Merge pull request #3909 from acemod/fix-bandaging-configuration

Adjust bandage configuration
This commit is contained in:
Glowbal 2016-06-12 23:25:16 +02:00 committed by GitHub
commit 43a2b0ea29

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@ -438,7 +438,6 @@ class ACE_Medical_Advanced {
bleedingRate = 0.0002; bleedingRate = 0.0002;
}; };
}; };
// 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. // 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 { class Avulsions {
name = CSTRING(Wounds_Avulsion); name = CSTRING(Wounds_Avulsion);
@ -465,7 +464,6 @@ class ACE_Medical_Advanced {
bleedingRate = 0.05; 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. // 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 { class Contusion {
name = CSTRING(Wounds_Contusion); name = CSTRING(Wounds_Contusion);
@ -491,7 +489,6 @@ class ACE_Medical_Advanced {
maxDamage = 0.2; maxDamage = 0.2;
}; };
}; };
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound { class CrushWound {
name = CSTRING(Wounds_Crush); name = CSTRING(Wounds_Crush);
@ -518,7 +515,6 @@ class ACE_Medical_Advanced {
bleedingRate = 0.0095; 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. // 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 { class Cut {
name = CSTRING(Wounds_Cut); name = CSTRING(Wounds_Cut);
@ -545,7 +541,6 @@ class ACE_Medical_Advanced {
bleedingRate = 0.05; 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. // 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 { class Laceration {
name = CSTRING(Wounds_Laceration); name = CSTRING(Wounds_Laceration);
@ -572,7 +567,6 @@ class ACE_Medical_Advanced {
bleedingRate = 0.03; 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. // 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 { class velocityWound {
name = CSTRING(Wounds_VelocityWound); name = CSTRING(Wounds_VelocityWound);
@ -599,7 +593,6 @@ class ACE_Medical_Advanced {
bleedingRate = 0.1; bleedingRate = 0.1;
}; };
}; };
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound { class punctureWound {
name = CSTRING(Wounds_PunctureWound); name = CSTRING(Wounds_PunctureWound);
@ -692,6 +685,11 @@ class ACE_Medical_Advanced {
}; };
class Treatment { class Treatment {
class Bandaging { class Bandaging {
// Field dressing is normal average treatment
// packing bandage is average treatment, higher reopen change, longer reopening delay
// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
// quickclot is lower treatment, lower reopen change, longer reopening delay
class FieldDressing { class FieldDressing {
// How effect is the bandage for treating one wounds type injury // How effect is the bandage for treating one wounds type injury
effectiveness = 1; effectiveness = 1;
@ -699,55 +697,39 @@ class ACE_Medical_Advanced {
reopeningChance = 0.1; reopeningChance = 0.1;
reopeningMinDelay = 120; reopeningMinDelay = 120;
reopeningMaxDelay = 200; reopeningMaxDelay = 200;
class Abrasion { class Abrasion {
effectiveness = 3; effectiveness = 3;
reopeningChance = 0; reopeningChance = 0.3;
reopeningMinDelay = 0; reopeningMinDelay = 200;
reopeningMaxDelay = 0; reopeningMaxDelay = 1000;
}; };
class AbrasionMinor: Abrasion { class AbrasionMinor: Abrasion {
effectiveness = 5; effectiveness = 3;
reopeningChance = 0;
reopeningMinDelay = 1000;
reopeningMaxDelay = 5000;
}; };
class AbrasionMedium: Abrasion { class AbrasionMedium: Abrasion {
effectiveness = 3; effectiveness = 2.5;
reopeningChance = 0.7; reopeningChance = 0.7;
reopeningMinDelay = 750;
reopeningMaxDelay = 3000;
}; };
class AbrasionLarge: Abrasion { class AbrasionLarge: Abrasion {
effectiveness = 2; effectiveness = 2;
reopeningChance = 0.9; reopeningChance = 0.9;
reopeningMinDelay = 300;
reopeningMaxDelay = 1000;
}; };
class Avulsions: Abrasion { class Avulsions: Abrasion {
effectiveness = 0.2; effectiveness = 1;
reopeningChance = 0.8; reopeningChance = 0.5;
reopeningMinDelay = 5; reopeningMinDelay = 120;
reopeningMaxDelay = 20; reopeningMaxDelay = 200;
}; };
class AvulsionsMinor: Avulsions { class AvulsionsMinor: Avulsions {
effectiveness = 0.4; effectiveness = 1;
reopeningChance = 0.75;
reopeningMinDelay = 5;
reopeningMaxDelay = 20;
}; };
class AvulsionsMedium: Avulsions { class AvulsionsMedium: Avulsions {
effectiveness = 0.3; effectiveness = 0.9;
reopeningChance = 0.85;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
}; };
class AvulsionsLarge: Avulsions { class AvulsionsLarge: Avulsions {
effectiveness = 0.1; effectiveness = 0.75;
reopeningChance = 0.9;
reopeningMinDelay = 2;
reopeningMaxDelay = 10;
}; };
class Contusion: Abrasion { class Contusion: Abrasion {
@ -762,178 +744,127 @@ class ACE_Medical_Advanced {
class CrushWound: Abrasion { class CrushWound: Abrasion {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0.4; reopeningChance = 0.2;
reopeningMinDelay = 120; reopeningMinDelay = 20;
reopeningMaxDelay = 200; reopeningMaxDelay = 1000;
}; };
class CrushWoundMinor: CrushWound { class CrushWoundMinor: CrushWound {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0.4; reopeningChance = 0.2;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
}; };
class CrushWoundMedium: CrushWound { class CrushWoundMedium: CrushWound {
effectiveness = 0.4; effectiveness = 0.7;
reopeningChance = 0.3; reopeningChance = 0.3;
reopeningMinDelay = 100;
reopeningMaxDelay = 150;
}; };
class CrushWoundLarge: CrushWound { class CrushWoundLarge: CrushWound {
effectiveness = 0.2; effectiveness = 0.6;
reopeningChance = 0.2; reopeningChance = 0.4;
reopeningMinDelay = 50;
reopeningMaxDelay = 70;
}; };
class Cut: Abrasion { class Cut: Abrasion {
effectiveness = 3; effectiveness = 4;
reopeningChance = 0.3; reopeningChance = 0.1;
reopeningMinDelay = 2000; reopeningMinDelay = 300;
reopeningMaxDelay = 5000; reopeningMaxDelay = 1000;
}; };
class CutMinor: Cut { class CutMinor: Cut {
effectiveness = 6; effectiveness = 4;
reopeningChance = 0.1; reopeningChance = 0.1;
reopeningMinDelay = 5000;
reopeningMaxDelay = 8000;
}; };
class CutMedium: Cut { class CutMedium: Cut {
effectiveness = 3; effectiveness = 3;
reopeningChance = 0.3; reopeningChance = 0.3;
reopeningMinDelay = 1200;
reopeningMaxDelay = 2000;
}; };
class CutLarge: Cut { class CutLarge: Cut {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0.6; reopeningChance = 0.5;
reopeningMinDelay = 220;
reopeningMaxDelay = 260;
}; };
class Laceration: Abrasion { class Laceration: Abrasion {
effectiveness = 0.8; effectiveness = 0.95;
reopeningChance = 0.3; reopeningChance = 0.3;
reopeningMinDelay = 220; reopeningMinDelay = 100;
reopeningMaxDelay = 500;
};
class LacerationMinor: Laceration {
effectiveness = 0.8;
reopeningChance = 0.3;
reopeningMinDelay = 400;
reopeningMaxDelay = 800; reopeningMaxDelay = 800;
}; };
class LacerationMinor: Laceration {
effectiveness = 0.95;
reopeningChance = 0.3;
};
class LacerationMedium: Laceration { class LacerationMedium: Laceration {
effectiveness = 0.5; effectiveness = 0.7;
reopeningChance = 0.5; reopeningChance = 0.5;
reopeningMinDelay = 220;
reopeningMaxDelay = 500;
}; };
class LacerationLarge: Laceration { class LacerationLarge: Laceration {
effectiveness = 0.3; effectiveness = 0.5;
reopeningChance = 0.7; reopeningChance = 0.6;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
}; };
class velocityWound: Abrasion { class velocityWound: Abrasion {
effectiveness = 0.5; effectiveness = 2;
reopeningChance = 0.7; reopeningChance = 0.7;
reopeningMinDelay = 100; reopeningMinDelay = 100;
reopeningMaxDelay = 300; reopeningMaxDelay = 500;
}; };
class velocityWoundMinor: velocityWound { class velocityWoundMinor: velocityWound {
effectiveness = 0.8; effectiveness = 2;
reopeningChance = 0.4;
reopeningMinDelay = 300;
reopeningMaxDelay = 550;
}; };
class velocityWoundMedium: velocityWound { class velocityWoundMedium: velocityWound {
effectiveness = 0.6; effectiveness = 1.5;
reopeningChance = 0.8;
reopeningMinDelay = 100;
reopeningMaxDelay = 300;
}; };
class velocityWoundLarge: velocityWound { class velocityWoundLarge: velocityWound {
effectiveness = 0.3; effectiveness = 1;
reopeningChance = 0.9;
reopeningMinDelay = 50;
reopeningMaxDelay = 170;
}; };
class punctureWound: Abrasion { class punctureWound: Abrasion {
effectiveness = 0.6; effectiveness = 2;
reopeningChance = 0.3; reopeningChance = 0.5;
reopeningMinDelay = 200; reopeningMinDelay = 200;
reopeningMaxDelay = 300; reopeningMaxDelay = 850;
}; };
class punctureWoundMinor: punctureWound { class punctureWoundMinor: punctureWound {
effectiveness = 0.8; effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 500;
reopeningMaxDelay = 800;
}; };
class punctureWoundMedium: punctureWound { class punctureWoundMedium: punctureWound {
effectiveness = 0.6; effectiveness = 1.3;
reopeningChance = 0.3;
reopeningMinDelay = 400;
reopeningMaxDelay = 600;
}; };
class punctureWoundLarge: punctureWound { class punctureWoundLarge: punctureWound {
effectiveness = 0.3; effectiveness = 0.9;
reopeningChance = 0.8;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
}; };
}; };
class PackingBandage: fieldDressing { class PackingBandage: fieldDressing {
class Abrasion { class Abrasion {
effectiveness = 0.1; effectiveness = 3;
reopeningChance = 0.9; reopeningChance = 0.6;
reopeningMinDelay = 5; reopeningMinDelay = 800;
reopeningMaxDelay = 10; reopeningMaxDelay = 1500;
}; };
class AbrasionMinor: Abrasion { class AbrasionMinor: Abrasion {
effectiveness = 0.1; effectiveness = 3;
reopeningChance = 0.9;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
}; };
class AbrasionMedium: Abrasion { class AbrasionMedium: Abrasion {
effectiveness = 0.1; effectiveness = 2.5;
reopeningChance = 0.9; reopeningChance = 0.9;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
}; };
class AbrasionLarge: Abrasion { class AbrasionLarge: Abrasion {
effectiveness = 1; effectiveness = 2;
reopeningChance = 0.9; reopeningChance = 1;
reopeningMinDelay = 5;
reopeningMaxDelay = 10;
}; };
class Avulsions: Abrasion { class Avulsions: Abrasion {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0.3; reopeningChance = 0.7;
reopeningMinDelay = 120; reopeningMinDelay = 1000;
reopeningMaxDelay = 200; reopeningMaxDelay = 1600;
}; };
class AvulsionsMinor: Avulsions { class AvulsionsMinor: Avulsions {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 500;
reopeningMaxDelay = 1000;
}; };
class AvulsionsMedium: Avulsions { class AvulsionsMedium: Avulsions {
effectiveness = 0.7; effectiveness = 0.9;
reopeningChance = 0.4;
reopeningMinDelay = 250;
reopeningMaxDelay = 750;
}; };
class AvulsionsLarge: Avulsions { class AvulsionsLarge: Avulsions {
effectiveness = 0.5; effectiveness = 0.75;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
}; };
class Contusion: Abrasion { class Contusion: Abrasion {
@ -944,166 +875,266 @@ class ACE_Medical_Advanced {
}; };
class ContusionMinor: Contusion {}; class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {}; class ContusionMedium: Contusion {};
class ContusionLarge: Contusion { class ContusionLarge: Contusion {};
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion { class CrushWound: Abrasion {
effectiveness = 0.6; effectiveness = 1;
reopeningChance = 0.2; reopeningChance = 0.5;
reopeningMinDelay = 120; reopeningMinDelay = 600;
reopeningMaxDelay = 200;
};
class CrushWoundMinor: CrushWound {
effectiveness = 0.8;
reopeningChance = 0.4;
reopeningMinDelay = 500;
reopeningMaxDelay = 1000; reopeningMaxDelay = 1000;
}; };
class CrushWoundMedium: CrushWound { class CrushWoundMinor: CrushWound {
effectiveness = 0.6; effectiveness = 1;
reopeningChance = 0.6; reopeningChance = 0.6;
reopeningMinDelay = 280; };
reopeningMaxDelay = 320; class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.7;
}; };
class CrushWoundLarge: CrushWound { class CrushWoundLarge: CrushWound {
effectiveness = 0.4; effectiveness = 0.6;
reopeningChance = 0.8; reopeningChance = 0.8;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
}; };
class Cut: Abrasion { class Cut: Abrasion {
effectiveness = 0.2; effectiveness = 4;
reopeningChance = 0.4; reopeningChance = 0.4;
reopeningMinDelay = 10000; reopeningMinDelay = 700;
reopeningMaxDelay = 20000; reopeningMaxDelay = 1000;
}; };
class CutMinor: Cut { class CutMinor: Cut {
effectiveness = 1; effectiveness = 4;
reopeningChance = 0.1; reopeningChance = 0.6;
reopeningMinDelay = 20000;
reopeningMaxDelay = 30000;
}; };
class CutMedium: Cut { class CutMedium: Cut {
effectiveness = 0.5; effectiveness = 3;
reopeningChance = 0.4; reopeningChance = 0.7;
reopeningMinDelay = 2000;
reopeningMaxDelay = 3000;
}; };
class CutLarge: Cut { class CutLarge: Cut {
effectiveness = 0.7; effectiveness = 1;
reopeningChance = 0.6; reopeningChance = 0.8;
reopeningMinDelay = 300;
reopeningMaxDelay = 2060;
}; };
class Laceration: Abrasion { class Laceration: Abrasion {
effectiveness = 0.5; effectiveness = 0.95;
reopeningChance = 0.5; reopeningChance = 0.65;
reopeningMinDelay = 120; reopeningMinDelay = 500;
reopeningMaxDelay = 260; reopeningMaxDelay = 2000;
}; };
class LacerationMinor: Laceration { class LacerationMinor: Laceration {
effectiveness = 1; effectiveness = 0.95;
reopeningChance = 0.1; reopeningChance = 0.65;
reopeningMinDelay = 500;
reopeningMaxDelay = 700;
}; };
class LacerationMedium: Laceration { class LacerationMedium: Laceration {
effectiveness = 0.7; effectiveness = 0.7;
reopeningChance = 0.3; reopeningChance = 0.8;
reopeningMinDelay = 300;
reopeningMaxDelay = 600;
}; };
class LacerationLarge: Laceration { class LacerationLarge: Laceration {
effectiveness = 0.3; effectiveness = 0.5;
reopeningChance = 0.5; reopeningChance = 0.9;
reopeningMinDelay = 220;
reopeningMaxDelay = 360;
}; };
class velocityWound: Abrasion { class velocityWound: Abrasion {
effectiveness = 1; effectiveness = 2;
reopeningChance = 0.5; reopeningChance = 1;
reopeningMinDelay = 20; reopeningMinDelay = 800;
reopeningMaxDelay = 300; reopeningMaxDelay = 2000;
}; };
class velocityWoundMinor: velocityWound { class velocityWoundMinor: velocityWound {
effectiveness = 1; effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 800;
reopeningMaxDelay = 1000;
}; };
class velocityWoundMedium: velocityWound { class velocityWoundMedium: velocityWound {
effectiveness = 0.6; effectiveness = 1.5;
reopeningChance = 0.6;
reopeningMinDelay = 500;
reopeningMaxDelay = 800;
}; };
class velocityWoundLarge: velocityWound { class velocityWoundLarge: velocityWound {
effectiveness = 0.3; effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 300;
reopeningMaxDelay = 500;
}; };
class punctureWound: Abrasion { class punctureWound: Abrasion {
effectiveness = 0.1; effectiveness = 2;
reopeningChance = 0.5; reopeningChance = 1;
reopeningMinDelay = 20; reopeningMinDelay = 1000;
reopeningMaxDelay = 300; reopeningMaxDelay = 3000;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
}; };
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound { class punctureWoundMedium: punctureWound {
effectiveness = 0.2; effectiveness = 1.3;
reopeningChance = 0.5;
}; };
class punctureWoundLarge: punctureWound { class punctureWoundLarge: punctureWound {
effectiveness = 0.3; effectiveness = 0.9;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
}; };
}; };
class ElasticBandage: fieldDressing { class ElasticBandage: fieldDressing {
class Abrasion { class Abrasion {
effectiveness = 4;
reopeningChance = 0.6;
reopeningMinDelay = 80;
reopeningMaxDelay = 150;
};
class AbrasionMinor: Abrasion {
effectiveness = 43;
};
class AbrasionMedium: Abrasion {
effectiveness = 3;
reopeningChance = 0.9;
};
class AbrasionLarge: Abrasion {
effectiveness = 2.5;
reopeningChance = 1;
};
class Avulsions: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 100;
reopeningMaxDelay = 160;
};
class AvulsionsMinor: Avulsions {
effectiveness = 2;
};
class AvulsionsMedium: Avulsions {
effectiveness = 1.4;
};
class AvulsionsLarge: Avulsions {
effectiveness = 1;
};
class Contusion: Abrasion {
effectiveness = 2; effectiveness = 2;
reopeningChance = 0; reopeningChance = 0;
reopeningMinDelay = 0; reopeningMinDelay = 0;
reopeningMaxDelay = 0; reopeningMaxDelay = 0;
}; };
class AbrasionMinor: Abrasion {}; class ContusionMinor: Contusion {};
class AbrasionMedium: Abrasion { class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};
class CrushWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 60;
reopeningMaxDelay = 100;
};
class CrushWoundMinor: CrushWound {
effectiveness = 2;
reopeningChance = 0.6;
};
class CrushWoundMedium: CrushWound {
effectiveness = 1.7;
reopeningChance = 0.7;
};
class CrushWoundLarge: CrushWound {
effectiveness = 1.6;
reopeningChance = 0.8;
};
class Cut: Abrasion {
effectiveness = 5;
reopeningChance = 0.4;
reopeningMinDelay = 70;
reopeningMaxDelay = 100;
};
class CutMinor: Cut {
effectiveness = 5;
reopeningChance = 0.6;
};
class CutMedium: Cut {
effectiveness = 3.5;
reopeningChance = 0.7;
};
class CutLarge: Cut {
effectiveness = 2;
reopeningChance = 0.8;
};
class Laceration: Abrasion {
effectiveness = 2;
reopeningChance = 0.65;
reopeningMinDelay = 50;
reopeningMaxDelay = 200;
};
class LacerationMinor: Laceration {
effectiveness = 2;
reopeningChance = 0.65;
};
class LacerationMedium: Laceration {
effectiveness = 1.5;
reopeningChance = 0.8;
};
class LacerationLarge: Laceration {
effectiveness = 1;
reopeningChance = 0.9;
};
class velocityWound: Abrasion {
effectiveness = 2.2;
reopeningChance = 1;
reopeningMinDelay = 80;
reopeningMaxDelay = 200;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2.2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.75;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1.5; effectiveness = 1.5;
}; };
class AbrasionLarge: Abrasion {
class punctureWound: Abrasion {
effectiveness = 2.5;
reopeningChance = 1;
reopeningMinDelay = 100;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2.5;
};
class punctureWoundMedium: punctureWound {
effectiveness = 2;
};
class punctureWoundLarge: punctureWound {
effectiveness = 1.5;
};
};
class QuikClot: fieldDressing {
class Abrasion {
effectiveness = 2;
reopeningChance = 0.3;
reopeningMinDelay = 800;
reopeningMaxDelay = 1500;
};
class AbrasionMinor: Abrasion {
effectiveness = 2;
};
class AbrasionMedium: Abrasion {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0; reopeningChance = 0.4;
reopeningMinDelay = 0; };
class AbrasionLarge: Abrasion {
effectiveness = 0.7;
reopeningChance = 5;
}; };
class Avulsions: Abrasion { class Avulsions: Abrasion {
effectiveness = 0.3; effectiveness = 0.7;
reopeningChance = 0.4; reopeningChance = 0.2;
reopeningMinDelay = 120; reopeningMinDelay = 1000;
reopeningMaxDelay = 200; reopeningMaxDelay = 1600;
}; };
class AvulsionsMinor: Avulsions { class AvulsionsMinor: Avulsions {
effectiveness = 0.9; effectiveness = 0.7;
reopeningChance = 0.2;
}; };
class AvulsionsMedium: Avulsions { class AvulsionsMedium: Avulsions {
effectiveness = 0.7; effectiveness = 0.65;
reopeningChance = 0.4;
}; };
class AvulsionsLarge: Avulsions { class AvulsionsLarge: Avulsions {
effectiveness = 0.3; effectiveness = 0.5;
reopeningChance = 0.4;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
}; };
class Contusion: Abrasion { class Contusion: Abrasion {
@ -1117,228 +1148,90 @@ class ACE_Medical_Advanced {
class ContusionLarge: Contusion {}; class ContusionLarge: Contusion {};
class CrushWound: Abrasion { class CrushWound: Abrasion {
effectiveness = 1; effectiveness = 0.6;
reopeningChance = 0; reopeningChance = 0.5;
reopeningMinDelay = 0; reopeningMinDelay = 600;
reopeningMaxDelay = 0; reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.3;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.5;
}; };
class CrushWoundMinor: CrushWound {};
class CrushWoundMedium: CrushWound {};
class CrushWoundLarge: CrushWound { class CrushWoundLarge: CrushWound {
effectiveness = 1; effectiveness = 0.4;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
}; };
class Cut: Abrasion { class Cut: Abrasion {
effectiveness = 1.5; effectiveness = 2;
reopeningChance = 0.2; reopeningChance = 0.2;
reopeningMinDelay = 10; reopeningMinDelay = 700;
reopeningMaxDelay = 400; reopeningMaxDelay = 1000;
}; };
class CutMinor: Cut {}; class CutMinor: Cut {
class CutMedium: Cut { effectiveness = 2;
effectiveness = 1.2;
reopeningChance = 0.3; reopeningChance = 0.3;
}; };
class CutLarge: Cut { class CutMedium: Cut {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0.5; };
reopeningMinDelay = 10; class CutLarge: Cut {
reopeningMaxDelay = 400; effectiveness = 0.6;
}; };
class Laceration: Abrasion { class Laceration: Abrasion {
effectiveness = 1; effectiveness = 0.7;
reopeningChance = 0.3; reopeningChance = 0.4;
reopeningMinDelay = 120; reopeningMinDelay = 500;
reopeningMaxDelay = 260; reopeningMaxDelay = 2000;
};
class LacerationMinor: Laceration {
effectiveness = 0.7;
reopeningChance = 0.4;
}; };
class LacerationMinor: Laceration {};
class LacerationMedium: Laceration { class LacerationMedium: Laceration {
effectiveness = 0.7;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
};
class velocityWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 800;
reopeningMaxDelay = 2000;
};
class velocityWoundMinor: velocityWound {
effectiveness = 1;
};
class velocityWoundMedium: velocityWound {
effectiveness = 0.75; effectiveness = 0.75;
}; };
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.3;
reopeningMinDelay = 120;
reopeningMaxDelay = 260;
};
class velocityWound: Abrasion {
effectiveness = 0.7;
reopeningChance = 0.5;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {};
class velocityWoundMedium: velocityWound {
effectiveness = 0.5;
};
class velocityWoundLarge: velocityWound { class velocityWoundLarge: velocityWound {
effectiveness = 0.25; effectiveness = 0.5;
reopeningChance = 0.7;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
}; };
class punctureWound: Abrasion { class punctureWound: Abrasion {
effectiveness = 0.9;
reopeningChance = 0.3;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound {
effectiveness = 0.9;
reopeningChance = 0.5;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.85;
reopeningChance = 0.7;
reopeningMinDelay = 20;
reopeningMaxDelay = 300;
};
};
class QuikClot: fieldDressing {
class Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class AbrasionMinor: Abrasion {};
class AbrasionMedium: Abrasion {};
class AbrasionLarge: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Avulsions: Abrasion {
effectiveness = 0.6;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 350;
};
class AvulsionsMinor: Avulsions {};
class AvulsionsMedium: Avulsions {
effectiveness = 0.4;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.2;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 350;
};
class Contusion: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class CrushWound: Abrasion {
effectiveness = 1; effectiveness = 1;
reopeningChance = 0; reopeningChance = 0.5;
reopeningMinDelay = 0; reopeningMinDelay = 1000;
reopeningMaxDelay = 0; reopeningMaxDelay = 3000;
}; };
class CrushWoundMinor: CrushWound {}; class punctureWoundMinor: punctureWound {
class CrushWoundMedium: CrushWound { effectiveness = 1;
effectiveness = 0.9;
reopeningChance = 0.05;
}; };
class CrushWoundLarge: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.1;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class Cut: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 100;
reopeningMaxDelay = 400;
};
class CutMinor: Cut {};
class CutMedium: Cut {
effectiveness = 0.6;
reopeningChance = 0;
};
class CutLarge: Cut {
effectiveness = 0.5;
reopeningChance = 0.2;
reopeningMinDelay = 100;
reopeningMaxDelay = 400;
};
class Laceration: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class LacerationMinor: Laceration {};
class LacerationMedium: Laceration {
effectiveness = 0.6;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class velocityWound: Abrasion {
effectiveness = 0.7;
reopeningChance = 0;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class velocityWoundMinor: velocityWound {};
class velocityWoundMedium: velocityWound {
effectiveness = 0.6;
};
class velocityWoundLarge: velocityWound {
effectiveness = 0.5;
reopeningChance = 0.1;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class punctureWound: Abrasion {
effectiveness = 0.5;
reopeningChance = 0.05;
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
};
class punctureWoundMinor: punctureWound {};
class punctureWoundMedium: punctureWound { class punctureWoundMedium: punctureWound {
effectiveness = 0.4; effectiveness = 0.7;
reopeningChance = 0.1;
}; };
class punctureWoundLarge: punctureWound { class punctureWoundLarge: punctureWound {
effectiveness = 0.3; effectiveness = 0.4;
reopeningChance = 0.15; };
reopeningMinDelay = 200;
reopeningMaxDelay = 300;
}; };
}; };
};
class Medication { class Medication {
// How much does the pain get reduced? // How much does the pain get reduced?
painReduce = 0; painReduce = 0;