class ACE_Medical_Actions { class Basic { class Bandage { displayName = ECSTRING(medical,Bandage); displayNameProgress = ECSTRING(medical,Bandaging); category = "bandage"; treatmentLocations[] = {"All"}; allowedSelections[] = {"All"}; allowSelfTreatment = 1; requiredMedic = 0; treatmentTime = 5; treatmentTimeSelfCoef = 1; items[] = {{"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot"}}; condition = ""; patientStateCondition = 0; itemConsumed = 1; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback"; animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"}; animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther"; animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther"; animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic"; animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic"; litter[] = { {"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}} }; }; class Morphine: Bandage { displayName = ECSTRING(medical,Inject_Morphine); displayNameProgress = ECSTRING(medical,Injecting_Morphine); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; allowSelfTreatment = 1; category = "medication"; treatmentTime = 2; items[] = {"ACE_morphine"}; callbackSuccess = QUOTE(DFUNC(treatmentBasic_morphine)); animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} }; }; class Epinephrine: Bandage { displayName = ECSTRING(medical,Inject_Epinephrine); displayNameProgress = ECSTRING(medical,Injecting_Epinephrine); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; allowSelfTreatment = 1; category = "medication"; requiredMedic = QEGVAR(medical,medicSetting_basicEpi); treatmentTime = 3; items[] = {"ACE_epinephrine"}; callbackSuccess = QUOTE(DFUNC(treatmentBasic_epipen)); animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} }; treatmentLocations[] = {QGVAR(useLocation_basicEpi)}; }; class BloodIV: Bandage { displayName = ECSTRING(medical,Transfuse_Blood); displayNameProgress = ECSTRING(medical,Transfusing_Blood); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; allowSelfTreatment = 0; category = "advanced"; requiredMedic = 1; treatmentTime = 20; items[] = {"ACE_bloodIV"}; // callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag)); callbackSuccess = QUOTE(DFUNC(treatmentIV)); animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; litter[] = {}; }; class BloodIV_500: BloodIV { category = "advanced"; items[] = {"ACE_bloodIV_500"}; }; class BloodIV_250: BloodIV { category = "advanced"; items[] = {"ACE_bloodIV_250"}; }; class BodyBag: Bandage { displayName = ECSTRING(medical,PlaceInBodyBag); displayNameProgress = ECSTRING(medical,PlacingInBodyBag); category = "advanced"; treatmentLocations[] = {"All"}; requiredMedic = 0; treatmentTime = 4; items[] = {"ACE_bodyBag"}; condition = "!alive (_this select 1);"; callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationPatientUnconscious = ""; itemConsumed = 1; litter[] = {}; }; class Diagnose: Bandage { displayName = ECSTRING(medical,Actions_Diagnose); displayNameProgress = ECSTRING(medical,Actions_Diagnosing); category = "examine"; treatmentLocations[] = {"All"}; allowedSelections[] = {"head", "body"}; requiredMedic = 0; treatmentTime = 1; items[] = {}; callbackSuccess = QUOTE(DFUNC(actionDiagnose)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationCaller = ""; // TODO itemConsumed = 0; litter[] = {}; }; class CPR: Bandage { displayName = ECSTRING(medical,Actions_CPR); displayNameProgress = ECSTRING(medical,Actions_PerformingCPR); category = "advanced"; treatmentLocations[] = {"All"}; allowedSelections[] = {"body"}; allowSelfTreatment = 0; requiredMedic = 0; treatmentTime = 15; items[] = {}; condition = QUOTE(!([(_this select 1)] call ace_common_fnc_isAwake) && EGVAR(medical,enableRevive)>0); callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR)); callbackFailure = ""; callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)"; animationPatient = ""; animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback"; animationCaller = "AinvPknlMstpSlayWnonDnon_medic"; animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic"; animationCallerSelf = ""; animationCallerSelfProne = ""; itemConsumed = 0; litter[] = {}; }; }; class Advanced { class FieldDressing { displayName = ECSTRING(medical,Actions_FieldDressing); displayNameProgress = ECSTRING(medical,Bandaging); category = "bandage"; // Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All. treatmentLocations[] = {"All"}; allowedSelections[] = {"All"}; allowSelfTreatment = 1; // What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor requiredMedic = 0; // The time it takes for a treatment action to complete. Time is in seconds. treatmentTime = 8; // Item required for the action. Leave empty for no item required. items[] = {"ACE_fieldDressing"}; condition = ""; patientStateCondition = 0; // Callbacks callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_bandage)); callbackFailure = ""; callbackProgress = ""; itemConsumed = 1; animationPatient = ""; animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback"; animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"}; animationCaller = "AinvPknlMstpSlayWrflDnon_medicOther"; animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther"; animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic"; animationCallerSelfProne = "AinvPpneMstpSlayW[wpn]Dnon_medic"; litter[] = { {"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}} }; }; class PackingBandage: fieldDressing { displayName = ECSTRING(medical,Actions_PackingBandage); items[] = {"ACE_packingBandage"}; litter[] = { {"All", "", {"ACE_MedicalLitter_packingBandage"}}, {"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}} }; }; class ElasticBandage: fieldDressing { displayName = ECSTRING(medical,Actions_ElasticBandage); items[] = {"ACE_elasticBandage"}; }; class QuikClot: fieldDressing { displayName = ECSTRING(medical,Actions_QuikClot); items[] = {"ACE_quikclot"}; litter[] = { {"All", "", {"ACE_MedicalLitter_QuickClot"}}, {"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}} }; }; class Tourniquet: fieldDressing { displayName = ECSTRING(medical,Apply_Tourniquet); displayNameProgress = ECSTRING(medical,Applying_Tourniquet); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; items[] = {"ACE_tourniquet"}; treatmentTime = 4; callbackSuccess = QUOTE(DFUNC(treatmentTourniquet)); condition = QUOTE(!([ARR_2(_this select 1, _this select 2)] call EFUNC(medical,hasTourniquetAppliedTo))); litter[] = {}; }; class Morphine: fieldDressing { displayName = ECSTRING(medical,Inject_Morphine); displayNameProgress = ECSTRING(medical,Injecting_Morphine); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; category = "medication"; items[] = {"ACE_morphine"}; treatmentTime = 3; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_medication)); animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; litter[] = { {"All", "", {"ACE_MedicalLitter_morphine"}} }; }; class Adenosine: Morphine { displayName = ECSTRING(medical,Inject_Adenosine); displayNameProgress = ECSTRING(medical,Injecting_Adenosine); items[] = {"ACE_adenosine"}; litter[] = { {"All", "", {"ACE_MedicalLitter_adenosine"}} }; }; class Atropine: Morphine { displayName = ECSTRING(medical,Inject_Atropine); displayNameProgress = ECSTRING(medical,Injecting_Atropine); items[] = {"ACE_atropine"}; litter[] = { {"All", "", {"ACE_MedicalLitter_atropine"}} }; }; class Epinephrine: Morphine { displayName = ECSTRING(medical,Inject_Epinephrine); displayNameProgress = ECSTRING(medical,Injecting_Epinephrine); items[] = {"ACE_epinephrine"}; litter[] = { {"All", "", {"ACE_MedicalLitter_epinephrine"}} }; }; class BloodIV: fieldDressing { displayName = ECSTRING(medical,Actions_Blood4_1000); displayNameProgress = ECSTRING(medical,Transfusing_Blood); allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"}; allowSelfTreatment = 0; category = "advanced"; items[] = {"ACE_bloodIV"}; requiredMedic = 1; treatmentTime = 7; callbackSuccess = QUOTE(DFUNC(treatmentIV)); animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; litter[] = {}; }; class BloodIV_500: BloodIV { displayName = ECSTRING(medical,Actions_Blood4_500); items[] = {"ACE_bloodIV_500"}; }; class BloodIV_250: BloodIV { displayName = ECSTRING(medical,Actions_Blood4_250); items[] = {"ACE_bloodIV_250"}; }; class PlasmaIV: BloodIV { displayName = ECSTRING(medical,Actions_Plasma4_1000); displayNameProgress = ECSTRING(medical,Transfusing_Plasma); items[] = {"ACE_plasmaIV"}; animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; }; class PlasmaIV_500: PlasmaIV { displayName = ECSTRING(medical,Actions_Plasma4_500); items[] = {"ACE_plasmaIV_500"}; }; class PlasmaIV_250: PlasmaIV { displayName = ECSTRING(medical,Actions_Plasma4_250); items[] = {"ACE_plasmaIV_250"}; }; class SalineIV: BloodIV { displayName = ECSTRING(medical,Actions_Saline4_1000); displayNameProgress = ECSTRING(medical,Transfusing_Saline); items[] = {"ACE_salineIV"}; animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; }; class SalineIV_500: SalineIV { displayName = ECSTRING(medical,Actions_Saline4_500); items[] = {"ACE_salineIV_500"}; }; class SalineIV_250: SalineIV { displayName = ECSTRING(medical,Actions_Saline4_250); items[] = {"ACE_salineIV_250"}; }; class SurgicalKit: fieldDressing { displayName = ECSTRING(medical,Use_SurgicalKit); displayNameProgress = ECSTRING(medical,Stitching); category = "advanced"; items[] = {"ACE_surgicalKit"}; treatmentLocations[] = {QEGVAR(medical,useLocation_SurgicalKit)}; allowSelfTreatment = 0; requiredMedic = QEGVAR(medical,medicSetting_SurgicalKit); patientStateCondition = QEGVAR(medical,useCondition_SurgicalKit); treatmentTime = "(count ((_this select 1) getVariable ['ACE_Medical_bandagedWounds', []]) * 5)"; callbackSuccess = ""; callbackProgress = QUOTE(DFUNC(treatmentAdvanced_surgicalKit_onProgress)); itemConsumed = QEGVAR(medical,consumeItem_SurgicalKit); animationCaller = "AinvPknlMstpSnonWnonDnon_medic1"; litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"} }}; }; class PersonalAidKit: fieldDressing { displayName = ECSTRING(medical,Use_Aid_Kit); displayNameProgress = ECSTRING(medical,TreatmentAction); category = "advanced"; items[] = {"ACE_personalAidKit"}; treatmentLocations[] = {QEGVAR(medical,useLocation_PAK)}; allowSelfTreatment = 0; requiredMedic = QEGVAR(medical,medicSetting_PAK); patientStateCondition = QEGVAR(medical,useCondition_PAK); treatmentTime = QUOTE((_this select 1) call FUNC(treatmentAdvanced_fullHealTreatmentTime)); callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_fullHeal)); itemConsumed = QEGVAR(medical,consumeItem_PAK); animationPatient = ""; animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback"; animationCaller = "AinvPknlMstpSlayWnonDnon_medicOther"; animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medicOther"; animationCallerSelf = ""; animationCallerSelfProne = ""; litter[] = { {"All", "", {"ACE_MedicalLitter_gloves"}}, {"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_bloodLossOnSelection > 0", {{"ACE_MedicalLitterBase", "ACE_MedicalLitter_bandage1", "ACE_MedicalLitter_bandage2", "ACE_MedicalLitter_bandage3"}}}, {"All", "_bloodLossOnSelection <= 0", {"ACE_MedicalLitter_clean"}} }; }; class CheckPulse: fieldDressing { displayName = ECSTRING(medical,Actions_CheckPulse); displayNameProgress = ECSTRING(medical,Check_Pulse_Content); category = "examine"; treatmentLocations[] = {"All"}; requiredMedic = 0; treatmentTime = 2; items[] = {}; callbackSuccess = QUOTE(DFUNC(actionCheckPulse)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationCaller = ""; // TODO animationCallerProne = ""; animationCallerSelfProne = ""; itemConsumed = 0; litter[] = {}; }; class CheckBloodPressure: CheckPulse { displayName = ECSTRING(medical,Actions_CheckBloodPressure); callbackSuccess = QUOTE(DFUNC(actionCheckBloodPressure)); displayNameProgress = ECSTRING(medical,Check_Bloodpressure_Content); }; class CheckResponse: CheckPulse { displayName = ECSTRING(medical,Check_Response); callbackSuccess = QUOTE(DFUNC(actionCheckResponse)); displayNameProgress = ECSTRING(medical,Check_Response_Content); allowSelfTreatment = 0; }; class RemoveTourniquet: Tourniquet { displayName = ECSTRING(medical,Actions_RemoveTourniquet); items[] = {}; treatmentTime = 2.5; callbackSuccess = QUOTE(DFUNC(actionRemoveTourniquet)); condition = QUOTE([ARR_2(_this select 1, _this select 2)] call EFUNC(medical,hasTourniquetAppliedTo)); displayNameProgress = ECSTRING(medical,RemovingTourniquet); litter[] = {}; }; class CPR: fieldDressing { displayName = ECSTRING(medical,Actions_CPR); displayNameProgress = ECSTRING(medical,Actions_PerformingCPR); category = "advanced"; treatmentLocations[] = {"All"}; allowedSelections[] = {"body"}; allowSelfTreatment = 0; requiredMedic = 0; treatmentTime = 15; items[] = {}; condition = "!([(_this select 1)] call ace_common_fnc_isAwake)"; callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR)); callbackFailure = ""; callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)"; animationPatient = ""; animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback"; animationCaller = "AinvPknlMstpSlayWnonDnon_medic"; animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic"; animationCallerSelf = ""; animationCallerSelfProne = ""; itemConsumed = 0; litter[] = {}; }; class BodyBag: fieldDressing { displayName = ECSTRING(medical,PlaceInBodyBag); displayNameProgress = ECSTRING(medical,PlacingInBodyBag); category = "advanced"; treatmentLocations[] = {"All"}; allowSelfTreatment = 0; requiredMedic = 0; treatmentTime = 15; items[] = {"ACE_bodyBag"}; condition = "!alive (_this select 1);"; callbackSuccess = QUOTE(DFUNC(actionPlaceInBodyBag)); callbackFailure = ""; callbackProgress = ""; animationPatient = ""; animationPatientUnconscious = ""; itemConsumed = 1; litter[] = {}; }; }; }; class ACE_Medical_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 Bandage { // basic bandage 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 Avulsions: Abrasion { effectiveness = 1; reopeningChance = 0.5; reopeningMinDelay = 120; reopeningMaxDelay = 200; }; class AvulsionsMinor: Avulsions { effectiveness = 1; }; class AvulsionsMedium: Avulsions { effectiveness = 0.9; }; class AvulsionsLarge: Avulsions { effectiveness = 0.75; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class CrushWound: Abrasion { effectiveness = 1; reopeningChance = 0.2; reopeningMinDelay = 20; reopeningMaxDelay = 1000; }; class CrushWoundMinor: CrushWound { effectiveness = 1; reopeningChance = 0.2; }; class CrushWoundMedium: CrushWound { effectiveness = 0.7; reopeningChance = 0.3; }; class CrushWoundLarge: CrushWound { 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 Avulsions: Abrasion { effectiveness = 1; reopeningChance = 0.7; reopeningMinDelay = 1000; reopeningMaxDelay = 1600; }; class AvulsionsMinor: Avulsions { effectiveness = 1; }; class AvulsionsMedium: Avulsions { effectiveness = 0.9; }; class AvulsionsLarge: Avulsions { effectiveness = 0.75; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class CrushWound: Abrasion { effectiveness = 1; reopeningChance = 0.5; reopeningMinDelay = 600; reopeningMaxDelay = 1000; }; class CrushWoundMinor: CrushWound { effectiveness = 1; reopeningChance = 0.6; }; class CrushWoundMedium: CrushWound { effectiveness = 0.7; reopeningChance = 0.7; }; class CrushWoundLarge: CrushWound { 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 = 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 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 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 = 5; }; class Avulsions: Abrasion { effectiveness = 0.7; reopeningChance = 0.2; reopeningMinDelay = 1000; reopeningMaxDelay = 1600; }; class AvulsionsMinor: Avulsions { effectiveness = 0.7; }; class AvulsionsMedium: Avulsions { effectiveness = 0.65; }; class AvulsionsLarge: Avulsions { effectiveness = 0.5; }; class Contusion: Abrasion { effectiveness = 1; reopeningChance = 0; reopeningMinDelay = 0; reopeningMaxDelay = 0; }; class ContusionMinor: Contusion {}; class ContusionMedium: Contusion {}; class ContusionLarge: Contusion {}; class CrushWound: Abrasion { 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 CrushWoundLarge: CrushWound { effectiveness = 0.4; }; class Cut: Abrasion { effectiveness = 2; reopeningChance = 0.2; reopeningMinDelay = 700; reopeningMaxDelay = 1000; }; class CutMinor: Cut { effectiveness = 2; reopeningChance = 0.3; }; 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, seconds} hrIncreaseLow[] = {0, 0, 0}; hrIncreaseNormal[] = {0, 0, 0}; hrIncreaseHigh[] = {0, 0, 0}; // Callback once the heart rate values have been added. hrCallback = ""; // 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; // 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 = 15; hrIncreaseLow[] = {-10, -20, 35}; hrIncreaseNormal[] = {-10, -30, 35}; hrIncreaseHigh[] = {-10, -35, 50}; timeInSystem = 900; maxDose = 4; inCompatableMedication[] = {}; viscosityChange = -10; }; class Epinephrine { painReduce = 0; hrIncreaseLow[] = {10, 20, 15}; hrIncreaseNormal[] = {10, 50, 10}; hrIncreaseHigh[] = {10, 40, 5}; timeInSystem = 120; maxDose = 10; inCompatableMedication[] = {}; }; class Adenosine { painReduce = 0; hrIncreaseLow[] = {-7, -10, 15}; hrIncreaseNormal[] = {-15, -30, 20}; hrIncreaseHigh[] = {-15, -35, 10}; timeInSystem = 120; maxDose = 6; inCompatableMedication[] = {}; }; class Atropine { painReduce = 0; hrIncreaseLow[] = {-2, -5, 15}; hrIncreaseNormal[] = {-10, -15, 20}; hrIncreaseHigh[] = {-5, -20, 10}; timeInSystem = 120; maxDose = 6; inCompatableMedication[] = {}; }; class PainKillers { painReduce = 0.7; timeInSystem = 120; maxDose = 10; inCompatableMedication[] = {}; 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; }; }; };