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improve medical bandage configuration
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84878c3d8b
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@ -692,27 +692,408 @@ class ACE_Medical_Advanced {
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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class Abrasion {
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effectiveness = 3;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {
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effectiveness = 5;
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reopeningChance = 0;
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reopeningMinDelay = 1000;
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reopeningMaxDelay = 5000;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 3;
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reopeningChance = 0.7;
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reopeningMinDelay = 750;
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reopeningMaxDelay = 3000;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 2;
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reopeningChance = 0.9;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 1000;
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};
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class Avulsions: Abrasion {
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effectiveness = 0.2;
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reopeningChance = 0.8;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 20;
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};
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class AvulsionsMinor: Avulsions {
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effectiveness = 0.4;
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reopeningChance = 0.75;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 20;
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};
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class AvulsionsMedium: Avulsions {
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effectiveness = 0.3;
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reopeningChance = 0.85;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 10;
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};
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class AvulsionsLarge: Avulsions {
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effectiveness = 0.1;
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reopeningChance = 0.9;
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reopeningMinDelay = 2;
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reopeningMaxDelay = 10;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {};
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class AbrasionMedium: Abrasion {};
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class AbrasionLarge: Abrasion {};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {};
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class CrushWound: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.4;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class CrushWoundMinor: CrushWound {
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effectiveness = 1;
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reopeningChance = 0.4;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class CrushWoundMedium: CrushWound {
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effectiveness = 0.4;
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reopeningChance = 0.3;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 150;
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};
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class CrushWoundLarge: CrushWound {
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effectiveness = 0.2;
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reopeningChance = 0.2;
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reopeningMinDelay = 50;
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reopeningMaxDelay = 70;
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};
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class Cut: Abrasion {
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effectiveness = 3;
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reopeningChance = 0.3;
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reopeningMinDelay = 2000;
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reopeningMaxDelay = 5000;
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};
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class CutMinor: Cut {
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effectiveness = 6;
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reopeningChance = 0.1;
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reopeningMinDelay = 5000;
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reopeningMaxDelay = 8000;
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};
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class CutMedium: Cut {
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effectiveness = 3;
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reopeningChance = 0.3;
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reopeningMinDelay = 1200;
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reopeningMaxDelay = 2000;
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};
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class CutLarge: Cut {
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effectiveness = 1;
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reopeningChance = 0.6;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 260;
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};
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class Laceration: Abrasion {
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effectiveness = 0.8;
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reopeningChance = 0.3;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 500;
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};
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class LacerationMinor: Laceration {
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effectiveness = 0.8;
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reopeningChance = 0.3;
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reopeningMinDelay = 400;
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reopeningMaxDelay = 800;
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};
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class LacerationMedium: Laceration {
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effectiveness = 0.5;
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reopeningChance = 0.5;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 500;
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};
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class LacerationLarge: Laceration {
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effectiveness = 0.3;
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reopeningChance = 0.7;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class velocityWound: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.7;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {
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effectiveness = 0.8;
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reopeningChance = 0.4;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 550;
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};
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class velocityWoundMedium: velocityWound {
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effectiveness = 0.6;
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reopeningChance = 0.8;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 300;
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};
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class velocityWoundLarge: velocityWound {
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effectiveness = 0.3;
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reopeningChance = 0.9;
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reopeningMinDelay = 50;
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reopeningMaxDelay = 170;
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};
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class punctureWound: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.3;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {
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effectiveness = 0.8;
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reopeningChance = 0.5;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 800;
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};
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class punctureWoundMedium: punctureWound {
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effectiveness = 0.6;
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reopeningChance = 0.3;
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reopeningMinDelay = 400;
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reopeningMaxDelay = 600;
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};
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class punctureWoundLarge: punctureWound {
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effectiveness = 0.3;
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reopeningChance = 0.8;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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};
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class PackingBandage: fieldDressing {
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class Abrasion {
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effectiveness = 0.1;
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reopeningChance = 0.9;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 10;
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};
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class AbrasionMinor: Abrasion {
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effectiveness = 0.1;
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reopeningChance = 0.9;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 10;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 0.1;
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reopeningChance = 0.9;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 10;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.9;
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reopeningMinDelay = 5;
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reopeningMaxDelay = 10;
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};
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class Avulsions: Abrasion {
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effectiveness = 0.9;
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reopeningChance = 0.1;
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effectiveness = 1;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class AvulsionsMinor: Avulsions {
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effectiveness = 1;
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reopeningChance = 0.2;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 1000;
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};
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class AvulsionsMedium: Avulsions {{
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effectiveness = 0.7;
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reopeningChance = 0.4;
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reopeningMinDelay = 250;
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reopeningMaxDelay = 750;
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};
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class AvulsionsLarge: Avulsions {
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effectiveness = 0.5;
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reopeningChance = 0.5;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class Contusion: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class ContusionMinor: Contusion {};
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class ContusionMedium: Contusion {};
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class ContusionLarge: Contusion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class CrushWound: Abrasion {
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effectiveness = 0.6;
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reopeningChance = 0.2;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class CrushWoundMinor: CrushWound {
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effectiveness = 0.8;
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reopeningChance = 0.4;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 1000;
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};
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class CrushWoundMedium: CrushWound {
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effectiveness = 0.6;
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reopeningChance = 0.6;
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reopeningMinDelay = 280;
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reopeningMaxDelay = 320;
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};
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class CrushWoundLarge: CrushWound {
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effectiveness = 0.4;
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reopeningChance = 0.8;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class Cut: Abrasion {
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effectiveness = 0.2;
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reopeningChance = 0.4;
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reopeningMinDelay = 10000;
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reopeningMaxDelay = 20000;
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};
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class CutMinor: Cut {
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effectiveness = 1;
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reopeningChance = 0.1;
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reopeningMinDelay = 20000;
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reopeningMaxDelay = 30000;
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};
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class CutMedium: Cut {
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effectiveness = 0.5;
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reopeningChance = 0.4;
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reopeningMinDelay = 2000;
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reopeningMaxDelay = 3000;
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};
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class CutLarge: Cut {
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effectiveness = 0.7;
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reopeningChance = 0.6;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 2060;
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};
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class Laceration: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.5;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class LacerationMinor: Laceration {
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effectiveness = 1;
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reopeningChance = 0.1;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 700;
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};
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class LacerationMedium: Laceration {
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effectiveness = 0.7;
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reopeningChance = 0.3;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 600;
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};
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class LacerationLarge: Laceration {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 360;
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};
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class velocityWound: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {
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effectiveness = 1;
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reopeningChance = 0.7;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 1000;
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};
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class velocityWoundMedium: velocityWound {
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effectiveness = 0.6;
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reopeningChance = 0.6;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 800;
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};
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class velocityWoundLarge: velocityWound {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 500;
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};
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class punctureWound: Abrasion {
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effectiveness = 0.1;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {};
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class punctureWoundMedium: punctureWound {
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effectiveness = 0.2;
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reopeningChance = 0.5;
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};
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class punctureWoundLarge: punctureWound {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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};
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class ElasticBandage: fieldDressing {
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class Abrasion {
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effectiveness = 2;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class AbrasionMinor: Abrasion {};
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class AbrasionMedium: Abrasion {
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effectiveness = 1.5;
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};
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class AbrasionLarge: Abrasion {
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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};
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class Avulsions: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.4;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class AvulsionsMinor: Avulsions {
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effectiveness = 0.9;
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reopeningChance = 0.2;
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};
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class AvulsionsMinor: Avulsions {};
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class AvulsionsMedium: Avulsions {
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effectiveness = 0.7;
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reopeningChance = 0.35;
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reopeningChance = 0.4;
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};
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class AvulsionsLarge: Avulsions {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningChance = 0.4;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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@ -728,331 +1109,86 @@ class ACE_Medical_Advanced {
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class ContusionLarge: Contusion {};
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class CrushWound: Abrasion {
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effectiveness = 2;
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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};
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class CrushWoundMinor: CrushWound {
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effectiveness = 0.8;
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reopeningChance = 0;
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};
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class CrushWoundMedium: CrushWound {
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effectiveness = 0.7;
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reopeningChance = 0.1;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class CrushWoundMinor: CrushWound {};
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class CrushWoundMedium: CrushWound {};
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class CrushWoundLarge: CrushWound {
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effectiveness = 0.6;
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reopeningChance = 0.6;
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effectiveness = 1;
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reopeningChance = 0;
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reopeningMinDelay = 0;
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reopeningMaxDelay = 0;
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};
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class Cut: Abrasion {
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effectiveness = 1;
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reopeningChance = 0.7;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 260;
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effectiveness = 1.5;
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reopeningChance = 0.2;
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reopeningMinDelay = 10;
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reopeningMaxDelay = 400;
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};
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class CutMinor: Cut {};
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class CutMedium: Cut {
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effectiveness = 0.8;
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reopeningChance = 0.5;
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effectiveness = 1.2;
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reopeningChance = 0.3;
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};
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class CutLarge: Cut {
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effectiveness = 0.6;
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reopeningChance = 0.9;
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reopeningMinDelay = 220;
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reopeningMaxDelay = 260;
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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 10;
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reopeningMaxDelay = 400;
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};
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class Laceration: Abrasion {
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effectiveness = 0.9;
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effectiveness = 1;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class LacerationMinor: Laceration {};
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class LacerationMedium: Laceration {
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effectiveness = 0.8;
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reopeningChance = 0.2;
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effectiveness = 0.75;
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};
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class LacerationLarge: Laceration {
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effectiveness = 0.5;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class velocityWound: Abrasion {
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effectiveness = 0.7;
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reopeningChance = 0.3;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 260;
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};
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class velocityWound: Abrasion {
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effectiveness = 0.3;
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reopeningChance = 0.8;
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reopeningChance = 0.5;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class velocityWoundMinor: velocityWound {
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effectiveness = 0.8;
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reopeningChance = 0.8;
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};
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class velocityWoundMinor: velocityWound {};
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class velocityWoundMedium: velocityWound {
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effectiveness = 0.6;
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reopeningChance = 0.8;
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effectiveness = 0.5;
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};
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class velocityWoundLarge: velocityWound {
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effectiveness = 0.3;
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reopeningChance = 0.8;
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};
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class punctureWound: Abrasion {
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effectiveness = 0.5;
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reopeningChance = 0.8;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 300;
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};
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class punctureWoundMinor: punctureWound {};
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class punctureWoundMedium: punctureWound {};
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class punctureWoundLarge: punctureWound {
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effectiveness = 0.5;
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reopeningChance = 0.8;
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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;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user