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
This commit is contained in:
Glowbal 2016-06-12 20:40:45 +02:00
parent b16f444795
commit fa1282406f

View File

@ -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;