From fa1282406f9b236c217edf196cf8578921b2c478 Mon Sep 17 00:00:00 2001 From: Glowbal Date: Sun, 12 Jun 2016 20:40:45 +0200 Subject: [PATCH] Change bandage configurations - Field dressing is average treatment - Packing bandage is average treatment, higher reopen change, longer reopening delay - Elastic bandage is higher treatment, higher reopen change, shorter reopen delay - QuikClot is lower treatment, lower reopen change, longer reopening delay --- addons/medical/ACE_Medical_Treatments.hpp | 739 +++++++++------------- 1 file changed, 316 insertions(+), 423 deletions(-) diff --git a/addons/medical/ACE_Medical_Treatments.hpp b/addons/medical/ACE_Medical_Treatments.hpp index 14205fbd30..8a45a3fc49 100644 --- a/addons/medical/ACE_Medical_Treatments.hpp +++ b/addons/medical/ACE_Medical_Treatments.hpp @@ -438,7 +438,6 @@ class ACE_Medical_Advanced { 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. class Avulsions { name = CSTRING(Wounds_Avulsion); @@ -465,7 +464,6 @@ class ACE_Medical_Advanced { bleedingRate = 0.05; }; }; - // Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions. class Contusion { name = CSTRING(Wounds_Contusion); @@ -491,7 +489,6 @@ class ACE_Medical_Advanced { maxDamage = 0.2; }; }; - // Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. class CrushWound { name = CSTRING(Wounds_Crush); @@ -518,7 +515,6 @@ class ACE_Medical_Advanced { bleedingRate = 0.0095; }; }; - // Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision. class Cut { name = CSTRING(Wounds_Cut); @@ -545,7 +541,6 @@ class ACE_Medical_Advanced { bleedingRate = 0.05; }; }; - // Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch. class Laceration { name = CSTRING(Wounds_Laceration); @@ -572,7 +567,6 @@ class ACE_Medical_Advanced { bleedingRate = 0.03; }; }; - // Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel. class velocityWound { name = CSTRING(Wounds_VelocityWound); @@ -598,7 +592,6 @@ class ACE_Medical_Advanced { bleedingRate = 0.1; }; }; - // Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. class punctureWound { name = CSTRING(Wounds_PunctureWound); @@ -691,6 +684,11 @@ class ACE_Medical_Advanced { }; class Treatment { 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 { // How effect is the bandage for treating one wounds type injury effectiveness = 1; @@ -698,55 +696,39 @@ class ACE_Medical_Advanced { reopeningChance = 0.1; reopeningMinDelay = 120; reopeningMaxDelay = 200; + class Abrasion { effectiveness = 3; - reopeningChance = 0; - reopeningMinDelay = 0; - reopeningMaxDelay = 0; + reopeningChance = 0.3; + reopeningMinDelay = 200; + reopeningMaxDelay = 1000; }; class AbrasionMinor: Abrasion { - effectiveness = 5; - reopeningChance = 0; - reopeningMinDelay = 1000; - reopeningMaxDelay = 5000; + effectiveness = 3; }; class AbrasionMedium: Abrasion { - effectiveness = 3; + effectiveness = 2.5; 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; + effectiveness = 1; + reopeningChance = 0.5; + reopeningMinDelay = 120; + reopeningMaxDelay = 200; }; class AvulsionsMinor: Avulsions { - effectiveness = 0.4; - reopeningChance = 0.75; - reopeningMinDelay = 5; - reopeningMaxDelay = 20; - }; + effectiveness = 1; + }; class AvulsionsMedium: Avulsions { - effectiveness = 0.3; - reopeningChance = 0.85; - reopeningMinDelay = 5; - reopeningMaxDelay = 10; + effectiveness = 0.9; }; class AvulsionsLarge: Avulsions { - effectiveness = 0.1; - reopeningChance = 0.9; - reopeningMinDelay = 2; - reopeningMaxDelay = 10; + effectiveness = 0.75; }; class Contusion: Abrasion { @@ -761,178 +743,127 @@ class ACE_Medical_Advanced { class CrushWound: Abrasion { effectiveness = 1; - reopeningChance = 0.4; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; + reopeningChance = 0.2; + reopeningMinDelay = 20; + reopeningMaxDelay = 1000; }; class CrushWoundMinor: CrushWound { effectiveness = 1; - reopeningChance = 0.4; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; + reopeningChance = 0.2; }; class CrushWoundMedium: CrushWound { - effectiveness = 0.4; + effectiveness = 0.7; reopeningChance = 0.3; - reopeningMinDelay = 100; - reopeningMaxDelay = 150; }; class CrushWoundLarge: CrushWound { - effectiveness = 0.2; - reopeningChance = 0.2; - reopeningMinDelay = 50; - reopeningMaxDelay = 70; + effectiveness = 0.6; + reopeningChance = 0.4; }; class Cut: Abrasion { - effectiveness = 3; - reopeningChance = 0.3; - reopeningMinDelay = 2000; - reopeningMaxDelay = 5000; + effectiveness = 4; + reopeningChance = 0.1; + reopeningMinDelay = 300; + reopeningMaxDelay = 1000; }; class CutMinor: Cut { - effectiveness = 6; + effectiveness = 4; 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; + reopeningChance = 0.5; }; class Laceration: Abrasion { - effectiveness = 0.8; + effectiveness = 0.95; reopeningChance = 0.3; - reopeningMinDelay = 220; - reopeningMaxDelay = 500; - }; - class LacerationMinor: Laceration { - effectiveness = 0.8; - reopeningChance = 0.3; - reopeningMinDelay = 400; + reopeningMinDelay = 100; reopeningMaxDelay = 800; }; + class LacerationMinor: Laceration { + effectiveness = 0.95; + reopeningChance = 0.3; + }; class LacerationMedium: Laceration { - effectiveness = 0.5; + effectiveness = 0.7; reopeningChance = 0.5; - reopeningMinDelay = 220; - reopeningMaxDelay = 500; }; class LacerationLarge: Laceration { - effectiveness = 0.3; - reopeningChance = 0.7; - reopeningMinDelay = 120; - reopeningMaxDelay = 260; + effectiveness = 0.5; + reopeningChance = 0.6; }; class velocityWound: Abrasion { - effectiveness = 0.5; + effectiveness = 2; reopeningChance = 0.7; reopeningMinDelay = 100; - reopeningMaxDelay = 300; + reopeningMaxDelay = 500; }; class velocityWoundMinor: velocityWound { - effectiveness = 0.8; - reopeningChance = 0.4; - reopeningMinDelay = 300; - reopeningMaxDelay = 550; + effectiveness = 2; }; class velocityWoundMedium: velocityWound { - effectiveness = 0.6; - reopeningChance = 0.8; - reopeningMinDelay = 100; - reopeningMaxDelay = 300; + effectiveness = 1.5; }; class velocityWoundLarge: velocityWound { - effectiveness = 0.3; - reopeningChance = 0.9; - reopeningMinDelay = 50; - reopeningMaxDelay = 170; + effectiveness = 1; }; class punctureWound: Abrasion { - effectiveness = 0.6; - reopeningChance = 0.3; + effectiveness = 2; + reopeningChance = 0.5; reopeningMinDelay = 200; - reopeningMaxDelay = 300; + reopeningMaxDelay = 850; }; class punctureWoundMinor: punctureWound { - effectiveness = 0.8; - reopeningChance = 0.5; - reopeningMinDelay = 500; - reopeningMaxDelay = 800; + effectiveness = 2; }; class punctureWoundMedium: punctureWound { - effectiveness = 0.6; - reopeningChance = 0.3; - reopeningMinDelay = 400; - reopeningMaxDelay = 600; + effectiveness = 1.3; }; class punctureWoundLarge: punctureWound { - effectiveness = 0.3; - reopeningChance = 0.8; - reopeningMinDelay = 20; - reopeningMaxDelay = 300; + effectiveness = 0.9; }; }; + class PackingBandage: fieldDressing { class Abrasion { - effectiveness = 0.1; - reopeningChance = 0.9; - reopeningMinDelay = 5; - reopeningMaxDelay = 10; + effectiveness = 3; + reopeningChance = 0.6; + reopeningMinDelay = 800; + reopeningMaxDelay = 1500; }; class AbrasionMinor: Abrasion { - effectiveness = 0.1; - reopeningChance = 0.9; - reopeningMinDelay = 5; - reopeningMaxDelay = 10; + effectiveness = 3; }; class AbrasionMedium: Abrasion { - effectiveness = 0.1; + effectiveness = 2.5; reopeningChance = 0.9; - reopeningMinDelay = 5; - reopeningMaxDelay = 10; }; class AbrasionLarge: Abrasion { - effectiveness = 1; - reopeningChance = 0.9; - reopeningMinDelay = 5; - reopeningMaxDelay = 10; + effectiveness = 2; + reopeningChance = 1; }; class Avulsions: Abrasion { effectiveness = 1; - reopeningChance = 0.3; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; + reopeningChance = 0.7; + reopeningMinDelay = 1000; + reopeningMaxDelay = 1600; }; 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; + effectiveness = 0.9; }; class AvulsionsLarge: Avulsions { - effectiveness = 0.5; - reopeningChance = 0.5; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; + effectiveness = 0.75; }; class Contusion: Abrasion { @@ -943,166 +874,266 @@ class ACE_Medical_Advanced { }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; - class ContusionLarge: Contusion { - effectiveness = 1; - reopeningChance = 0; - reopeningMinDelay = 0; - reopeningMaxDelay = 0; - }; + class ContusionLarge: Contusion {}; class CrushWound: Abrasion { - effectiveness = 0.6; - reopeningChance = 0.2; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; - }; - class CrushWoundMinor: CrushWound { - effectiveness = 0.8; - reopeningChance = 0.4; - reopeningMinDelay = 500; + effectiveness = 1; + reopeningChance = 0.5; + reopeningMinDelay = 600; reopeningMaxDelay = 1000; }; - class CrushWoundMedium: CrushWound { - effectiveness = 0.6; + class CrushWoundMinor: CrushWound { + effectiveness = 1; reopeningChance = 0.6; - reopeningMinDelay = 280; - reopeningMaxDelay = 320; + }; + class CrushWoundMedium: CrushWound { + effectiveness = 0.7; + reopeningChance = 0.7; }; class CrushWoundLarge: CrushWound { - effectiveness = 0.4; + effectiveness = 0.6; reopeningChance = 0.8; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; }; class Cut: Abrasion { - effectiveness = 0.2; + effectiveness = 4; reopeningChance = 0.4; - reopeningMinDelay = 10000; - reopeningMaxDelay = 20000; + reopeningMinDelay = 700; + reopeningMaxDelay = 1000; }; class CutMinor: Cut { - effectiveness = 1; - reopeningChance = 0.1; - reopeningMinDelay = 20000; - reopeningMaxDelay = 30000; + effectiveness = 4; + reopeningChance = 0.6; }; class CutMedium: Cut { - effectiveness = 0.5; - reopeningChance = 0.4; - reopeningMinDelay = 2000; - reopeningMaxDelay = 3000; + effectiveness = 3; + reopeningChance = 0.7; }; class CutLarge: Cut { - effectiveness = 0.7; - reopeningChance = 0.6; - reopeningMinDelay = 300; - reopeningMaxDelay = 2060; + effectiveness = 1; + reopeningChance = 0.8; }; class Laceration: Abrasion { - effectiveness = 0.5; - reopeningChance = 0.5; - reopeningMinDelay = 120; - reopeningMaxDelay = 260; + effectiveness = 0.95; + reopeningChance = 0.65; + reopeningMinDelay = 500; + reopeningMaxDelay = 2000; }; class LacerationMinor: Laceration { - effectiveness = 1; - reopeningChance = 0.1; - reopeningMinDelay = 500; - reopeningMaxDelay = 700; + effectiveness = 0.95; + reopeningChance = 0.65; }; class LacerationMedium: Laceration { effectiveness = 0.7; - reopeningChance = 0.3; - reopeningMinDelay = 300; - reopeningMaxDelay = 600; + reopeningChance = 0.8; }; class LacerationLarge: Laceration { - effectiveness = 0.3; - reopeningChance = 0.5; - reopeningMinDelay = 220; - reopeningMaxDelay = 360; + effectiveness = 0.5; + reopeningChance = 0.9; }; + class velocityWound: Abrasion { - effectiveness = 1; - reopeningChance = 0.5; - reopeningMinDelay = 20; - reopeningMaxDelay = 300; + effectiveness = 2; + reopeningChance = 1; + reopeningMinDelay = 800; + reopeningMaxDelay = 2000; }; class velocityWoundMinor: velocityWound { - effectiveness = 1; - reopeningChance = 0.7; - reopeningMinDelay = 800; - reopeningMaxDelay = 1000; + effectiveness = 2; }; class velocityWoundMedium: velocityWound { - effectiveness = 0.6; - reopeningChance = 0.6; - reopeningMinDelay = 500; - reopeningMaxDelay = 800; + effectiveness = 1.5; }; class velocityWoundLarge: velocityWound { - effectiveness = 0.3; - reopeningChance = 0.5; - reopeningMinDelay = 300; - reopeningMaxDelay = 500; + effectiveness = 1; }; + class punctureWound: Abrasion { - effectiveness = 0.1; - reopeningChance = 0.5; - reopeningMinDelay = 20; - reopeningMaxDelay = 300; + effectiveness = 2; + reopeningChance = 1; + reopeningMinDelay = 1000; + reopeningMaxDelay = 3000; + }; + class punctureWoundMinor: punctureWound { + effectiveness = 2; }; - class punctureWoundMinor: punctureWound {}; class punctureWoundMedium: punctureWound { - effectiveness = 0.2; - reopeningChance = 0.5; + effectiveness = 1.3; }; class punctureWoundLarge: punctureWound { - effectiveness = 0.3; - reopeningChance = 0.5; - reopeningMinDelay = 20; - reopeningMaxDelay = 300; + effectiveness = 0.9; }; }; class ElasticBandage: fieldDressing { 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; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; - class AbrasionMinor: Abrasion {}; - class AbrasionMedium: Abrasion { + class ContusionMinor: Contusion {}; + 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; }; - 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; - reopeningChance = 0; - reopeningMinDelay = 0; + reopeningChance = 0.4; + }; + class AbrasionLarge: Abrasion { + effectiveness = 0.7; + reopeningChance = 5; }; class Avulsions: Abrasion { - effectiveness = 0.3; - reopeningChance = 0.4; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; + effectiveness = 0.7; + reopeningChance = 0.2; + reopeningMinDelay = 1000; + reopeningMaxDelay = 1600; }; class AvulsionsMinor: Avulsions { - effectiveness = 0.9; - reopeningChance = 0.2; + effectiveness = 0.7; }; class AvulsionsMedium: Avulsions { - effectiveness = 0.7; - reopeningChance = 0.4; + effectiveness = 0.65; }; class AvulsionsLarge: Avulsions { - effectiveness = 0.3; - reopeningChance = 0.4; - reopeningMinDelay = 120; - reopeningMaxDelay = 200; + effectiveness = 0.5; }; class Contusion: Abrasion { @@ -1116,228 +1147,90 @@ class ACE_Medical_Advanced { class ContusionLarge: Contusion {}; class CrushWound: Abrasion { - effectiveness = 1; - reopeningChance = 0; - reopeningMinDelay = 0; - reopeningMaxDelay = 0; + effectiveness = 0.6; + reopeningChance = 0.5; + reopeningMinDelay = 600; + 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 { - effectiveness = 1; - reopeningChance = 0; - reopeningMinDelay = 0; - reopeningMaxDelay = 0; + effectiveness = 0.4; }; class Cut: Abrasion { - effectiveness = 1.5; + effectiveness = 2; reopeningChance = 0.2; - reopeningMinDelay = 10; - reopeningMaxDelay = 400; + reopeningMinDelay = 700; + reopeningMaxDelay = 1000; }; - class CutMinor: Cut {}; - class CutMedium: Cut { - effectiveness = 1.2; + class CutMinor: Cut { + effectiveness = 2; reopeningChance = 0.3; }; - class CutLarge: Cut { + class CutMedium: Cut { effectiveness = 1; - reopeningChance = 0.5; - reopeningMinDelay = 10; - reopeningMaxDelay = 400; + }; + class CutLarge: Cut { + effectiveness = 0.6; }; class Laceration: Abrasion { - effectiveness = 1; - reopeningChance = 0.3; - reopeningMinDelay = 120; - reopeningMaxDelay = 260; + effectiveness = 0.7; + reopeningChance = 0.4; + reopeningMinDelay = 500; + reopeningMaxDelay = 2000; + }; + class LacerationMinor: Laceration { + effectiveness = 0.7; + reopeningChance = 0.4; }; - class LacerationMinor: 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; }; - 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 { - effectiveness = 0.25; - reopeningChance = 0.7; - reopeningMinDelay = 20; - reopeningMaxDelay = 300; + effectiveness = 0.5; }; 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; - reopeningChance = 0; - reopeningMinDelay = 0; - reopeningMaxDelay = 0; + reopeningChance = 0.5; + reopeningMinDelay = 1000; + reopeningMaxDelay = 3000; }; - class CrushWoundMinor: CrushWound {}; - class CrushWoundMedium: CrushWound { - effectiveness = 0.9; - reopeningChance = 0.05; + class punctureWoundMinor: punctureWound { + effectiveness = 1; }; - 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 { - effectiveness = 0.4; - reopeningChance = 0.1; + effectiveness = 0.7; }; class punctureWoundLarge: punctureWound { - effectiveness = 0.3; - reopeningChance = 0.15; - reopeningMinDelay = 200; - reopeningMaxDelay = 300; + effectiveness = 0.4; }; }; - }; + class Medication { // How much does the pain get reduced? painReduce = 0;