--[[ -- Author: Tim Plate -- Project: Advanced Roleplay Environment -- Copyright (c) 2022 Tim Plate Solutions --]] INJURIES = { -- Available options: -- causes: table: Table of the damage types that causes this injury -- bleeding: number: How much this injury will affect the bleeding -- pain: number: How much this injury will affect the pain -- causeLimping: bool: If this injury will cause limping when active -- causeFracture: bool: If this injury will cause a fracture (not implemented yet) -- needSeewing: bool: If this injury could cause a need for seewing -- exclusiveBodyParts: table: Table of body parts that this injury can only be applied to -- Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees). ["abrasion"] = { causes = { "falling", "vehicle_crash", "collision" }, bleeding = 0.001, minDamage = 4, maxDamage = 75, needSewing = true, pain = 0.4 }, ["fraktur"] = { causes = { "falling", "vehicle_crash", "collision", "explosion" }, bleeding = 0.02, minDamage = 5, maxDamage = 30, needSewing = true, pain = 0.7 }, ["offenefraktur"] = { causes = { "falling", "vehicle_crash", "collision", "explosion" }, bleeding = 0.2, minDamage = 25, maxDamage = 50, needSewing = true, pain = 1.3 }, -- 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. ["avulsion"] = { causes = { "explosion", "bullet" }, bleeding = 0.1, pain = 1.0, minDamage = 15, causeLimping = true, needSewing = true, causeWeaponAimShake = true }, -- 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. ["contusion"] = { causes = { "punch", "vehicle_crash", "falling", "collision" }, bleeding = 0, timeout = 200, minDamage = 2, maxDamage = 25, pain = 0.3 }, -- Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures. ["crush"] = { causes = { "punch", "vehicle_crash", "falling", "collision" }, bleeding = 0.05, pain = 0.8, minDamage = 50, causeLimping = true, needSewing = true, causeFracture = true }, -- 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. ["cut"] = { causes = { "stab", "vehicle_crash", "explosion" }, bleeding = 0.01, minDamage = 10, needSewing = true, pain = 0.1 }, -- 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. ["laceration"] = { causes = { "vehicle_crash", "stab" }, bleeding = 0.05, minDamage = 2, needSewing = true, pain = 0.2 }, -- 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. ["velocity_wound"] = { causes = { "explosion", "bullet" }, bleeding = 0.2, pain = 0.9, minDamage = 5, causeLimping = true, causeFracture = true, needSewing = true, causeWeaponAimShake = true }, ["burn_injury"] = { causes = { "burn" }, bleeding = 0.01, pain = 0.2, }, -- Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass. ["puncture_wound"] = { causes = { "stab", "explosion" }, bleeding = 0.05, pain = 0.4, minDamage = 2, needSewing = true, causeLimping = true }, ["broken"] = { causes = { "vehicle_crash", "falling", "collision" }, bleeding = 0.1, pain = 1.0, minDamage = 60, causeLimping = true, causeFracture = true }, ["platz"] = { causes = { "punch", "vehicle_crash", "falling", "collision" }, bleeding = 0.1, pain = 0.2, minDamage = 20, causeLimping = false, needSewing = true, causeFracture = true }, ["durchschuss"] = { causes = { "bullet" }, bleeding = 0.3, pain = 1.0, minDamage = 30, causeLimping = true, needSewing = true, causeWeaponAimShake = true }, ["steckschuss"] = { causes = {"bullet" }, bleeding = 0.2, pain = 1.0, minDamage = 25, causeLimping = true, needSewing = true, causeWeaponAimShake = true }, ["streifschuss"] = { causes = { "bullet" }, bleeding = 0.1, pain = 1.0, minDamage = 10, causeLimping = true, needSewing = false, causeWeaponAimShake = true }, ["bite"] = { causes = { "bite" }, bleeding = 0.1, pain = 0.2, minDamage = 20, causeLimping = false, needSewing = true, causeFracture = true } }