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https://github.com/acemod/ACE3.git
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159 lines
6.0 KiB
C++
159 lines
6.0 KiB
C++
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class ACE_Medical_Treatments {
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class ACE_Bandaging {
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// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
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treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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requiredMedic = 0;
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// Available under which medical level settings? 0 = basic, 1 = advanced.
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availableLevels[] = {0, 1};
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// The time it takes for a treatment action to complete. Time is in seconds.
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treatmentTime = 5;
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// Item required for the action. Leave empty for no item required.
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items[] = {"ace_sampleItem"};
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// Callbacks
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callbackSuccess = "hint ""Success"";";
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callbackFailure = "hint ""Failure "";";
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onProgress = "";
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animationPatient = "";
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animationCaller = "";
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};
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};
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class ACE_Medical_Advanced {
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// Defines all the possible injury types for advanced medical
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class Injuries {
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// All the possible wounds
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class wounds {
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class Scratch {
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// Name displayed in a diagnose or injury overview list
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name = "It's just a Scratch";
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// Possible selections that this injury can occur for
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selections[] = {"All"};
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// How much does this injury bleed per second?
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bleedingRate = 0.01;
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// How much pain is present while this injury is present
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pain = 15;
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// Possible damage causes for this injury
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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// Minimal amount of damage for this injury to occure
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minDamage = 0.01;
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};
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};
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class fractures {
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class Femur {
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name = "Broken Femur";
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selections[] = {"Head", "Torso"};
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pain = 20;
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causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
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minDamage = 0.5;
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};
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};
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class damageTypes {
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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class bullet {
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// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
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thresholds[] = {{0.1, 1}};
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selectionSpecific = 1;
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};
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class grenade {
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thresholds[] = {{0.1, 3}, {0, 1}};
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selectionSpecific = 0;
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};
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class explosive {
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thresholds[] = {{1, 6}, {0.1, 4}, {0, 1}};
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selectionSpecific = 0;
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};
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class shell {
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thresholds[] = {{1, 7}, {0.1, 5}, {0, 1}};
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selectionSpecific = 0;
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};
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class vehiclecrash {
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thresholds[] = {{0.25, 5}};
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selectionSpecific = 0;
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};
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};
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};
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class Treatment {
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class Bandaging {
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Class ACE_bandage {
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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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// What is the chance and delays (in seconds) of the treated default injury reopening
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reopeningChance = 0.1;
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reopeningMinDelay = 120;
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reopeningMaxDelay = 200;
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// Specific details for the Scratch type Wound
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class Scratch {
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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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};
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};
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class Medication {
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// How much does the pain get reduced?
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painReduce = 0;
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// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds}
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hrIncreaseLow[] = {10, 20, 35};
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hrIncreaseNormal[] = {10, 50, 40};
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hrIncreaseHigh[] = {10, 40, 50};
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// How long until this medication has disappeared
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timeInSystem = 120;
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// How many of this type of medication can be in the system before the patient overdoses?
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maxDose = 4;
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// specific details for the ACE_Morphine treatment action.
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class ACE_Morphine {
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painReduce = 1;
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hrIncreaseLow[] = {10, 20, 35};
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hrIncreaseNormal[] = {10, 50, 40};
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hrIncreaseHigh[] = {10, 40, 50};
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timeInSystem = 120;
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maxDose = 4;
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// {Other medication classname, total amount combined}
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inCompatableMedication[] = {{"MySampleMedication", 2}};
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};
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};
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class IV {
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// volume is in millileters
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volume = 1000;
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ratio[] = {};
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type = "Blood";
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class ACE_blood_iv {
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volume = 1000;
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ratio[] = {"Plasma", 1};
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};
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class ACE_blood_iv_500: ACE_blood_iv {
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volume = 500;
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};
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class ACE_blood_iv_250: ACE_blood_iv {
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volume = 250;
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};
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class ACE_plasma_iv {
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volume = 1000;
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ratio[] = {"Blood", 1};
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type = "Plasma";
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};
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class ACE_plasma_iv_500: ACE_plasma_iv {
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volume = 500;
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};
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class ACE_plasma_iv_250: ACE_plasma_iv {
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volume = 250;
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};
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class ACE_saline_iv {
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volume = 1000;
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type = "Saline";
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};
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class ACE_saline_iv_500: ACE_saline_iv {
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volume = 500;
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};
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class ACE_saline_iv_250: ACE_saline_iv {
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volume = 250;
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};
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};
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};
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};
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