port injury parse fnc to medical damage

This commit is contained in:
commy2 2016-09-26 20:30:45 +02:00
parent 9f6baca424
commit 2bfa1370a5

View File

@ -4,26 +4,26 @@ class ACE_Medical_Injuries {
// 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 = CSTRING(Wounds_Abrasion);
name = ECSTRING(medical,Wounds_Abrasion);
selections[] = {"All"};
bleedingRate = 0.0001;
pain = 0.01;
causes[] = {"falling", "ropeburn", "vehiclecrash", "unknown"};
minDamage = 0.01;
class Minor {
name = CSTRING(Wounds_Abrasion_Minor);
name = ECSTRING(medical,Wounds_Abrasion_Minor);
minDamage = 0.01;
maxDamage = 0.2;
bleedingRate = 0.0001;
};
class Medium {
name = CSTRING(Wounds_Abrasion_Medium);
name = ECSTRING(medical,Wounds_Abrasion_Medium);
minDamage = 0.2;
maxDamage = 0.3;
bleedingRate = 0.00015;
};
class Large {
name = CSTRING(Wounds_Abrasion_Large);
name = ECSTRING(medical,Wounds_Abrasion_Large);
minDamage = 0.3;
maxDamage = 0.5;
bleedingRate = 0.0002;
@ -31,33 +31,33 @@ class ACE_Medical_Injuries {
};
// 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 = CSTRING(Wounds_Avulsion);
name = ECSTRING(medical,Wounds_Avulsion);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.3;
causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
minDamage = 0.2;
class Minor {
name = CSTRING(Wounds_Avulsion_Minor);
name = ECSTRING(medical,Wounds_Avulsion_Minor);
minDamage = 0.2;
maxDamage = 0.3;
bleedingRate = 0.01;
};
class Medium {
name = CSTRING(Wounds_Avulsion_Medium);
name = ECSTRING(medical,Wounds_Avulsion_Medium);
minDamage = 0.3;
maxDamage = 0.6;
bleedingRate = 0.02;
};
class Large {
name = CSTRING(Wounds_Avulsion_Large);
name = ECSTRING(medical,Wounds_Avulsion_Large);
minDamage = 0.5;
bleedingRate = 0.05;
};
};
// 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 = CSTRING(Wounds_Contusion);
name = ECSTRING(medical,Wounds_Contusion);
selections[] = {"All"};
bleedingRate = 0.0;
pain = 0.05;
@ -65,147 +65,147 @@ class ACE_Medical_Injuries {
minDamage = 0.01;
maxDamage = 0.1;
class Minor {
name = CSTRING(Wounds_Contusion_Minor);
name = ECSTRING(medical,Wounds_Contusion_Minor);
minDamage = 0.01;
maxDamage = 0.1;
};
class Medium {
name = CSTRING(Wounds_Contusion_Medium);
name = ECSTRING(medical,Wounds_Contusion_Medium);
minDamage = 0.1;
maxDamage = 0.15;
};
class Large {
name = CSTRING(Wounds_Contusion_Large);
name = ECSTRING(medical,Wounds_Contusion_Large);
minDamage = 0.15;
maxDamage = 0.2;
};
};
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound {
name = CSTRING(Wounds_Crush);
name = ECSTRING(medical,Wounds_Crush);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.1;
causes[] = {"falling", "vehiclecrash", "punch", "unknown"};
minDamage = 0.1;
class Minor {
name = CSTRING(Wounds_Crush_Minor);
name = ECSTRING(medical,Wounds_Crush_Minor);
minDamage = 0.1;
maxDamage = 0.45;
bleedingRate = 0.005;
};
class Medium {
name = CSTRING(Wounds_Crush_Medium);
name = ECSTRING(medical,Wounds_Crush_Medium);
minDamage = 0.4;
maxDamage = 0.7;
bleedingRate = 0.007;
};
class Large {
name = CSTRING(Wounds_Crush_Large);
name = ECSTRING(medical,Wounds_Crush_Large);
minDamage = 0.6;
bleedingRate = 0.0095;
};
};
// 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 = CSTRING(Wounds_Cut);
name = ECSTRING(medical,Wounds_Cut);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.075;
causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab", "unknown"};
minDamage = 0.1;
class Minor {
name = CSTRING(Wounds_Cut_Minor);
name = ECSTRING(medical,Wounds_Cut_Minor);
minDamage = 0.1;
maxDamage = 0.3;
bleedingRate = 0.005;
};
class Medium {
name = CSTRING(Wounds_Cut_Medium);
name = ECSTRING(medical,Wounds_Cut_Medium);
minDamage = 0.3;
maxDamage = 0.65;
bleedingRate = 0.02;
};
class Large {
name = CSTRING(Wounds_Cut_Large);
name = ECSTRING(medical,Wounds_Cut_Large);
minDamage = 0.65;
bleedingRate = 0.05;
};
};
// 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 = CSTRING(Wounds_Laceration);
name = ECSTRING(medical,Wounds_Laceration);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.075;
causes[] = {"vehiclecrash", "punch"};
minDamage = 0.01;
class Minor {
name = CSTRING(Wounds_Laceration_Minor);
name = ECSTRING(medical,Wounds_Laceration_Minor);
minDamage = 0.1;
maxDamage = 0.5;
bleedingRate = 0.005;
};
class Medium {
name = CSTRING(Wounds_Laceration_Medium);
name = ECSTRING(medical,Wounds_Laceration_Medium);
minDamage = 0.5;
maxDamage = 0.7;
bleedingRate = 0.01;
};
class Large {
name = CSTRING(Wounds_Laceration_Large);
name = ECSTRING(medical,Wounds_Laceration_Large);
minDamage = 0.7;
bleedingRate = 0.03;
};
};
// 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 = CSTRING(Wounds_VelocityWound);
name = ECSTRING(medical,Wounds_VelocityWound);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.2;
causes[] = {"bullet", "grenade","explosive", "shell", "unknown"};
minDamage = 0.15;
class Minor {
name = CSTRING(Wounds_VelocityWound_Minor);
name = ECSTRING(medical,Wounds_VelocityWound_Minor);
minDamage = 0.15;
maxDamage = 0.3;
bleedingRate = 0.025;
};
class Medium {
name = CSTRING(Wounds_VelocityWound_Medium);
name = ECSTRING(medical,Wounds_VelocityWound_Medium);
minDamage = 0.3;
maxDamage = 0.75;
bleedingRate = 0.05;
};
class Large {
name = CSTRING(Wounds_VelocityWound_Large);
name = ECSTRING(medical,Wounds_VelocityWound_Large);
minDamage = 0.75;
bleedingRate = 0.1;
};
};
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound {
name = CSTRING(Wounds_PunctureWound);
name = ECSTRING(medical,Wounds_PunctureWound);
selections[] = {"All"};
bleedingRate = 0.01;
pain = 0.075;
causes[] = {"stab", "grenade"};
minDamage = 0.01;
class Minor {
name = CSTRING(Wounds_PunctureWound_Minor);
name = ECSTRING(medical,Wounds_PunctureWound_Minor);
minDamage = 0.01;
maxDamage = 0.5;
bleedingRate = 0.01;
};
class Medium {
name = CSTRING(Wounds_PunctureWound_Medium);
name = ECSTRING(medical,Wounds_PunctureWound_Medium);
minDamage = 0.5;
maxDamage = 0.75;
bleedingRate = 0.03;
};
class Large {
name = CSTRING(Wounds_PunctureWound_Large);
name = ECSTRING(medical,Wounds_PunctureWound_Large);
minDamage = 0.65;
bleedingRate = 0.08;
};
@ -213,7 +213,7 @@ class ACE_Medical_Injuries {
};
class fractures {
class Femur {
name = CSTRING(Wounds_Femur);
name = ECSTRING(medical,Wounds_Femur);
selections[] = {"Head", "Body"};
pain = 0.2;
causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};