Vitals & Treatment

Understand how Sky Ambulancejob tracks death causes, assigns injuries, and guides medics through the correct treatment flow.

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:

config.lua
["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_wound or a vital (blood_pressure, oxygen_level, blood_sugar, heart_rate, etc.).
  • chance: probability that the effect is applied. Use 1.0 for 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 or raises 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.

  1. Diagnose the patient and check highlighted wounds.
  2. Bandage every open wound to stop bleeding.
  3. Start a blood infusion to restore blood pressure.
  4. 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:

  1. Connect the bag valve mask to restore ventilation (respiratory vitals rise).
  2. 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):

  1. Administer glucose medication.
  2. 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):

  1. Start a saline infusion to boost circulation.
  2. 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.