxDelay = 100;
};
class CutMinor: Cut {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 5;
reopeningChance = 0.6;
};
class CutMedium: Cut {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 3.5;
reopeningChance = 0.7;
};
class CutLarge: Cut {
effectiveness = 0.5;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
effectiveness = 2;
reopeningChance = 0.8;
};
class Laceration: Abrasion {
effectiveness = 2;
reopeningChance = 0.65;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 50;
reopeningMaxDelay = 200;
};
class LacerationMinor: Laceration {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
reopeningChance = 0.65;
};
class LacerationMedium: Laceration {
effectiveness = 1;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
effectiveness = 1.5;
reopeningChance = 0.8;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.8;
reopeningMaxDelay = 840;
effectiveness = 1;
reopeningChance = 0.9;
};
class velocityWound: Abrasion {
effectiveness = 2.2;
reopeningChance = 1;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 80;
reopeningMaxDelay = 200;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 2.2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
effectiveness = 1.75;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
reopeningChance = 0.8;
reopeningMaxDelay = 840;
effectiveness = 1.5;
};
class punctureWound: Abrasion {
effectiveness = 2.5;
reopeningChance = 1;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 100;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 2.5;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 2;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.5;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
effectiveness = 1.5;
};
};
@ -1040,45 +1113,35 @@ class ACE_Medical_Advanced {
class Abrasion {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 800;
reopeningMaxDelay = 1500;
};
class AbrasionMinor: Abrasion {
effectiveness = 2;
reopeningChance = 0.1;
reopeningMaxDelay = 300;
};
class AbrasionMedium: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
reopeningChance = 0.4;
};
class AbrasionLarge: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 0.7;
reopeningChance = 0.5;
};
class Avulsions: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.2;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 1000;
reopeningMaxDelay = 1600;
};
class AvulsionsMinor: Avulsions {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 0.7;
};
class AvulsionsMedium: Avulsions {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 0.65;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.5;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
};
class Contusion: Abrasion {
@ -1094,277 +1157,84 @@ class ACE_Medical_Advanced {
class CrushWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 600;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 2;
reopeningChance = 0.1;
reopeningMaxDelay = 300;
effectiveness = 0.6;
reopeningChance = 0.3;
};
class CrushWoundMedium: CrushWound {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 0.5;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
effectiveness = 0.4;
};
class Cut: Abrasion {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 700;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 2;
reopeningChance = 0.1;
reopeningMaxDelay = 300;
reopeningChance = 0.3;
};
class CutMedium: Cut {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
};
class CutLarge: Cut {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
effectiveness = 0.6;
};
class Laceration: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.4;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 500;
reopeningMaxDelay = 2000;
};
class LacerationMinor: Laceration {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 0.7;
reopeningChance = 0.4;
};
class LacerationMedium: Laceration {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 0.7;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
};
class velocityWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 800;
reopeningMaxDelay = 2000;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 1;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
effectiveness = 0.75;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
};
class punctureWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
reopeningMinDelay = 1000;
reopeningMaxDelay = 3000;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
reopeningChance = 0.1;
reopeningMaxDelay = 300;
effectiveness = 1;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMaxDelay = 1080;
effectiveness = 0.7;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMaxDelay = 2100;
};
};
class PackingBandage: fieldDressing {
class Abrasion {
effectiveness = 3;
reopeningChance = 0.6;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class AbrasionMinor: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
};
class AbrasionMedium: Abrasion {
effectiveness = 1;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
};
class AbrasionLarge: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class AvulsionsMinor: Avulsions {
effectiveness = 2;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
};
class AvulsionsMedium: Avulsions {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.5;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class CrushWoundMinor: CrushWound {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
};
class CrushWoundMedium: CrushWound {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMaxDelay = 1080;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMaxDelay = 2100;
};
class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.4;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class CutMinor: Cut {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
};
class CutMedium: Cut {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
};
class CutLarge: Cut {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
};
class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.65;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class LacerationMinor: Laceration {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMaxDelay = 1200;
};
class LacerationMedium: Laceration {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMaxDelay = 2100;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMaxDelay = 480;
};
class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 1;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
reopeningChance = 0.6;
reopeningMaxDelay = 1620;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
};
class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 1;
reopeningMinDelay = 60;
reopeningMaxDelay = 2100;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
reopeningChance = 0.4;
reopeningMaxDelay = 1620;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMaxDelay = 1080;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.5;
reopeningChance = 0.2;
reopeningMaxDelay = 480;
effectiveness = 0.4;
};
};
};