class ACE_Medical_Treatments { class ACE_Bandaging { // Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All. treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"}; // What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor requiredMedic = 0; // Available under which medical level settings? 0 = basic, 1 = advanced. availableLevels[] = {0, 1}; // The time it takes for a treatment action to complete. Time is in seconds. treatmentTime = 5; // Item required for the action. Leave empty for no item required. items[] = {"ace_sampleItem"}; // Callbacks callbackSuccess = "hint ""Success"";"; callbackFailure = "hint ""Failure "";"; onProgress = ""; animationPatient = ""; animationCaller = ""; }; }; class ACE_Medical_Advanced { // Defines all the possible injury types for advanced medical class Injuries { // All the possible wounds class wounds { class Scratch { // Name displayed in a diagnose or injury overview list name = "It's just a Scratch"; // Possible selections that this injury can occur for selections[] = {"All"}; // How much does this injury bleed per second? bleedingRate = 0.01; // How much pain is present while this injury is present pain = 15; // Possible damage causes for this injury causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"}; // Minimal amount of damage for this injury to occure minDamage = 0.01; }; }; class fractures { class Femur { name = "Broken Femur"; selections[] = {"Head", "Torso"}; pain = 20; causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"}; minDamage = 0.5; }; }; class damageTypes { thresholds[] = {{0.1, 1}}; selectionSpecific = 1; class bullet { // above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it. thresholds[] = {{0.1, 1}}; selectionSpecific = 1; }; class grenade { thresholds[] = {{0.1, 3}, {0, 1}}; selectionSpecific = 0; }; class explosive { thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}}; selectionSpecific = 0; }; class shell { thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}}; selectionSpecific = 0; }; class vehiclecrash { thresholds[] = {{0.25, 5}}; selectionSpecific = 0; }; }; }; class Treatment { class Bandaging { Class ACE_bandage { // How effect is the bandage for treating one wounds type injury effectiveness = 1; // What is the chance and delays (in seconds) of the treated default injury reopening reopeningChance = 0.1; reopeningMinDelay = 120; reopeningMaxDelay = 200; // Specific details for the Scratch type Wound class Scratch { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; }; }; class Medication { // How much does the pain get reduced? painReduce = 0; // How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds} hrIncreaseLow[] = {10, 20, 35}; hrIncreaseNormal[] = {10, 50, 40}; hrIncreaseHigh[] = {10, 40, 50}; // How long until this medication has disappeared timeInSystem = 120; // How many of this type of medication can be in the system before the patient overdoses? maxDose = 4; // specific details for the ACE_Morphine treatment action. class ACE_Morphine { painReduce = 1; hrIncreaseLow[] = {10, 20, 35}; hrIncreaseNormal[] = {10, 50, 40}; hrIncreaseHigh[] = {10, 40, 50}; timeInSystem = 120; maxDose = 4; // {Other medication classname, total amount combined} inCompatableMedication[] = {{"MySampleMedication", 2}}; }; }; class IV { // volume is in millileters volume = 1000; ratio[] = {}; type = "Blood"; class ACE_blood_iv { volume = 1000; ratio[] = {"Plasma", 1}; }; class ACE_blood_iv_500: ACE_blood_iv { volume = 500; }; class ACE_blood_iv_250: ACE_blood_iv { volume = 250; }; class ACE_plasma_iv { volume = 1000; ratio[] = {"Blood", 1}; type = "Plasma"; }; class ACE_plasma_iv_500: ACE_plasma_iv { volume = 500; }; class ACE_plasma_iv_250: ACE_plasma_iv { volume = 250; }; class ACE_saline_iv { volume = 1000; type = "Saline"; }; class ACE_saline_iv_500: ACE_saline_iv { volume = 500; }; class ACE_saline_iv_250: ACE_saline_iv { volume = 250; }; }; }; };