Main/resources/[jobs]/[medic]/visn_are/script/entities/injuries.lua
2025-06-07 08:51:21 +02:00

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5.5 KiB
Lua

--[[
-- 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
}
}