improve medical bandage configuration

This commit is contained in:
Glowbal 2016-02-07 12:37:00 +01:00
parent 84878c3d8b
commit 39cf11367f

View File

@ -692,27 +692,408 @@ class ACE_Medical_Advanced {
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
class Abrasion {
effectiveness = 3;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class AbrasionMinor: Abrasion {
effectiveness = 5;
reopeningChance = 0;
reopeningMinDelay = 1000;
reopeningMaxDelay = 5000;
};
class AbrasionMedium: Abrasion {
effectiveness = 3;
reopeningChance = 0.7;
reopeningMinDelay = 750;
reopeningMaxDelay = 3000;
};
class AbrasionLarge: Abrasion {
effectiveness = 2;
reopeningChance = 0.9;
reopeningMinDelay = 300;
reopeningMaxDelay = 1000;
};
class Avulsions: Abrasion {
effectiveness = 0.2;
reopeningChance = 0.8;
reopeningMinDelay = 5;
reopeningMaxDelay = 20;
};
class AvulsionsMinor: Avulsions {
effectiveness = 0.4;
reopeningChance = 0.75;
reopeningMinDelay = 5;
reopeningMaxDelay = 20;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.3;
reopeningChance = 0.85;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.1;
reopeningChance = 0.9;
reopeningMinDelay = 2;
reopeningMaxDelay = 10;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class AbrasionMinor: Abrasion {};
class AbrasionMedium: Abrasion {};
class AbrasionLarge: Abrasion {};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class CrushWoundMinor: CrushWound {
effectiveness = 1;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.4;
reopeningChance = 0.3;
reopeningMinDelay = 100;
reopeningMaxDelay = 150;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.2;
reopeningChance = 0.2;
reopeningMinDelay = 50;
reopeningMaxDelay = 70;
};
class Cut: Abrasion {
effectiveness = 3;
reopeningChance = 0.3;
reopeningMinDelay = 2000;
reopeningMaxDelay = 5000;
};
class CutMinor: Cut {
effectiveness = 6;
reopeningChance = 0.1;
reopeningMinDelay = 5000;
reopeningMaxDelay = 8000;
};
class CutMedium: Cut {
effectiveness = 3;
reopeningChance = 0.3;
reopeningMinDelay = 1200;
reopeningMaxDelay = 2000;
};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.6;
reopeningMinDelay = 220;
reopeningMaxDelay = 260;
};
class Laceration: Abrasion {
effectiveness = 0.8;
reopeningChance = 0.3;
reopeningMinDelay = 220;
reopeningMaxDelay = 500;
};
class LacerationMinor: Laceration {
effectiveness = 0.8;
reopeningChance = 0.3;
reopeningMinDelay = 400;
reopeningMaxDelay = 800;
};
class LacerationMedium: Laceration {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMinDelay = 220;
reopeningMaxDelay = 500;
};
class LacerationLarge: Laceration {
effectiveness = 0.3;
reopeningChance = 0.7;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.7;
reopeningMinDelay = 100;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {
effectiveness = 0.8;
reopeningChance = 0.4;
reopeningMinDelay = 300;
reopeningMaxDelay = 550;
};
class velocityWoundMedium: velocityWound {
effectiveness = 0.6;
reopeningChance = 0.8;
reopeningMinDelay = 100;
reopeningMaxDelay = 300;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.3;
reopeningChance = 0.9;
reopeningMinDelay = 50;
reopeningMaxDelay = 170;
};
class punctureWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.3;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {
effectiveness = 0.8;
reopeningChance = 0.5;
reopeningMinDelay = 500;
reopeningMaxDelay = 800;
};
class punctureWoundMedium: punctureWound {
effectiveness = 0.6;
reopeningChance = 0.3;
reopeningMinDelay = 400;
reopeningMaxDelay = 600;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.3;
reopeningChance = 0.8;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class PackingBandage: fieldDressing {
class Abrasion {
effectiveness = 0.1;
reopeningChance = 0.9;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
};
class AbrasionMinor: Abrasion {
effectiveness = 0.1;
reopeningChance = 0.9;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
};
class AbrasionMedium: Abrasion {
effectiveness = 0.1;
reopeningChance = 0.9;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
};
class AbrasionLarge: Abrasion {
effectiveness = 1;
reopeningChance = 0.9;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
};
class Avulsions: Abrasion {
effectiveness = 0.9;
reopeningChance = 0.1;
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 500;
reopeningMaxDelay = 1000;
};
class AvulsionsMedium: Avulsions {{
effectiveness = 0.7;
reopeningChance = 0.4;
reopeningMinDelay = 250;
reopeningMaxDelay = 750;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.2;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class CrushWoundMinor: CrushWound {
effectiveness = 0.8;
reopeningChance = 0.4;
reopeningMinDelay = 500;
reopeningMaxDelay = 1000;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.6;
reopeningMinDelay = 280;
reopeningMaxDelay = 320;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.4;
reopeningChance = 0.8;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Cut: Abrasion {
effectiveness = 0.2;
reopeningChance = 0.4;
reopeningMinDelay = 10000;
reopeningMaxDelay = 20000;
};
class CutMinor: Cut {
effectiveness = 1;
reopeningChance = 0.1;
reopeningMinDelay = 20000;
reopeningMaxDelay = 30000;
};
class CutMedium: Cut {
effectiveness = 0.5;
reopeningChance = 0.4;
reopeningMinDelay = 2000;
reopeningMaxDelay = 3000;
};
class CutLarge: Cut {
effectiveness = 0.7;
reopeningChance = 0.6;
reopeningMinDelay = 300;
reopeningMaxDelay = 2060;
};
class Laceration: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class LacerationMinor: Laceration {
effectiveness = 1;
reopeningChance = 0.1;
reopeningMinDelay = 500;
reopeningMaxDelay = 700;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
reopeningChance = 0.3;
reopeningMinDelay = 300;
reopeningMaxDelay = 600;
};
class LacerationLarge: Laceration {
effectiveness = 0.3;
reopeningChance = 0.5;
reopeningMinDelay = 220;
reopeningMaxDelay = 360;
};
class velocityWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMinDelay = 800;
reopeningMaxDelay = 1000;
};
class velocityWoundMedium: velocityWound {
effectiveness = 0.6;
reopeningChance = 0.6;
reopeningMinDelay = 500;
reopeningMaxDelay = 800;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.3;
reopeningChance = 0.5;
reopeningMinDelay = 300;
reopeningMaxDelay = 500;
};
class punctureWound: Abrasion {
effectiveness = 0.1;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound {
effectiveness = 0.2;
reopeningChance = 0.5;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.3;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class ElasticBandage: fieldDressing {
class Abrasion {
effectiveness = 2;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class AbrasionMinor: Abrasion {};
class AbrasionMedium: Abrasion {
effectiveness = 1.5;
};
class AbrasionLarge: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {
effectiveness = 0.9;
reopeningChance = 0.2;
};
class AvulsionsMinor: Avulsions {};
class AvulsionsMedium: Avulsions {
effectiveness = 0.7;
reopeningChance = 0.35;
reopeningChance = 0.4;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.3;
reopeningChance = 0.5;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
@ -728,331 +1109,86 @@ class ACE_Medical_Advanced {
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 2;
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class CrushWoundMinor: CrushWound {
effectiveness = 0.8;
reopeningChance = 0;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.1;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWoundMinor: CrushWound {};
class CrushWoundMedium: CrushWound {};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.6;
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Cut: Abrasion {
effectiveness = 1;
reopeningChance = 0.7;
reopeningMinDelay = 220;
reopeningMaxDelay = 260;
effectiveness = 1.5;
reopeningChance = 0.2;
reopeningMinDelay = 10;
reopeningMaxDelay = 400;
};
class CutMinor: Cut {};
class CutMedium: Cut {
effectiveness = 0.8;
reopeningChance = 0.5;
effectiveness = 1.2;
reopeningChance = 0.3;
};
class CutLarge: Cut {
effectiveness = 0.6;
reopeningChance = 0.9;
reopeningMinDelay = 220;
reopeningMaxDelay = 260;
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 10;
reopeningMaxDelay = 400;
};
class Laceration: Abrasion {
effectiveness = 0.9;
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class LacerationMinor: Laceration {};
class LacerationMedium: Laceration {
effectiveness = 0.8;
reopeningChance = 0.2;
effectiveness = 0.75;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.8;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {
effectiveness = 0.8;
reopeningChance = 0.8;
};
class velocityWoundMinor: velocityWound {};
class velocityWoundMedium: velocityWound {
effectiveness = 0.6;
reopeningChance = 0.8;
effectiveness = 0.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.3;
reopeningChance = 0.8;
};
class punctureWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.8;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound {};
class punctureWoundLarge: punctureWound {
effectiveness = 0.5;
reopeningChance = 0.8;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class PackingBandage: fieldDressing {
class Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class AbrasionMinor: Abrasion {};
class AbrasionMedium: Abrasion {};
class AbrasionLarge: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {};
class AvulsionsMedium: Avulsions {};
class AvulsionsLarge: Avulsions {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.2;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class CrushWoundMinor: CrushWound {};
class CrushWoundMedium: CrushWound {};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.2;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Cut: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.6;
reopeningMinDelay = 30;
reopeningMaxDelay = 260;
};
class CutMinor: Cut {};
class CutMedium: Cut {};
class CutLarge: Cut {
effectiveness = 0.2;
reopeningChance = 0.6;
reopeningMinDelay = 30;
reopeningMaxDelay = 260;
};
class Laceration: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class LacerationMinor: Laceration {};
class LacerationMedium: Laceration {};
class LacerationLarge: Laceration {
effectiveness = 0.3;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {};
class velocityWoundMedium: velocityWound {};
class velocityWoundLarge: velocityWound {
effectiveness = 1;
reopeningChance = 0.5;
effectiveness = 0.25;
reopeningChance = 0.7;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.5;
effectiveness = 0.9;
reopeningChance = 0.3;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound {};
class punctureWoundLarge: punctureWound {
effectiveness = 0.3;
class punctureWoundMedium: punctureWound {
effectiveness = 0.9;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class ElasticBandage: fieldDressing {
class Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class AbrasionMinor: Abrasion {};
class AbrasionMedium: Abrasion {};
class AbrasionLarge: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 0.3;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {};
class AvulsionsMedium: Avulsions {};
class AvulsionsLarge: Avulsions {
effectiveness = 0.3;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWoundMinor: CrushWound {};
class CrushWoundMedium: CrushWound {};
class CrushWoundLarge: CrushWound {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Cut: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 10;
reopeningMaxDelay = 400;
};
class CutMinor: Cut {};
class CutMedium: Cut {};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 10;
reopeningMaxDelay = 400;
};
class Laceration: Abrasion {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class LacerationMinor: Laceration {};
class LacerationMedium: Laceration {};
class LacerationLarge: Laceration {
effectiveness = 1;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {};
class velocityWoundMedium: velocityWound {};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.85;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound {};
class punctureWoundLarge: punctureWound {
effectiveness = 0.85;
reopeningChance = 0.5;
reopeningChance = 0.7;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
@ -1074,13 +1210,15 @@ class ACE_Medical_Advanced {
};
class Avulsions: Abrasion {
effectiveness = 0.2;
effectiveness = 0.6;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 350;
};
class AvulsionsMinor: Avulsions {};
class AvulsionsMedium: Avulsions {};
class AvulsionsMedium: Avulsions {
effectiveness = 0.4;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.2;
reopeningChance = 0.1;
@ -1104,30 +1242,36 @@ class ACE_Medical_Advanced {
};
class CrushWound: Abrasion {
effectiveness = 0.7;
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWoundMinor: CrushWound {};
class CrushWoundMedium: CrushWound {};
class CrushWoundMedium: CrushWound {
effectiveness = 0.9;
reopeningChance = 0.05;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.7;
reopeningChance = 0;
reopeningChance = 0.1;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Cut: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.2;
reopeningChance = 0;
reopeningMinDelay = 100;
reopeningMaxDelay = 400;
};
class CutMinor: Cut {};
class CutMedium: Cut {};
class CutMedium: Cut {
effectiveness = 0.6;
reopeningChance = 0;
};
class CutLarge: Cut {
effectiveness = 0.7;
effectiveness = 0.5;
reopeningChance = 0.2;
reopeningMinDelay = 100;
reopeningMaxDelay = 400;
@ -1140,9 +1284,11 @@ class ACE_Medical_Advanced {
reopeningMaxDelay = 0;
};
class LacerationMinor: Laceration {};
class LacerationMedium: Laceration {};
class LacerationMedium: Laceration {
effectiveness = 0.6;
};
class LacerationLarge: Laceration {
effectiveness = 0.7;
effectiveness = 0.5;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
@ -1150,14 +1296,16 @@ class ACE_Medical_Advanced {
class velocityWound: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.1;
reopeningChance = 0;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {};
class velocityWoundMedium: velocityWound {};
class velocityWoundMedium: velocityWound {
effectiveness = 0.6;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.7;
effectiveness = 0.5;
reopeningChance = 0.1;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
@ -1165,15 +1313,18 @@ class ACE_Medical_Advanced {
class punctureWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.1;
reopeningChance = 0.05;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound {};
class punctureWoundLarge: punctureWound {
effectiveness = 0.5;
class punctureWoundMedium: punctureWound {
effectiveness = 0.4;
reopeningChance = 0.1;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.3;
reopeningChance = 0.15;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};