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