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", effect = "drop", severity = "critical" },
{ type = "blood_pressure", effect = "drop", severity = "high" },
},
- 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.
- effect / severity: set whether a vital
drops orraises and how strong it is (low,medium,high,critical).
To customize, duplicate an existing block, rename the key, and tweak wounds/vitals to fit the scenario. Always include at least one critical vital drop so the medic has a meaningful revive step; otherwise patients may auto-stabilize without treatment.
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.
