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https://github.com/acemod/ACE3.git
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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
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@ -438,7 +438,6 @@ class ACE_Medical_Advanced {
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bleedingRate = 0.0002;
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};
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};
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// 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.
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class Avulsions {
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name = CSTRING(Wounds_Avulsion);
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@ -465,7 +464,6 @@ class ACE_Medical_Advanced {
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bleedingRate = 0.05;
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};
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};
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// 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.
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class Contusion {
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name = CSTRING(Wounds_Contusion);
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@ -491,7 +489,6 @@ class ACE_Medical_Advanced {
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maxDamage = 0.2;
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};
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};
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// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
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class CrushWound {
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name = CSTRING(Wounds_Crush);
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@ -518,7 +515,6 @@ class ACE_Medical_Advanced {
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bleedingRate = 0.0095;
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};
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};
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// 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.
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class Cut {
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name = CSTRING(Wounds_Cut);
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@ -545,7 +541,6 @@ class ACE_Medical_Advanced {
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bleedingRate = 0.05;
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};
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};
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// 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.
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class Laceration {
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name = CSTRING(Wounds_Laceration);
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@ -572,7 +567,6 @@ class ACE_Medical_Advanced {
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bleedingRate = 0.03;
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};
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};
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// 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.
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class velocityWound {
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name = CSTRING(Wounds_VelocityWound);
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@ -598,7 +592,6 @@ class ACE_Medical_Advanced {
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bleedingRate = 0.1;
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};
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};
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// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
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class punctureWound {
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name = CSTRING(Wounds_PunctureWound);
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@ -691,6 +684,11 @@ class ACE_Medical_Advanced {
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};
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class Treatment {
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class Bandaging {
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// Field dressing is normal average treatment
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// packing bandage is average treatment, higher reopen change, longer reopening delay
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// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
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// quickclot is lower treatment, lower reopen change, longer reopening delay
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class FieldDressing {
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// How effect is the bandage for treating one wounds type injury
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effectiveness = 1;
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@ -698,55 +696,39 @@ class ACE_Medical_Advanced {
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reopeningChance = 0.1;
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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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reopeningChance = 0.3;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 1000;
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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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effectiveness = 3;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 3;
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effectiveness = 2.5;
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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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effectiveness = 1;
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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 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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effectiveness = 1;
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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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effectiveness = 0.9;
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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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effectiveness = 0.75;
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};
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class Contusion: Abrasion {
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@ -761,178 +743,127 @@ class ACE_Medical_Advanced {
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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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reopeningChance = 0.2;
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reopeningMinDelay = 20;
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reopeningMaxDelay = 1000;
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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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reopeningChance = 0.2;
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};
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class CrushWoundMedium: CrushWound {
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effectiveness = 0.4;
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effectiveness = 0.7;
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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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effectiveness = 0.6;
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reopeningChance = 0.4;
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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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effectiveness = 4;
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reopeningChance = 0.1;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 1000;
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};
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class CutMinor: Cut {
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effectiveness = 6;
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effectiveness = 4;
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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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reopeningChance = 0.5;
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};
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class Laceration: Abrasion {
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effectiveness = 0.8;
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effectiveness = 0.95;
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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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reopeningMinDelay = 100;
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reopeningMaxDelay = 800;
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};
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class LacerationMinor: Laceration {
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effectiveness = 0.95;
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reopeningChance = 0.3;
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};
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class LacerationMedium: Laceration {
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effectiveness = 0.5;
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effectiveness = 0.7;
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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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effectiveness = 0.5;
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reopeningChance = 0.6;
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};
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class velocityWound: Abrasion {
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effectiveness = 0.5;
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effectiveness = 2;
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reopeningChance = 0.7;
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reopeningMinDelay = 100;
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reopeningMaxDelay = 300;
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reopeningMaxDelay = 500;
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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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effectiveness = 2;
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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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effectiveness = 1.5;
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};
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class velocityWoundLarge: velocityWound {
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effectiveness = 0.3;
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reopeningChance = 0.9;
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reopeningMinDelay = 50;
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reopeningMaxDelay = 170;
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effectiveness = 1;
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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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effectiveness = 2;
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reopeningChance = 0.5;
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reopeningMinDelay = 200;
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reopeningMaxDelay = 300;
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reopeningMaxDelay = 850;
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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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effectiveness = 2;
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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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effectiveness = 1.3;
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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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effectiveness = 0.9;
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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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effectiveness = 3;
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reopeningChance = 0.6;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 1500;
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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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effectiveness = 3;
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};
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class AbrasionMedium: Abrasion {
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effectiveness = 0.1;
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effectiveness = 2.5;
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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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effectiveness = 2;
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reopeningChance = 1;
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};
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class Avulsions: Abrasion {
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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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reopeningChance = 0.7;
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reopeningMinDelay = 1000;
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reopeningMaxDelay = 1600;
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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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effectiveness = 0.9;
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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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effectiveness = 0.75;
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};
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class Contusion: Abrasion {
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@ -943,166 +874,266 @@ class ACE_Medical_Advanced {
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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 ContusionLarge: Contusion {};
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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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effectiveness = 1;
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reopeningChance = 0.5;
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reopeningMinDelay = 600;
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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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class CrushWoundMinor: CrushWound {
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effectiveness = 1;
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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 CrushWoundMedium: CrushWound {
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effectiveness = 0.7;
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reopeningChance = 0.7;
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};
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class CrushWoundLarge: CrushWound {
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effectiveness = 0.4;
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effectiveness = 0.6;
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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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effectiveness = 4;
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reopeningChance = 0.4;
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reopeningMinDelay = 10000;
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reopeningMaxDelay = 20000;
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reopeningMinDelay = 700;
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reopeningMaxDelay = 1000;
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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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effectiveness = 4;
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reopeningChance = 0.6;
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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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effectiveness = 3;
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reopeningChance = 0.7;
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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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effectiveness = 1;
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reopeningChance = 0.8;
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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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effectiveness = 0.95;
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reopeningChance = 0.65;
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reopeningMinDelay = 500;
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reopeningMaxDelay = 2000;
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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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effectiveness = 0.95;
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reopeningChance = 0.65;
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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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reopeningChance = 0.8;
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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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effectiveness = 0.5;
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reopeningChance = 0.9;
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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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effectiveness = 2;
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reopeningChance = 1;
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reopeningMinDelay = 800;
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reopeningMaxDelay = 2000;
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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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effectiveness = 2;
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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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effectiveness = 1.5;
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};
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class velocityWoundLarge: velocityWound {
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effectiveness = 0.3;
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reopeningChance = 0.5;
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reopeningMinDelay = 300;
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reopeningMaxDelay = 500;
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effectiveness = 1;
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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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effectiveness = 2;
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reopeningChance = 1;
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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;
|
||||
|
Loading…
Reference in New Issue
Block a user