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Vitals & Treatment
How the Injury Table Works
Config.DeathInjuries maps every death cause (explosion, drowning, etc.) to a list of applied effects. Each entry can inject open wounds and/or vital drops. A typical block looks like this:
["explosion"] = {
{
type = "open_wound",
chance = 1.0,
zones = {
{ zone = "upper_body", chance = 0.6 },
{ zone = "lower_body", chance = 0.3 },
},
},
{ type = "oxygen_level", value = 84 },
{ type = "blood_pressure", systolic = 70, diastolic = 40 },
{ type = "heart_rate", value = 170 },
{ type = "cardiac_arrest", value = true },
},
- type: either
open_woundor a vital (blood_pressure,oxygen_level,blood_sugar,heart_rate, etc.). - chance: probability that the effect is applied. Use
1.0for guaranteed results or lower values for randomness. - zones: optional per-body-zone odds so a single death cause can target multiple limbs.
- foreignObject, requiresExtraction, bleeding: attach bullet fragments or custom bleeding strength to wounds.
- value: sets
heart_rate,oxygen_level, orblood_sugarto a numeric target. - systolic / diastolic: set the two numeric blood-pressure targets.
- cardiac_arrest: explicitly enables or disables cardiac arrest with a boolean
value. When enabled, the runtime sets heart rate and blood pressure to zero.
To customize, duplicate an existing block, rename the key, and adjust the numeric targets. Validate every value against the documented unit and range before publishing the configuration.
Treatment Flow by Death Cause
Even though the UI lists the next required action, understanding the logic helps with balancing:
Blood Loss Scenarios
Death causes such as explosion, rammed/run over by car, fall, animal, knife, and gunshot all apply heavy bleeding plus a critical blood_pressure drop.
- Diagnose the patient and check highlighted wounds.
- Bandage every open wound to stop bleeding.
- Start a blood infusion to restore blood pressure.
- If the patient flatlines before pressure recovers, perform CPR after the infusion.
Oxygen Starvation
Drowning, gas exposure, fire (smoke), and explosions (lung injury) can critically lower oxygen_level. After diagnosis:
- Connect the bag valve mask to restore ventilation (respiratory vitals rise).
- Treat any additional wounds as prompted (fire/explosion may still require bandaging & infusion).
Hunger-Induced Unconsciousness
When blood_sugar is critically low (default for hunger deaths):
- Administer glucose medication.
- Monitor the vitals tablet - no other treatment is required unless you configured extra effects.
Thirst-Induced Unconsciousness
Thirst death sets heart_rate to a critical drop (simulating dehydration/shock):
- Start a saline infusion to boost circulation.
- Once the heart rate stabilizes, the patient revives without CPR.
Remember: medics always see an actionable task list in-game. These notes are for admins who want to understand or rebalance the system before pushing changes live.