class ADDON { 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 BasicBandage { effectiveness = 5; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class FieldDressing { // 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; class Abrasion { effectiveness = 3; reopeningChance = 0.3; reopeningMinDelay = 200; reopeningMaxDelay = 1000; }; class AbrasionMinor: Abrasion { effectiveness = 3; }; class AbrasionMedium: Abrasion { effectiveness = 2.5; reopeningChance = 0.7; }; class AbrasionLarge: Abrasion { effectiveness = 2; reopeningChance = 0.9; }; class Avulsion: Abrasion { effectiveness = 1; reopeningChance = 0.5; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class AvulsionMinor: Avulsion { effectiveness = 1; }; class AvulsionMedium: Avulsion { effectiveness = 0.9; }; class AvulsionLarge: Avulsion { effectiveness = 0.75; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class Crush: Abrasion { effectiveness = 1; reopeningChance = 0.2; reopeningMinDelay = 200; reopeningMaxDelay = 1000; }; class CrushMinor: Crush { effectiveness = 1; reopeningChance = 0.2; }; class CrushMedium: Crush { effectiveness = 0.7; reopeningChance = 0.3; }; class CrushLarge: Crush { effectiveness = 0.6; reopeningChance = 0.4; }; class Cut: Abrasion { effectiveness = 4; reopeningChance = 0.1; reopeningMinDelay = 300; reopeningMaxDelay = 1000; }; class CutMinor: Cut { effectiveness = 4; reopeningChance = 0.1; }; class CutMedium: Cut { effectiveness = 3; reopeningChance = 0.3; }; class CutLarge: Cut { effectiveness = 1; reopeningChance = 0.5; }; class Laceration: Abrasion { effectiveness = 0.95; reopeningChance = 0.3; reopeningMinDelay = 100; reopeningMaxDelay = 800; }; class LacerationMinor: Laceration { effectiveness = 0.95; reopeningChance = 0.3; }; class LacerationMedium: Laceration { effectiveness = 0.7; reopeningChance = 0.5; }; class LacerationLarge: Laceration { effectiveness = 0.5; reopeningChance = 0.6; }; class VelocityWound: Abrasion { effectiveness = 2; reopeningChance = 0.7; reopeningMinDelay = 100; reopeningMaxDelay = 500; }; class VelocityWoundMinor: VelocityWound { effectiveness = 2; }; class VelocityWoundMedium: VelocityWound { effectiveness = 1.5; }; class VelocityWoundLarge: VelocityWound { effectiveness = 1; }; class PunctureWound: Abrasion { effectiveness = 2; reopeningChance = 0.5; reopeningMinDelay = 200; reopeningMaxDelay = 850; }; class PunctureWoundMinor: PunctureWound { effectiveness = 2; }; class PunctureWoundMedium: PunctureWound { effectiveness = 1.3; }; class PunctureWoundLarge: PunctureWound { effectiveness = 0.9; }; }; class PackingBandage: FieldDressing { class Abrasion { effectiveness = 3; reopeningChance = 0.6; reopeningMinDelay = 800; reopeningMaxDelay = 1500; }; class AbrasionMinor: Abrasion { effectiveness = 3; }; class AbrasionMedium: Abrasion { effectiveness = 2.5; reopeningChance = 0.9; }; class AbrasionLarge: Abrasion { effectiveness = 2; reopeningChance = 1; }; class Avulsion: Abrasion { effectiveness = 1; reopeningChance = 0.7; reopeningMinDelay = 1000; reopeningMaxDelay = 1600; }; class AvulsionMinor: Avulsion { effectiveness = 1; }; class AvulsionMedium: Avulsion { effectiveness = 0.9; }; class AvulsionLarge: Avulsion { effectiveness = 0.75; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class Crush: Abrasion { effectiveness = 1; reopeningChance = 0.5; reopeningMinDelay = 600; reopeningMaxDelay = 1000; }; class CrushMinor: Crush { effectiveness = 1; reopeningChance = 0.6; }; class CrushMedium: Crush { effectiveness = 0.7; reopeningChance = 0.7; }; class CrushLarge: Crush { effectiveness = 0.6; reopeningChance = 0.8; }; class Cut: Abrasion { effectiveness = 4; reopeningChance = 0.4; reopeningMinDelay = 700; reopeningMaxDelay = 1000; }; class CutMinor: Cut { effectiveness = 4; reopeningChance = 0.6; }; class CutMedium: Cut { effectiveness = 3; reopeningChance = 0.7; }; class CutLarge: Cut { effectiveness = 1; reopeningChance = 0.8; }; class Laceration: Abrasion { effectiveness = 0.95; reopeningChance = 0.65; reopeningMinDelay = 500; reopeningMaxDelay = 2000; }; class LacerationMinor: Laceration { effectiveness = 0.95; reopeningChance = 0.65; }; class LacerationMedium: Laceration { effectiveness = 0.7; reopeningChance = 0.8; }; class LacerationLarge: Laceration { effectiveness = 0.5; reopeningChance = 0.9; }; class VelocityWound: Abrasion { effectiveness = 2; reopeningChance = 1; reopeningMinDelay = 800; reopeningMaxDelay = 2000; }; class VelocityWoundMinor: VelocityWound { effectiveness = 2; }; class VelocityWoundMedium: VelocityWound { effectiveness = 1.5; }; class VelocityWoundLarge: VelocityWound { effectiveness = 1; }; class PunctureWound: Abrasion { effectiveness = 2; reopeningChance = 1; reopeningMinDelay = 1000; reopeningMaxDelay = 3000; }; class PunctureWoundMinor: PunctureWound { effectiveness = 2; }; class PunctureWoundMedium: PunctureWound { effectiveness = 1.3; }; class PunctureWoundLarge: PunctureWound { effectiveness = 0.9; }; }; class ElasticBandage: FieldDressing { class Abrasion { effectiveness = 4; reopeningChance = 0.6; reopeningMinDelay = 80; reopeningMaxDelay = 150; }; class AbrasionMinor: Abrasion { effectiveness = 4; }; class AbrasionMedium: Abrasion { effectiveness = 3; reopeningChance = 0.9; }; class AbrasionLarge: Abrasion { effectiveness = 2.5; reopeningChance = 1; }; class Avulsion: Abrasion { effectiveness = 2; reopeningChance = 0.7; reopeningMinDelay = 100; reopeningMaxDelay = 160; }; class AvulsionMinor: Avulsion { effectiveness = 2; }; class AvulsionMedium: Avulsion { effectiveness = 1.4; }; class AvulsionLarge: Avulsion { effectiveness = 1; }; class Contusion: Abrasion { effectiveness = 2; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class Crush: Abrasion { effectiveness = 2; reopeningChance = 0.5; reopeningMinDelay = 60; reopeningMaxDelay = 100; }; class CrushMinor: Crush { effectiveness = 2; reopeningChance = 0.6; }; class CrushMedium: Crush { effectiveness = 1.7; reopeningChance = 0.7; }; class CrushLarge: Crush { 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 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 = 0.4; }; class AbrasionLarge: Abrasion { effectiveness = 0.7; reopeningChance = 0.5; }; class Avulsion: Abrasion { effectiveness = 0.7; reopeningChance = 0.2; reopeningMinDelay = 1000; reopeningMaxDelay = 1600; }; class AvulsionMinor: Avulsion { effectiveness = 0.7; }; class AvulsionMedium: Avulsion { effectiveness = 0.65; }; class AvulsionLarge: Avulsion { effectiveness = 0.5; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class Crush: Abrasion { effectiveness = 0.6; reopeningChance = 0.5; reopeningMinDelay = 600; reopeningMaxDelay = 1000; }; class CrushMinor: Crush { effectiveness = 0.6; reopeningChance = 0.3; }; class CrushMedium: Crush { effectiveness = 0.5; }; class CrushLarge: Crush { effectiveness = 0.4; }; class Cut: Abrasion { effectiveness = 2; reopeningChance = 0.2; reopeningMinDelay = 700; reopeningMaxDelay = 1000; }; class CutMinor: Cut { effectiveness = 2; }; class CutMedium: Cut { effectiveness = 1; }; class CutLarge: Cut { effectiveness = 0.6; }; class Laceration: Abrasion { effectiveness = 0.7; reopeningChance = 0.4; reopeningMinDelay = 500; reopeningMaxDelay = 2000; }; class LacerationMinor: Laceration { effectiveness = 0.7; reopeningChance = 0.4; }; 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 VelocityWoundLarge: VelocityWound { effectiveness = 0.5; }; class PunctureWound: Abrasion { effectiveness = 1; reopeningChance = 0.5; reopeningMinDelay = 1000; reopeningMaxDelay = 3000; }; class PunctureWoundMinor: PunctureWound { effectiveness = 1; }; class PunctureWoundMedium: PunctureWound { effectiveness = 0.7; }; class PunctureWoundLarge: PunctureWound { effectiveness = 0.4; }; }; }; 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} hrIncreaseLow[] = {0, 0}; // _heartRate < 55 hrIncreaseNormal[] = {0, 0}; // 55 <= _heartRate <= 110 hrIncreaseHigh[] = {0, 0}; // 110 < _heartRate // How long until this medication has disappeared timeInSystem = 120; // How long until the maximum effect is reached timeTillMaxEffect = 30; // How many of this type of medication can be in the system before the patient overdoses? maxDose = 4; // Function to execute upon overdose. Arguments passed to call back are 0: unit , 1: medicationClassName onOverDose = ""; // The viscosity of a fluid is a measure of its resistance to gradual deformation by shear stress or tensile stress. For liquids, it corresponds to the informal concept of "thickness". This value will increase/decrease the viscoty of the blood with the percentage given. Where 100 = max. Using the minus will decrease viscosity viscosityChange = 0; // specific details for the ACE_Morphine treatment action class Morphine { painReduce = 0.8; hrIncreaseLow[] = {-10, -20}; hrIncreaseNormal[] = {-10, -30}; hrIncreaseHigh[] = {-10, -35}; timeInSystem = 1800; timeTillMaxEffect = 30; maxDose = 4; incompatibleMedication[] = {}; viscosityChange = -10; }; class Epinephrine { painReduce = 0; hrIncreaseLow[] = {10, 20}; hrIncreaseNormal[] = {10, 50}; hrIncreaseHigh[] = {10, 40}; timeInSystem = 120; timeTillMaxEffect = 10; maxDose = 10; incompatibleMedication[] = {}; }; class Adenosine { painReduce = 0; hrIncreaseLow[] = {-7, -10}; hrIncreaseNormal[] = {-15, -30}; hrIncreaseHigh[] = {-15, -35}; timeInSystem = 120; timeTillMaxEffect = 15; maxDose = 6; incompatibleMedication[] = {}; }; class PainKillers { painReduce = 0.1; timeInSystem = 600; timeTillMaxEffect = 60; maxDose = 10; incompatibleMedication[] = {}; viscosityChange = 5; }; }; class IV { // volume is in millileters volume = 1000; ratio[] = {}; type = "Blood"; class BloodIV { volume = 1000; ratio[] = {"Plasma", 1}; }; class BloodIV_500: BloodIV { volume = 500; }; class BloodIV_250: BloodIV { volume = 250; }; class PlasmaIV: BloodIV { volume = 1000; ratio[] = {"Blood", 1}; type = "Plasma"; }; class PlasmaIV_500: PlasmaIV { volume = 500; }; class PlasmaIV_250: PlasmaIV { volume = 250; }; class SalineIV: BloodIV { volume = 1000; type = "Saline"; ratio[] = {}; }; class SalineIV_500: SalineIV { volume = 500; }; class SalineIV_250: SalineIV { volume = 250; }; }; };