Add other mods
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<?xml version="1.0" encoding="utf-8"?>
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<HumanCrouch GetUpForce="0.17000002" HeadLeanAmount="1" TorsoLeanAmount="0.4" FootMoveStrength="0" FootLiftHorizontalFactor="0.10000002" StepSizeWhenStanding="0.01,0" FootAngle="130" FootMoveOffset="-0,0" LegBendTorque="0.5" HandMoveAmount="0.35,0.15" HandMoveOffset="0.2,0.1" HandClampY="-0.15" ArmMoveStrength="0.3" HandMoveStrength="1" FixedHeadAngle="True" StepSize="0.1,0" HeadPosition="-0.5" TorsoPosition="1.25" StepLiftHeadMultiplier="1.5000001" StepLiftAmount="5" MultiplyByDir="True" StepLiftOffset="-0.49999997" StepLiftFrequency="2" BackwardsMovementMultiplier="0.55" MovementSpeed="0.5" CycleSpeed="8" HeadAngle="-30" TorsoAngle="-30" HeadTorque="70" TorsoTorque="10" FootTorque="10" AnimationType="Crouch" ArmIKStrength="3" HandIKStrength="2" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanRun GetUpForce="0.17000002" HeadLeanAmount="1" TorsoLeanAmount="0.4" FootMoveStrength="0" FootLiftHorizontalFactor="0.10000002" StepSizeWhenStanding="0.01,0" FootAngle="130" FootMoveOffset="-0,0" LegBendTorque="0.5" HandMoveAmount="0.35,0.15" HandMoveOffset="0.2,0.1" HandClampY="-0.15" ArmMoveStrength="0.3" HandMoveStrength="1" FixedHeadAngle="True" StepSize="0.1,0" HeadPosition="-0.5" TorsoPosition="1.25" StepLiftHeadMultiplier="1.5000001" StepLiftAmount="5" MultiplyByDir="True" StepLiftOffset="-0.49999997" StepLiftFrequency="2" BackwardsMovementMultiplier="0.55" MovementSpeed="0.8" CycleSpeed="8" HeadAngle="-30" TorsoAngle="-30" HeadTorque="70" TorsoTorque="10" FootTorque="10" AnimationType="Run" ArmIKStrength="3" HandIKStrength="2" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanSwimFast footrotatestrength="15" LegMoveAmount="1.7241129" LegCycleLength="5.1599464" HandMoveAmount="0.53,0.06247859" HandCycleSpeed="2.1006122" HandMoveOffset="0,0" FootAngle="65" ArmMoveStrength="7" HandMoveStrength="1" FixedHeadAngle="False" SteerTorque="2" LegTorque="12" MovementSpeed="1.25" CycleSpeed="3.640148" HeadAngle="20" TorsoAngle="0" HeadTorque="10" TorsoTorque="40" FootTorque="5" AnimationType="SwimFast" ArmIKStrength="3" HandIKStrength="10" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanSwimSlow footrotatestrength="15" LegMoveAmount="1.7241129" LegCycleLength="5.1599464" HandMoveAmount="0.53,0.06247859" HandCycleSpeed="2.1006122" HandMoveOffset="0,0" FootAngle="65" ArmMoveStrength="7" HandMoveStrength="1" FixedHeadAngle="False" SteerTorque="2" LegTorque="12" MovementSpeed="0.75" CycleSpeed="3.640148" HeadAngle="20" TorsoAngle="0" HeadTorque="10" TorsoTorque="40" FootTorque="5" AnimationType="SwimSlow" ArmIKStrength="3" HandIKStrength="10" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanWalk GetUpForce="0.17000002" HeadLeanAmount="1" TorsoLeanAmount="0.4" FootMoveStrength="0" FootLiftHorizontalFactor="0.10000002" StepSizeWhenStanding="0.01,0" FootAngle="130" FootMoveOffset="-0,0" LegBendTorque="0.5" HandMoveAmount="0.35,0.15" HandMoveOffset="0.2,0.1" HandClampY="-0.15" ArmMoveStrength="0.3" HandMoveStrength="1" FixedHeadAngle="True" StepSize="0.1,0" HeadPosition="-0.5" TorsoPosition="1.25" StepLiftHeadMultiplier="1.5000001" StepLiftAmount="5" MultiplyByDir="True" StepLiftOffset="-0.49999997" StepLiftFrequency="2" BackwardsMovementMultiplier="0.55" MovementSpeed="0.8" CycleSpeed="8" HeadAngle="-30" TorsoAngle="-30" HeadTorque="70" TorsoTorque="10" FootTorque="10" AnimationType="Walk" ArmIKStrength="3" HandIKStrength="2" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanCrouch type="Human" GetUpForce="1" HeadLeanAmount="-0.16132703" TorsoLeanAmount="-0.15395552" FootMoveStrength="6" FootLiftHorizontalFactor="0" StepSizeWhenStanding="0.01,0" FootAngle="5" FootMoveOffset="0,0" LegBendTorque="15" HandMoveAmount="0.15,0.1" HandMoveOffset="-0.075,0.2" HandClampY="0" ArmMoveStrength="0.9" HandMoveStrength="0.25" FixedHeadAngle="True" StepSize="0,0" HeadPosition="2.3841827" TorsoPosition="1.7" StepLiftHeadMultiplier="1" StepLiftAmount="0" MultiplyByDir="True" StepLiftOffset="-0.5" StepLiftFrequency="2" BackwardsMovementMultiplier="0.75" MovementSpeed="1.4841671" CycleSpeed="1.7" HeadAngle="-10" TorsoAngle="-25" HeadTorque="60" TorsoTorque="100" FootTorque="70" AnimationType="Crouch" ArmIKStrength="3" HandIKStrength="10" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanRun type="Human" GetUpForce="1" HeadLeanAmount="-0.16132703" TorsoLeanAmount="-0.15395552" FootMoveStrength="6" FootLiftHorizontalFactor="0" StepSizeWhenStanding="0.01,0" FootAngle="5" FootMoveOffset="-1.1,0" LegBendTorque="30" HandMoveAmount="0.3,0" HandMoveOffset="-0.075,0.2" HandClampY="0" ArmMoveStrength="1.5" HandMoveStrength="0.75" FixedHeadAngle="True" StepSize="0,0" HeadPosition="2.3841827" TorsoPosition="1.6" StepLiftHeadMultiplier="1" StepLiftAmount="0" MultiplyByDir="True" StepLiftOffset="-0.5" StepLiftFrequency="2" BackwardsMovementMultiplier="0.75" MovementSpeed="4.7247353" CycleSpeed="3" HeadAngle="-20" TorsoAngle="-30" HeadTorque="60" TorsoTorque="100" FootTorque="70" AnimationType="Run" ArmIKStrength="3" HandIKStrength="10" />
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<?xml version="1.0" encoding="utf-8"?>
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<HumanWalk type="Human" GetUpForce="1" HeadLeanAmount="-0.16132703" TorsoLeanAmount="-0.15395552" FootMoveStrength="6" FootLiftHorizontalFactor="0" StepSizeWhenStanding="0.01,0" FootAngle="5" FootMoveOffset="0,0" LegBendTorque="15" HandMoveAmount="0.15,0.1" HandMoveOffset="-0.075,0.2" HandClampY="0" ArmMoveStrength="0.9" HandMoveStrength="0.25" FixedHeadAngle="True" StepSize="0,0" HeadPosition="2.3841827" TorsoPosition="1.7" StepLiftHeadMultiplier="1" StepLiftAmount="0" MultiplyByDir="True" StepLiftOffset="-0.5" StepLiftFrequency="2" BackwardsMovementMultiplier="0.75" MovementSpeed="1.7448974" CycleSpeed="2" HeadAngle="-10" TorsoAngle="-25" HeadTorque="60" TorsoTorque="100" FootTorque="70" AnimationType="Walk" ArmIKStrength="3" HandIKStrength="10" />
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319
Neurotrauma/Characters/Human/Human.xml
Normal file
319
Neurotrauma/Characters/Human/Human.xml
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<?xml version="1.0" encoding="utf-8"?>
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<Override>
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<Character specifiertags="true" skincolors="(#fce1c6, 100); (#f3c696, 100); (#f3c696, 100); (#aa7744, 100); (#f4be98, 100); (#d69a70, 100); (#ab7046, 100); (#774929, 100); (#c8a583, 100); (#a57c53, 100); (#7a5026, 100); (#4a3219, 100); (#957966, 100); (#714d34, 100); (#532d12, 100); (#26190e, 100)" haircolors="(#ded7cc, 100); (#d2a36f, 100); (#c77d52, 100); (#ac4934, 100); (#d8ba85, 100); (#cd975a, 100); (#a15837, 100); (#6a3b37, 100); (#bba981, 100); (#8b7e6c, 100); (#594349, 100); (#473637, 100); (#7b8478, 100); (#494e55, 100); (#3a3a3c, 100); (#343030, 100)" facialhaircolors="(#ded7cc, 100); (#d2a36f, 100); (#c77d52, 100); (#ac4934, 100); (#d8ba85, 100); (#cd975a, 100); (#a15837, 100); (#6a3b37, 100); (#bba981, 100); (#8b7e6c, 100); (#594349, 100); (#473637, 100); (#7b8478, 100); (#494e55, 100); (#3a3a3c, 100); (#343030, 100)" SpeciesName="Human" SpeciesTranslationOverride="" DisplayName="" Group="human" Humanoid="True" HasInfo="True" CanInteract="True" Husk="False" UseHuskAppendage="True" NeedsAir="True" NeedsWater="False" CanSpeak="True" UseBossHealthBar="False" Noise="150" Visibility="150" BloodDecal="blood" BleedParticleAir="blooddrop" BleedParticleWater="waterblood" BleedParticleMultiplier="1" CanEat="True" EatingSpeed="10" UsePathFinding="True" PathFinderPriority="1" HideInSonar="False" HideInThermalGoggles="False" SonarDisruption="0" DistantSonarRange="0" DisableDistance="25000" SoundInterval="10">
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<name firstname="Content/Characters/Human/firstnames_[GENDER].txt" lastname="Content/Characters/Human/lastnames.txt" />
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<ragdolls folder="%ModDir%\Characters\Human\Ragdolls" />
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<animations folder="Content\Characters\Human\Animations" />
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<StatusEffect type="always" target="This" delay="1" stackable="false" disabledeltatime="true">
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<Conditional IsDead="false" />
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<Affliction identifier="luabotomy" amount="1" />
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</StatusEffect>
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<!--
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<StatusEffect type="always" target="This" comparison="And">
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<Conditional InPressure="true"/>
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<Conditional pressureProtection="lt 1000"/>
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<Affliction identifier="barotest" amount="10" />
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</StatusEffect>-->
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<damageemitter particle="gib" drawontop="True" particleamount="10" velocitymin="50" velocitymax="300" anglemin="0" anglemax="360" scalemin="0.25" scalemax="0.5" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
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<bloodemitter particle="blood" particleamount="10" anglemin="0" anglemax="0" scalemin="1" scalemax="1" velocitymin="0" velocitymax="0" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
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<bloodemitter particle="waterblood" particleamount="1" anglemin="0" anglemax="0" scalemin="1" scalemax="1" velocitymin="0" velocitymax="0" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
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<gibemitter particle="gib" particleamount="20" velocitymin="200" velocitymax="700" anglemin="0" anglemax="360" scalemin="1" scalemax="1" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
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<gibemitter particle="heavygib" particleamount="10" velocitymin="50" velocitymax="500" anglemin="0" anglemax="360" scalemin="1" scalemax="1" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
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<sound file="Content/Characters/Human/female_damage1.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage2.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage3.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage4.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage5.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage6.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage7.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage8.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage9.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/female_damage10.ogg" gender="Female" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage1.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage2.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage3.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage4.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage5.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage6.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage7.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage8.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage9.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage10.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<sound file="Content/Characters/Human/male_damage11.ogg" gender="Male" state="Damage" range="500" volume="1" />
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<health usehealthwindow="True" vitality="100" crushdepth="6000" doesbleed="True" bleedingreduction="0" burnreduction="0" constanthealthregeneration="0" healthregenerationwheneating="0" applyafflictioncolors="true">
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<MedUISilhouette texture="Content/UI/Health/MedUI_Silhouette.png" columns="8" rows="2" sourcerect="0,0,1008,748" />
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<MedUIExtra texture="Content/UI/Health/MedUIExtra.png" columns="4" rows="4" sourcerect="0,0,1024,1024" />
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<Limb name="Head">
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<Sprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="1,0,126,374" highlightarea="41,0,45,54" />
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<Highlightsprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="1,515,126,374" />
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<VitalityMultiplier type="damage" multiplier="1.0" />
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</Limb>
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<Limb name="Torso">
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<Sprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="631,0,126,374" highlightarea="29,56,70,134" />
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<Highlightsprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="631,515,126,374" />
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<VitalityMultiplier type="bleeding" multiplier="1.0" />
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</Limb>
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<Limb name="LeftArm">
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<Sprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="378,0,132,374" highlightarea="1,69,27,140" />
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<Highlightsprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="378,515,132,374" />
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<VitalityMultiplier type="damage" multiplier="0.15" />
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<VitalityMultiplier type="burn" multiplier="0.15" />
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</Limb>
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<Limb name="RightArm">
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<Sprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="125,0,136,374" highlightarea="100,69,27,140" />
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<Highlightsprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="125,515,136,374" />
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<VitalityMultiplier type="damage" multiplier="0.15" />
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<VitalityMultiplier type="burn" multiplier="0.15" />
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</Limb>
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<Limb name="LeftLeg">
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<Sprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="505,0,126,374" highlightarea="3,180,57,194" />
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<Highlightsprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="505,515,126,374" />
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<VitalityMultiplier type="damage" multiplier="0.15" />
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<VitalityMultiplier type="burn" multiplier="0.15" />
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</Limb>
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<Limb name="RightLeg">
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<Sprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="260,0,107,374" highlightarea="68,180,57,194" />
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<Highlightsprite texture="%ModDir:Neurotrauma%/Images/UI/MedUIAtlas.png" sourcerect="260,515,107,374" />
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<VitalityMultiplier type="damage" multiplier="0.15" />
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<VitalityMultiplier type="burn" multiplier="0.15" />
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</Limb>
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</health>
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<inventory arrowslot="9" slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any, HealthInterface" />
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<Heads>
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<Head id="1" sheetindex="0,0" gender="male" />
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<Head id="2" sheetindex="1,0" gender="male" />
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<Head id="3" sheetindex="2,0" gender="male" />
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<Head id="4" sheetindex="3,0" gender="male" />
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<Head id="5" sheetindex="0,1" gender="male" />
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<Head id="6" sheetindex="1,1" gender="male" />
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<Head id="7" sheetindex="2,1" gender="male" />
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<Head id="8" sheetindex="3,1" gender="male" />
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<Head id="9" sheetindex="0,2" gender="male" />
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<Head id="10" sheetindex="1,2" gender="male" />
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<Head id="11" sheetindex="2,2" gender="male" />
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<Head id="12" sheetindex="3,2" gender="male" />
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<Head id="13" sheetindex="0,3" gender="male" />
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<Head id="14" sheetindex="1,3" gender="male" />
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<Head id="15" sheetindex="2,3" gender="male" />
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<Head id="16" sheetindex="3,3" gender="male" />
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<Head id="1" sheetindex="0,0" gender="female" />
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<Head id="2" sheetindex="1,0" gender="female" />
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<Head id="3" sheetindex="2,0" gender="female" />
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<Head id="4" sheetindex="3,0" gender="female" />
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<Head id="5" sheetindex="0,1" gender="female" />
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<Head id="6" sheetindex="1,1" gender="female" />
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<Head id="7" sheetindex="2,1" gender="female" />
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<Head id="8" sheetindex="3,1" gender="female" />
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<Head id="9" sheetindex="0,2" gender="female" />
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<Head id="10" sheetindex="1,2" gender="female" />
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<Head id="11" sheetindex="2,2" gender="female" />
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<Head id="12" sheetindex="3,2" gender="female" />
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<Head id="13" sheetindex="0,3" gender="female" />
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<Head id="14" sheetindex="1,3" gender="female" />
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<Head id="15" sheetindex="2,3" gender="female" />
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<Head id="16" sheetindex="3,3" gender="female" />
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</Heads>
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<HeadAttachments>
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<Wearable type="Hair" gender="male">
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<sprite name="Hair 1" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="0,0" />
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</Wearable>
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<Wearable type="Hair" gender="male">
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<sprite name="Hair 2" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="1,0" />
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</Wearable>
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<Wearable type="Hair" gender="male">
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<sprite name="Hair 3" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="2,0" />
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</Wearable>
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<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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<sprite name="Hair 4" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="3,0" />
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</Wearable>
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<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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<sprite name="Hair 5" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="0,1" />
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</Wearable>
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<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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<sprite name="Hair 6" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="1,1" />
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</Wearable>
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<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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<sprite name="Hair 7" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="2,1" />
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</Wearable>
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<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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<sprite name="Hair 8" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="3,1" />
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</Wearable>
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||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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<sprite name="Hair 9" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="0,2" />
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</Wearable>
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||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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||||
<sprite name="Hair 10" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="1,2" />
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||||
</Wearable>
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||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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||||
<sprite name="Hair 11" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="2,2" />
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||||
</Wearable>
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||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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||||
<sprite name="Hair 12" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="3,2" />
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||||
</Wearable>
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||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
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||||
<sprite name="Hair 13" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="0,3" />
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||||
</Wearable>
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||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 14" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="1,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 15" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="2,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="male" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 16" texture="Content/Characters/Human/Human_male_hair.png" sheetindex="3,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female">
|
||||
<sprite name="Hair 1" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="0,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female">
|
||||
<sprite name="Hair 2" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="1,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female">
|
||||
<sprite name="Hair 3" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="2,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 4" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="3,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 5" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="0,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 6" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="1,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 7" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="2,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 8" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="3,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 9" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="0,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 10" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="1,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 11" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="2,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 12" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="3,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 13" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="0,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 14" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="1,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 15" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="2,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Hair" gender="female" replacewhenwearinghat="1">
|
||||
<sprite name="Hair 16" texture="Content/Characters/Human/Human_female_hair.png" sheetindex="3,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 1" texture="Content/Characters/Human/Human_beards.png" sheetindex="0,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 2" texture="Content/Characters/Human/Human_beards.png" sheetindex="1,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 3" texture="Content/Characters/Human/Human_beards.png" sheetindex="2,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 4" texture="Content/Characters/Human/Human_beards.png" sheetindex="3,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 5" texture="Content/Characters/Human/Human_beards.png" sheetindex="0,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 6" texture="Content/Characters/Human/Human_beards.png" sheetindex="1,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 7" texture="Content/Characters/Human/Human_beards.png" sheetindex="2,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 8" texture="Content/Characters/Human/Human_beards.png" sheetindex="3,1" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 9" texture="Content/Characters/Human/Human_beards.png" sheetindex="0,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 10" texture="Content/Characters/Human/Human_beards.png" sheetindex="1,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 11" texture="Content/Characters/Human/Human_beards.png" sheetindex="2,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 12" texture="Content/Characters/Human/Human_beards.png" sheetindex="3,2" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 13" texture="Content/Characters/Human/Human_beards.png" sheetindex="0,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 14" texture="Content/Characters/Human/Human_beards.png" sheetindex="1,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 15" texture="Content/Characters/Human/Human_beards.png" sheetindex="2,3" />
|
||||
</Wearable>
|
||||
<Wearable type="Beard" gender="male">
|
||||
<sprite name="Beard 16" texture="Content/Characters/Human/Human_beards.png" sheetindex="3,3" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 1" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="0,0" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 2" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="1,0" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 3" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="2,0" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 4" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="3,0" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.02">
|
||||
<sprite name="FaceAttachment 5" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="0,1" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.02">
|
||||
<sprite name="FaceAttachment 6" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="1,1" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.02">
|
||||
<sprite name="FaceAttachment 7" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="2,1" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.02">
|
||||
<sprite name="FaceAttachment 8" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="3,1" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.05">
|
||||
<sprite name="FaceAttachment 9" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="0,2" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 10" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="1,2" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.03">
|
||||
<sprite name="FaceAttachment 11" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="2,2" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.02">
|
||||
<sprite name="FaceAttachment 12" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="3,2" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 13" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="0,3" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 14" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="1,3" />
|
||||
</Wearable>
|
||||
<Wearable type="FaceAttachment" commonness="0.01">
|
||||
<sprite name="FaceAttachment 15" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="2,3" />
|
||||
</Wearable>
|
||||
<!--
|
||||
<Wearable type="FaceAttachment" commonness="1.0">
|
||||
<sprite name="FaceAttachment 16" texture="Content/Characters/Human/Human_head_accessories.png" sheetindex="3,3"/>
|
||||
</Wearable>
|
||||
-->
|
||||
<Wearable type="Husk">
|
||||
<sprite name="Husk" texture="Content/Characters/Human/Human_husk.png" hidewearablesoftype="Beard" sheetindex="0,0" />
|
||||
</Wearable>
|
||||
<Wearable type="Herpes">
|
||||
<sprite name="Herpes" texture="Content/Characters/Human/Human_karma.png" sheetindex="0,0" />
|
||||
</Wearable>
|
||||
</HeadAttachments>
|
||||
</Character>
|
||||
</Override>
|
246
Neurotrauma/Characters/Human/Ragdolls/HumanDefaultRagdoll.xml
Normal file
246
Neurotrauma/Characters/Human/Ragdolls/HumanDefaultRagdoll.xml
Normal file
@@ -0,0 +1,246 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Ragdoll type="Human" texture="%ModDir%/Images/Human/Human_[GENDER].png" canentersubmarine="True" canwalk="True" spritesheetorientation="180" limbscale="0.5" jointscale="0.5" texturescale="1" colliderheightfromfloor="140" impacttolerance="7.5" draggable="True" mainlimb="Torso" color="255,255,255,255">
|
||||
<collider radius="30" width="0" name="Main Collider" height="110" />
|
||||
<collider radius="30" width="0" name="Secondary Collider" height="80" />
|
||||
<limb id="0" name="Torso (0)" type="Torso" height="70" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="30" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="1" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="160,0,112,192" origin="0.5,0.5" depth="0.06" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="160,0,112,192" />
|
||||
<damagemodifier damagemultiplier="1.1" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<!--<damagemodifier damagemultiplier="1" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />-->
|
||||
</limb>
|
||||
<limb id="1" name="Head (1)" type="Head" height="0" width="0" notes="" scale="0.5" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="0" steerforce="0" radius="45" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="0" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="Content/Characters/Human/Human_[GENDER]_heads.png" sourcerect="0,0,128,128" depth="0.05" origin="0.5,0.5" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="Content/Characters/Human/Human_[GENDER]_heads_mask.png" />
|
||||
<huskmask texture="Content/Characters/Human/Human_husk_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damage.png" sourcerect="0,0,128,128" />
|
||||
<damagemodifier damagemultiplier="3" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional th_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="190,510,50,10" depth="0.05" origin="0.5,0.5" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sh_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="190,510,50,10" depth="0.05" origin="0.5,0.5" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="2" name="RightArm (2)" type="RightArm" height="50" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="15" density="10" ignorecollisions="False" angulardamping="50" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="3" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="272,0,64,96" origin="0.5,0.5" depth="0.02" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="272,0,64,96" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional ra_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,512,64,96" origin="0.5,0.5" depth="0.02" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="3" name="RightHand (3)" type="RightHand" height="20" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="13" density="10" ignorecollisions="False" angulardamping="50" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="3" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="272,160,64,48" origin="0.44,0.4" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="272,160,64,48" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional tra_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional ra_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,660,64,48" origin="0.44,0.4" depth="0.016" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sra_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="4" name="LeftArm (4)" type="LeftArm" height="50" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="15" density="10" ignorecollisions="False" angulardamping="50" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="2" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="336,0,64,96" origin="0.5,0.5" depth="0.14" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="336,0,64,96" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional la_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,512,64,96" origin="0.5,0.5" depth="0.14" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="5" name="LeftHand (5)" type="LeftHand" height="20" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="13" density="10" ignorecollisions="False" angulardamping="50" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="2" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="336,160,64,48" origin="0.44,0.4" depth="0.16" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="336,160,64,48" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional tla_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,420,64,48" origin="0.44,0.4" depth="0.16" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional la_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,660,64,48" origin="0.44,0.4" depth="0.016" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sla_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="6" name="LeftThigh (6)" type="LeftThigh" height="65" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="20" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="4" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="80,0,80,128" origin="0.5,0.5" depth="0.13" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="80,0,80,128" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional ll_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="80,512,80,128" origin="0.5,0.5" depth="0.13" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="7" name="LeftLeg (7)" type="LeftLeg" height="50" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="15" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="4" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="80,128,80,128" origin="0.5,0.5" depth="0.131" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="80,128,80,128" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional tll_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="80,378,80,128" origin="0.5,0.5" depth="0.2" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sll_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.2" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional ll_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="80,628,80,128" origin="0.5,0.5" depth="0.2" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="8" name="LeftFoot (8)" type="LeftFoot" height="0" width="32" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="90" steerforce="0" radius="12" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="-2.8043144,-11.4667225" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="4" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="336,208,64,48" origin="0.48,0.55" depth="0.132" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<sound tag="footstep_metal" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="336,208,64,48" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional tll_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,420,64,48" origin="0.5,0.65" depth="0.3" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sll_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.3" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional ll_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,708,64,48" origin="0.48,0.55" depth="0.3" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="9" name="RightThigh (9)" type="RightThigh" height="65" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="20" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="5" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="0,0,80,128" origin="0.5,0.5" depth="0.12" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="0,0,80,128" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional rl_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="0,512,80,128" origin="0.5,0.5" depth="0.13" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="10" name="RightLeg (10)" type="RightLeg" height="50" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="15" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="5" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="0,128,80,128" origin="0.5,0.5" depth="0.121" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="0,128,80,128" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional trl_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="0,378,80,128" origin="0.5,0.5" depth="0.121" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional srl_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.121" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional rl_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="0,628,80,128" origin="0.5,0.5" depth="0.122" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="11" name="RightFoot (11)" type="RightFoot" height="0" width="32" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="90" steerforce="0" radius="12" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="-7.0750213,-11.173927" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="5" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="272,208,64,48" origin="0.48,0.55" depth="0.122" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<sound tag="footstep_metal" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="272,208,64,48" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional trl_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,420,64,48" origin="0.5,0.65" depth="0.122" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional srl_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.122" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional rl_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,708,64,48" origin="0.48,0.55" depth="0.0123" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="12" name="Waist (12)" type="Waist" height="0" width="0" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" radius="25" density="10" ignorecollisions="False" angulardamping="1000" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="1" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="160,192,112,64" origin="0.5,0.5" depth="0.121" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="160,192,112,64" />
|
||||
<damagemodifier damagemultiplier="1.1" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<!--<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />-->
|
||||
</limb>
|
||||
<limb id="13" radius="13" width="0" height="35" name="LeftForearm (13)" type="LeftForearm" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="180" steerforce="0" density="10" ignorecollisions="False" angulardamping="50" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="2" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="336,96,64,64" origin="0.5,0.5" depth="0.15" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="336,96,64,64" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional tla_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,346,64,64" origin="0.5,0.5" depth="0.16" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sla_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.44,0.4" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional la_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="336,596,64,64" origin="0.5,0.5" depth="0.016" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<limb id="14" radius="13" width="0" height="35" name="RightForearm (14)" type="RightForearm" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" density="10" ignorecollisions="False" angulardamping="50" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="3" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
|
||||
<sprite texture="" sourcerect="272,96,64,64" origin="0.5,0.5" depth="0.01" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
<tintmask texture="%ModDir%/Images/Human/Human_[GENDER]_mask.png" />
|
||||
<damagedsprite texture="Content/Characters/Human/Human_damageoverlay.png" sourcerect="272,96,64,64" />
|
||||
<damagemodifier damagemultiplier="0.7" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="gunshotwound,lacerations,blunttrauma,bitewounds" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<damagemodifier damagemultiplier="0.75" armorsector="0,360" deflectprojectiles="False" afflictionidentifiers="bleeding" damagesound="" afflictiontypes="" probabilitymultiplier="1" damageparticle="" />
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional tra_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,346,64,64" origin="0.5,0.5" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="False">
|
||||
<conditional ra_cyber="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,596,64,64" origin="0.5,0.5" depth="0.025" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
<conditionalsprite exclusive="True">
|
||||
<conditional sra_amputation="gt 0" />
|
||||
<sprite texture="%ModDir%/Images/Human/Human_[GENDER].png" sourcerect="272,420,64,48" origin="0.5,0.5" depth="0.015" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
|
||||
</conditionalsprite>
|
||||
</limb>
|
||||
<joint limb1="0" limb2="1" limb1anchor="-10.253771,67.140594" limb2anchor="-10.745748,-12.599744" name="Joint 0 - 1" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="30" lowerlimit="-20" stiffness="0.5" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="0" limb2="12" limb1anchor="-0.6422227,-53.382404" limb2anchor="0.10620385,-0.07190597" name="Joint 0 - 12" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="18" lowerlimit="-43" stiffness="1000" scale="1" weldjoint="True" clockwiserotation="False" />
|
||||
<joint limb1="12" limb2="6" limb1anchor="-1.8,-6.7" limb2anchor="-2.4,37.57086" name="Joint 12 - 6" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="45" lowerlimit="-12" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="10" limb2="11" limb1anchor="0.5,-41.187973" limb2anchor="-10.862407,6.005065" name="Joint 10 - 11" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="30" lowerlimit="-70" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="12" limb2="9" limb1anchor="-1.8046935,-6.683343" limb2anchor="-2.423022,37.601402" name="Joint 12 - 9" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="45" lowerlimit="-12" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="7" limb2="8" limb1anchor="0.5,-41.2" limb2anchor="-10.937978,6" name="Joint 7 - 8" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="30" lowerlimit="-70" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="0" limb2="4" limb1anchor="-10.37207,43.280663" limb2anchor="0.6,28.573063" name="Joint 0 - 4" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="False" upperlimit="0" lowerlimit="0" stiffness="0.5" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="4" limb2="13" limb1anchor="-1.4478967,-28.244104" limb2anchor="-1.2,23.5" name="Joint 4 - 13" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="170" lowerlimit="5" stiffness="0.2" scale="1" weldjoint="False" clockwiserotation="True" />
|
||||
<joint limb1="13" limb2="5" limb1anchor="-0.8,-29" limb2anchor="-0.5,7.8" name="Joint 13 - 5" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="10" lowerlimit="-30.000021" stiffness="0.5" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="0" limb2="2" limb1anchor="-10.39392,43.006573" limb2anchor="0.6395478,28.56819" name="Joint 0 - 2" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="False" upperlimit="0" lowerlimit="0" stiffness="0.5" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="2" limb2="14" limb1anchor="1.2209377,-28.202503" limb2anchor="1.7877463,20.79795" name="Joint 2 - 14" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="170" lowerlimit="5" stiffness="0.2" scale="1" weldjoint="False" clockwiserotation="True" />
|
||||
<joint limb1="14" limb2="3" limb1anchor="-0.8303146,-28.958904" limb2anchor="-0.51387256,7.8291073" name="Joint 14 - 3" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="10" lowerlimit="-30.000021" stiffness="0.5" scale="1" weldjoint="False" clockwiserotation="False" />
|
||||
<joint limb1="9" limb2="10" limb1anchor="-2.1145673,-39.204475" limb2anchor="-0.6147495,41.310158" name="Joint 9 - 10" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="-5" lowerlimit="-145" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="True" />
|
||||
<joint limb1="6" limb2="7" limb1anchor="-2.1,-39.2" limb2anchor="-0.6,41.3" name="Joint 6 - 7" canbesevered="True" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="True" upperlimit="-5" lowerlimit="-145" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="True" />
|
||||
</Ragdoll>
|
18
Neurotrauma/Credits.txt
Normal file
18
Neurotrauma/Credits.txt
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
Evil Factory - Lua help
|
||||
Ydrec - Code contributions
|
||||
Nebual - Code contributions
|
||||
_[|M|]_ - Bag overlays
|
||||
peelz - Bloodpack conversion code
|
||||
Vetinarix - Propofol maintenance
|
||||
themanyfaceddemon - meta data for barotrauma mod loader
|
||||
Viktor Livingshield - Russian localization
|
||||
Brian Damage - Russian localization
|
||||
Kaofan - Polish localization
|
||||
Krzeszny - Polish localization
|
||||
rermi - French localization
|
||||
JellyQoo - Korean localization
|
||||
MEI - Portuguese localization
|
||||
Oskar - Spanish localization
|
||||
mefy - Turkish localization
|
||||
profole - German localization
|
BIN
Neurotrauma/Images/AfflictionIcons.png
(Stored with Git LFS)
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Neurotrauma/Images/AfflictionIcons.png
(Stored with Git LFS)
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Neurotrauma/Images/AfflictionIcons2.png
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Neurotrauma/Images/AfflictionIcons2.png
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Neurotrauma/Images/BloodPacksAtlas.png
(Stored with Git LFS)
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Neurotrauma/Images/BloodPacksAtlas.png
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Neurotrauma/Images/Human/Human_female.png
(Stored with Git LFS)
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Neurotrauma/Images/Human/Human_female.png
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Neurotrauma/Images/Human/Human_female_mask.png
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Neurotrauma/Images/Human/Human_female_mask.png
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Neurotrauma/Images/Human/Human_male.png
(Stored with Git LFS)
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Neurotrauma/Images/Human/Human_male.png
(Stored with Git LFS)
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Neurotrauma/Images/Human/Human_male_mask.png
(Stored with Git LFS)
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Neurotrauma/Images/Human/Human_male_mask.png
(Stored with Git LFS)
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Neurotrauma/Images/InGameItemIconAtlas.png
(Stored with Git LFS)
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Neurotrauma/Images/InGameItemIconAtlas.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/InventoryItemIconAtlas.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/InventoryItemIconAtlas.png
(Stored with Git LFS)
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Neurotrauma/Images/Lights/scanner_Light.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Lights/scanner_Light.png
(Stored with Git LFS)
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Binary file not shown.
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Neurotrauma/Images/Suits/BodyBagOverlay.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/BodyBagOverlay.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/StasisBagOverlay.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/StasisBagOverlay.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Images/Suits/bag.png
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Images/Suits/bag.png
(Stored with Git LFS)
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Binary file not shown.
BIN
Neurotrauma/Images/Suits/baghelmets.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/baghelmets.png
(Stored with Git LFS)
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Binary file not shown.
BIN
Neurotrauma/Images/Suits/blackbag.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/blackbag.png
(Stored with Git LFS)
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Binary file not shown.
BIN
Neurotrauma/Images/Suits/bodybag.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/bodybag.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Images/Suits/bodybaghelmets.png
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Images/Suits/bodybaghelmets.png
(Stored with Git LFS)
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Binary file not shown.
BIN
Neurotrauma/Images/Suits/emergencysuit.png
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Images/Suits/emergencysuit.png
(Stored with Git LFS)
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Binary file not shown.
BIN
Neurotrauma/Images/Suits/emergencysuithelmets.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/emergencysuithelmets.png
(Stored with Git LFS)
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Binary file not shown.
BIN
Neurotrauma/Images/Suits/redsuit.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/redsuit.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/Suits/stasisbag.png
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Images/Suits/stasisbag.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/UI/MedUIAtlas.png
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Images/UI/MedUIAtlas.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/limbs.png
(Stored with Git LFS)
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BIN
Neurotrauma/Images/limbs.png
(Stored with Git LFS)
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524
Neurotrauma/Localization/English/English.xml
Normal file
524
Neurotrauma/Localization/English/English.xml
Normal file
@@ -0,0 +1,524 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="English" nowhitespace="false" translatedname="English">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>Manual defibrillator</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>A medical device delivering an electric shock to the heart to stabilize cardiac arythmias. Requires extensive medical training. Use on a patient with cardiac arrest.</entitydescription.defibrillator>
|
||||
<entityname.aed>Automated external defibrillator</entityname.aed>
|
||||
<entitydescription.aed>A medical device delivering an electric shock to the heart to stabilize cardiac arythmias. Requires little to no medical training. Use on a patient with cardiac arrest.</entitydescription.aed>
|
||||
<entityname.bvm>Ambu bag</entityname.bvm>
|
||||
<entitydescription.bvm>A bag valve mask (BVM), is a hand-held device commonly used to provide positive pressure ventilation to patients who are not breathing or not breathing adequately.</entitydescription.bvm>
|
||||
<entityname.autocpr>AutoPulse</entityname.autocpr>
|
||||
<entitydescription.autocpr>An automated, portable, battery-powered cardiopulmonary resuscitation device.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Hematology analyzer</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>Blood analyzer. Fully automated. Can print bloodtypes on blank donor cards.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Blank donor card</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Empty donor card. Used by the hematology analyzer.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>Trauma shears</entityname.traumashears>
|
||||
<entitydescription.traumashears>A tool used to remove bandages and casts.</entitydescription.traumashears>
|
||||
<entityname.wheelchair>Wheelchair</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>Makes you depend on your arms instead of your legs for movement.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>Blue Shark</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>Health scanner</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Used to diagnose underlying causes of symptoms.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Equipping this will cause you to go unconscious. Are you sure?</stasisbagequipconfirmation>
|
||||
<!--<emergencysuitequipconfirmation>Equipping this will cause you to go immobile. Are you sure?</emergencysuitequipconfirmation>-->
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>Scalpel</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>A tool used to make incisions during surgery.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Hemostat</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>A tool used to clamp blood vessels during surgery.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Skin retractors</entityname.advretractors>
|
||||
<entitydescription.advretractors>A tool used to retract skin during surgery.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Tweezers</entityname.tweezers>
|
||||
<entitydescription.tweezers>A small tool that allows the removal of bullets as well as damaged and necrotic tissue.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>Surgical saw</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>A tool used to saw through bones.</entitydescription.surgerysaw>
|
||||
<entityname.suture>Suture</entityname.suture>
|
||||
<entitydescription.suture>Biodegradeable sutures for stitching up wounds and surgical incisions alike.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Surgical drill</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>A tool used to drill bones.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Osteosynthesis implants</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Titanium implants used in an osteosynthetic surgery to repair fractures.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Spinal cord implants</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Titanium implants used to heal paralysis caused by neck fractures.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Surgery table</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>A surgery table which has basic artificial ventilation built in.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Organ procurement scalpel: Liver</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>A specialized scalpel for the removal of livers.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Organ procurement scalpel: Kidneys</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>A specialized scalpel for the removal of kidneys.</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Organ procurement scalpel: Lungs</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>A specialized scalpel for the removal of the lungs.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Organ procurement scalpel: Heart</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>A specialized scalpel for the removal of the heart.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>Organ procurement scalpel: Brain</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>A specialized scalpel for the removal of the brain.</entitydescription.organscalpel_brain>
|
||||
<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>Novelty scalpel. Disabled and needs activation. In the practitioner’s hands, a button pad can be utilised to activate the scalpel and switch between between operations: making incisions, extracting organs, removing bandages, or doing malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode active: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode active: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode active: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode active: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode active: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode active: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode active: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode active: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>Mannitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>A type of sugar alcohol. It is used to aid recovery from neurotrauma. May cause organ damage.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>Streptokinase</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>A thrombolytic enzyme that breaks down blood clots. It is used to cure heart attacks. Decreases blood clotting.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>Azathioprine</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>An immunosuppressive agent for the prevention of organ rejection.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>Thiamine</entityname.thiamine>
|
||||
<entitydescription.thiamine>Otherwise known as vitamin B1, these pills will aid in organ healing.</entitydescription.thiamine>
|
||||
<entityname.pressuremeds>Sodium nitroprusside</entityname.pressuremeds>
|
||||
<entitydescription.pressuremeds>A medication used to lower blood pressure.</entitydescription.pressuremeds>
|
||||
<entityname.ointment>Antibiotic ointment</entityname.ointment>
|
||||
<entitydescription.ointment>A highly antiseptic gel that promotes the recovery from burns as well as from minor infections.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Endovascular balloon</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>A balloon inserted into major arteries following their rupture. It will cut off bloodflow, but it will stop the bleeding.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Medical stent</entityname.medstent>
|
||||
<entitydescription.medstent>A plastic tube inserted into the aorta after an endovascular ballon following aortic rupture.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Tourniquet</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>A device that applies pressure to a limb and thus reduces bloodflow. It is usually used in case of major bleeders on extremities. Shouldn't be used on the head.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drainage</entityname.drainage>
|
||||
<entitydescription.drainage>Drains air from the pleural cavity during corrective surgery for pneumothorax.</entitydescription.drainage>
|
||||
<entityname.needle>Needle</entityname.needle>
|
||||
<entitydescription.needle>A needle with a decompression valve to make the air or liquid drain out of the pleural cavity or pericardium</entitydescription.needle>
|
||||
<entityname.ringerssolution>Ringer's solution</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>A solution of several salts dissolved in water for the purpose of treating low blood pressure or fluid loss. Isotonic to blood.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Antiseptic</entityname.antiseptic>
|
||||
<entitydescription.antiseptic>Can be used to treat infected wounds using an antiseptic spray.</entitydescription.antiseptic>
|
||||
<entityname.antisepticspray>Antiseptic spray</entityname.antisepticspray>
|
||||
<entitydescription.antisepticspray>Used to apply antiseptic to infected wounds.</entitydescription.antisepticspray>
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>A short-acting medication that results in a decreased level of consciousness and a lack of memory for events. Its uses include the starting and maintenance of general anesthesia.</entitydescription.propofol>
|
||||
<entityname.gypsum>Gypsum</entityname.gypsum>
|
||||
<entitydescription.gypsum>A fine mineral powder that is used to encase fractures in extremeties in a cast. Apply a bandage first.</entitydescription.gypsum>
|
||||
<entityname.gelipack>Gel ice pack</entityname.gelipack>
|
||||
<entitydescription.gelipack>A reusable cooling pack filled with organic gel that never expires. Loses its effectiveness without refrigeration.</entitydescription.gelipack>
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Empty Blood Pack</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>An empty blood pack for the drawing of blood.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Blood Pack O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Administerable to: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Blood Pack O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>A blood pack that can be used on any patient.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Blood Pack A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Administerable to: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Blood Pack B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Administerable to: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Blood Pack AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Administerable to: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Blood Pack A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Administerable to: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Blood Pack B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Administerable to: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Blood Pack AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Administerable to: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Blood Pack O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>A blood pack that can be used on any patient.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Donor card O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Can take blood from: O-
|
||||
Can give blood to: all of them</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Donor card O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Can take blood from: O-, O+
|
||||
Can give blood to: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Donor card A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Can take blood from: O-, A-
|
||||
Can give blood to: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Donor card A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Can take blood from: O-, O+, A-, A+
|
||||
Can give blood to: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Donor card B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Can take blood from: O-, B-
|
||||
Can give blood to: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Donor card B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Can take blood from: O-, O+, B-, B+
|
||||
Can give blood to: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Donor card AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Can take blood from: O-, A-, B-, AB-
|
||||
Can give blood to: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Donor card AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Can take blood from: all of them
|
||||
Can give blood to: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Medical container</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Can store medicine and medical instruments</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>Surgery toolbox</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>Can store many small items that are used during surgery</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>Refrigerated crate</entityname.organcrate>
|
||||
<entitydescription.organcrate>A place to store your precious transplant-ready organs</entitydescription.organcrate>
|
||||
<entityname.medstartercrate>Medical starter crate</entityname.medstartercrate>
|
||||
<entitydescription.medstartercrate>A crate that contains all the essentials, conveniently packaged into a single crafting recipe</entitydescription.medstartercrate>
|
||||
<entityname.organtoolbox>Refrigerated container</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>A place to store your precious transplant-ready organs</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Body bag</entityname.bodybag>
|
||||
<entitydescription.bodybag>Lets you drag people faster.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>Stasis bag</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Stops most biological processes from taking place.</entitydescription.stasisbag>
|
||||
<!--<entityname.emergencysuit>Emergency suit</entityname.emergencysuit>
|
||||
<entitydescription.emergencysuit>Makes it relatively safe for using defibrillator and performing all kinds of surgeries. Stops movement, but has a battery slot to power artificial ventilation.</entitydescription.emergencysuit>-->
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Right arm</entityname.rarm>
|
||||
<entitydescription.rarm>A severed right arm. Can be surgically reattached.</entitydescription.rarm>
|
||||
<entityname.larm>Left arm</entityname.larm>
|
||||
<entitydescription.larm>A severed left arm. Can be surgically reattached.</entitydescription.larm>
|
||||
<entityname.rleg>Right leg</entityname.rleg>
|
||||
<entitydescription.rleg>A severed right leg. Can be surgically reattached.</entitydescription.rleg>
|
||||
<entityname.lleg>Left leg</entityname.lleg>
|
||||
<entitydescription.lleg>A severed left leg. Can be surgically reattached.</entitydescription.lleg>
|
||||
<entityname.rarmp>Right arm bionic prosthesis</entityname.rarmp>
|
||||
<entitydescription.rarmp>A bionic right arm. Can be used to treat amputation.</entitydescription.rarmp>
|
||||
<entityname.larmp>Left arm bionic prosthesis</entityname.larmp>
|
||||
<entitydescription.larmp>A bionic left arm. Can be used to treat amputation.</entitydescription.larmp>
|
||||
<entityname.rlegp>Right leg bionic prosthesis</entityname.rlegp>
|
||||
<entitydescription.rlegp>A bionic right leg. Can be used to treat amputation.</entitydescription.rlegp>
|
||||
<entityname.llegp>Left leg bionic prosthesis</entityname.llegp>
|
||||
<entitydescription.llegp>A bionic left leg. Can be used to treat amputation.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Liver transplant</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Liver transplant</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Liver transplant</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Liver transplant</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Liver transplant</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Liver transplant</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Lung transplant</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Lung transplant</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Lung transplant</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Lung transplant</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Lung transplant</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Lung transplant</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Kidney transplant</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Kidney transplant</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Kidney transplant</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Kidney transplant</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Kidney transplant</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Kidney transplant</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Heart transplant</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Heart transplant</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Heart transplant</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Heart transplant</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Heart transplant</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Heart transplant</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>Brain transplant</entityname.braintransplant>
|
||||
<entityname.armlock1>Non-working right hand</entityname.armlock1>
|
||||
<entityname.armlock2>Non-working left hand</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Increased heartrate</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>The heart is beating in an alarmingly rapid fashion.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>Irregular heartbeat</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>The heart is beating in a fluttery, quivering fashion.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>Cardiac arrest</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>No pulse.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Heart attack</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Heart damage</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Heart failure</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Heart removed</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>The heart has been surgically removed.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Neurotrauma</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Death by neurotrauma</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>You have died of neurotrauma.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>Stroke</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Seizure</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Coma</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>Brain removed</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>The brain has been surgically removed.</afflictiondescription.brainremoved>
|
||||
<afflictionname.traumaticshock>Traumatic shock</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>You shouldn't be getting dug into like this! This is very wrong!</afflictiondescription.traumaticshock>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Blood pressure</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>Hypoxemia</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Respiratory arrest</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>The patient is not breathing.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hyperventilation</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>The patient is breathing at an alarmingly rapid rate.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hypoventilation</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>The patient is breathing at an alarmingly slow rate.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Shortness of breath</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>The patients breathing is labored and shallow.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alkalosis</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Acidosis</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Radiation induced lung injury</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Pneumothorax</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>Lung damage</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>Lung failure</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Lungs removed</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>The lungs have been surgically removed.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Kidney damage</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Kidney failure</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Kidneys removed</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>The kidneys have been surgically removed.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Bone damage</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Bone death</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Stimulated bone growth</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>Bone regrowth has been stimulated. To cure bone death, this affliction needs to be on every bodypart.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Liver damage</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Liver failure</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Liver removed</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>The liver has been surgically removed.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Surgery incision</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>An incision has been made by a scalpel.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Clamped bleeding</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Surgical bleeders have been staunched.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Clamped arteries</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>Bleeding from artery has been stopped, but blood flow to the extremity is severely reduced.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>Ballooned aorta</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>The aorta has stopped bleeding, but bloodflow to your extremities and organs is gone.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>Splint</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>Fracture has been splinted.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Bandaged</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Protects from infection, stabilizes dislocations. Movement is slightly slowed.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>Dirty bandage</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>Used to protect from infections, but now it does the opposite.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>Plaster cast</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>Heals and protects from fractures. Movement is slowed. Remove using trauma shears.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>Ointment</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>A layer of antibiotic gel protects and cleans the wound from any germs.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>Needle</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Normalizes the pressure in the pleural cavity</afflictiondescription.needlec>
|
||||
<afflictionname.iced>Chilled</afflictionname.iced>
|
||||
<afflictiondescription.iced>Heals bruises. Movement is slowed.</afflictiondescription.iced>
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Fractured right humerus</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Your right arm is broken.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Fractured left humerus</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Your left arm is broken.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Fractured right femur</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Your right leg is broken.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Fractured left femur</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Your left leg is broken.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Fractured ribs</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>One or more of your ribs are broken.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Fractured skull</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Your skull is broken.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Fractured neck</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Your neck is broken.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>Traumatic amputation</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>Most of the tissue of the right arm was torn off.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>Traumatic amputation</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>Most of the tissue of the left arm was torn off.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>Traumatic amputation</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>Most of the tissue of the right leg was torn off.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>Traumatic amputation</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>Most of the tissue of the left leg was torn off.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>Traumatic amputation</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>Most of the tissue of the head was torn off.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputation</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>The right arm was surgically amputated.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputation</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>The left arm was surgically amputated.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputation</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>The right leg was surgically amputated.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>Amputation</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>The left leg was surgically amputated.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputation</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>The head was surgically amputated.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Spinal cord injury</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>The patient is paralyzed and does not feel the body.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Died of paralysis</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>You have died of paralysis.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Dislocation</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>The joint isn't supposed to bend this way...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Dislocation</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>The joint isn't supposed to bend this way...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Dislocation</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>The joint isn't supposed to bend this way...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Dislocation</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>The joint isn't supposed to bend this way...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Femoral artery bleeding</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>An artery has been damaged and is causing severe bloodloss.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Femoral artery bleeding</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>An artery has been damaged and is causing severe bloodloss.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Brachial artery bleeding</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>An artery has been damaged and is causing severe bloodloss.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Brachial artery bleeding</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>An artery has been damaged and is causing severe bloodloss.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Aortic rupture</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Carotid artery bleeding</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>An artery has been damaged and is causing severe bloodloss.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Stitched wound</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>Wounds have been sutured shut.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Immunity</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Infected wound</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Sepsis</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Necrosis</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Died from a necrotic wound.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>You have died from necrosis.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Gangrene</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>The extremity has shrunk and turned black.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrenaline</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>Anti-clot</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>Thiamine</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afpressuredrug>Blood pressure reducers</afflictionname.afpressuredrug>
|
||||
<afflictiondescription.afpressuredrug></afflictiondescription.afpressuredrug>
|
||||
<afflictionname.afsaline>Saline</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Ringer's solution</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Mannitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antibiotics</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>Immunosuppressants</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>Hemotransfusion shock</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Foreign body</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>Cardiac tamponade</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>Internal bleeding</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Cough</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>The patient is coughing periodically.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Pale skin</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>The patients skin is pale.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Lightheadedness</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>The patient is expressing lightheadedness.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Blurred vision</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>The patient is expressing blurred vision.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Confusion</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>The patient seems disoriented and confused.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Headache</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>The patient is expressing a headache.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Leg swelling</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>The patients legs are swollen.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Weakness</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>The patient is expressing weakness in the extremities.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Wheezing</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>The patients breathing is producing a high-pitched noise.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Vomiting</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>The patient is vomiting periodically.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Vomiting blood</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>The patient is vomiting blood periodically.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Fever</afflictionname.fever>
|
||||
<afflictiondescription.fever>The patients body temperature is elevated.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Abdominal discomfort</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>The patient is expressing abdominal discomfort.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>Bloating</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>The patients abdomen is bloated.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Jaundice</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>The patients skin has turned a sickly shade of yellow.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Sweating</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>The patient is sweating excessively.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>Palpitations</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>The patient is expressing palpitations.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Unconsciousness</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>The patient is unconscious.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>Inflammation</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>The area is red, swollen and warm.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Spasm</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>The patient can't control the erratic behaviour of the limb.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Craving</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>The patient is happy enough... so long as they get what they need.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>On fire!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>The patient is burning alive! Grab an extinguisher!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Chest pain</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>The patient is expressing sharp, piercing pain in their chest.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Abdominal pain</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>The patient is expressing persistent pain in their abdomen.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Intense pain</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>The patient is expressing intense pain in the affected area.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Nausea</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>The skin is clammy and the patient is nauseous.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Lualess</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Lua isn't running. That means neurotrauma and any other mods that use it won't work. Please read the workshop pages of mods you plan to use.</afflictiondescription.luabotomy>
|
||||
<afflictionname.modconflict>Mod conflict</afflictionname.modconflict>
|
||||
<afflictiondescription.modconflict>There is a mod conflict. A different mod is overriding some of the same items Neurotrauma does. Some things may not function correctly. Please adjust your load order.</afflictiondescription.modconflict>
|
||||
<afflictionname.analgesia>Analgesia</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Insensitivity to pain.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Anesthesia</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>The patient has drug-induced amnesia and sedation.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>First-degree burn</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>The area is red and painful to the touch.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>Second-degree burn</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>There are very painful blisters littering the affected area.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>Third-degree burn</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>The patient doesn't feel pain in the now leathery, stiff area.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Surgery incision</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>The patient has been cut open.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Clamped bleeding</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Bleeding caused by the incision has been stopped.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Retracted skin</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>The skin is being held open by a set of retractors.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Drilled bones</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>The bones have been prepared for orthopedic procedures.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Stitched incision</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>An incision has been closed via sutures.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Bones Sawed</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>The bone has been severed.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>Alive</connection.aliveout>
|
||||
<connection.consciousout>Conscious</connection.consciousout>
|
||||
<connection.nameout>Patient_name</connection.nameout>
|
||||
<connection.vitalityout>Vitality</connection.vitalityout>
|
||||
<connection.heartrateout>Heartrate</connection.heartrateout>
|
||||
<connection.breathingrateout>Breathingrate</connection.breathingrateout>
|
||||
<connection.bloodpressureout>Bloodpressure</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>Bloodoxygen</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>Neurotrauma</connection.neurotraumaout>
|
||||
<connection.organdamageout>Organdamage</connection.organdamageout>
|
||||
<connection.insurgeryout>In_surgery</connection.insurgeryout>
|
||||
<connection.causeofdeathout>Cause_of_death</connection.causeofdeathout>
|
||||
<connection.bloodphout>Blood_pH</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Surgical</roomname.surgical>
|
||||
</infotexts>
|
520
Neurotrauma/Localization/French/French.xml
Normal file
520
Neurotrauma/Localization/French/French.xml
Normal file
@@ -0,0 +1,520 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="French" nowhitespace="false" translatedname="Français">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>Défibrillateur manuel</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>Un appareil médical pouvant délivrer un choc électrique au cœur afin de stabiliser les arythmies cardiaques. Nécessite une formation médicale avancée. À utiliser sur un patient en arrêt cardiaque.</entitydescription.defibrillator>
|
||||
<entityname.aed>Défibrillateur automatisé</entityname.aed>
|
||||
<entitydescription.aed>Un appareil médical pouvant délivrer un choc électrique au cœur afin de stabiliser les arythmies cardiaques. Nécessite très peu voire aucune formation médicale. À utiliser sur un patient en arrêt cardiaque.</entitydescription.aed>
|
||||
<entityname.bvm>Insufflateur manuel</entityname.bvm>
|
||||
<entitydescription.bvm>Un insufflateur manuel (BAVU) est un appareil portatif couramment utilisé pour suppléer à la respiration de patients en arrêt respiratoire ou ne respirant pas correctement.</entitydescription.bvm>
|
||||
<entityname.autocpr>AutoPulse</entityname.autocpr>
|
||||
<entitydescription.autocpr>Un appareil portable, alimenté par piles et automatique de réanimation cardiorespiratoire.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Analyseur d'hématologie</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>Analyseur de sang. Entièrement automatisé. Peut imprimer les groupes sanguins sur des cartes vierges.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Carte vierge de donneur</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Carte vide immaculée. Utilisée par l'analyseur d'hématologie.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>Ciseaux de secours</entityname.traumashears>
|
||||
<entitydescription.traumashears>Un outil utilisé pour retirer les bandages et les plâtres.</entitydescription.traumashears>
|
||||
<entityname.wheelchair>Fauteuil roulant</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>Vous fait dépendre de vos bras au lieu de vos jambes pour vous déplacer.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>Requin bleu</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>Scanneur de santé</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Utilisé pour identifier les causes sous-jacentes de symptômes.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Équiper cela vous fera perdre connaissance. En êtes-vous sûr(e)?</stasisbagequipconfirmation>
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>Scalpel</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>Un outil utilisé pour faire des incisions lors d'une chirurgie.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Pince hémostatique</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>Un outil utilisé pour clamper les vaisseaux sanguins lors d'une chirurgie.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Écarteur chirurgical</entityname.advretractors>
|
||||
<entitydescription.advretractors>Un outil utilisé pour rétracter la peau lors d'une chirurgie.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Pincette chirurgicale</entityname.tweezers>
|
||||
<entitydescription.tweezers>Un petit outil permettant de retirer les balles ainsi que les tissus endommagés et nécrosés.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>Scie chirurgicale</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>Un outil utilisé pour scier à travers les os.</entitydescription.surgerysaw>
|
||||
<entityname.suture>Suture</entityname.suture>
|
||||
<entitydescription.suture>Sutures biodégradables pour recoudre les plaies et les incisions.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Perceuse chirurgicale</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>Un outil utilisé pour percer les os.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Implants d'ostéosynthèse</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Des implants en titane utilisés dans une chirurgie ostéosynthétique pour réparer des fractures.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Implants de moelle épinière</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Des implants en titane utilisés pour soigner la paralysie causée par des fractures du cou.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Table d'opération</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>Une table d'opération dotée d'une ventilation artificielle intégrée.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Scalpel de prélèvement d'organe: Foie</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>Un scalpel spécialisé pour la récupération de foies.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Scalpel de prélèvement d'organe: Reins</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>Un scalpel spécialisé pour la récupération de reins.</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Scalpel de prélèvement d'organe: Poumons</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>Un scalpel spécialisé pour la récupération de poumons.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Scalpel de prélèvement d'organe: Cœur</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>Un scalpel spécialisé pour la récupération de cœurs.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>Scalpel de prélèvement d'organe: Cerveau</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>Un scalpel spécialisé pour la récupération du cerveau.</entitydescription.organscalpel_brain>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>Mannitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>Un type d'alcool de sucre. Aide à la guérison après un neurotraumatisme. Peut causer des dommages aux organes.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>Streptokinase</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>Un agent thrombolytique qui décompose les caillots sanguins. Il est utilisé pour soigner les crises cardiaques. Aggrave la coagulation.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>Azathioprine</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>Un agent immunosuppresseur évitant le rejet d'organe.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>Thiamine</entityname.thiamine>
|
||||
<entitydescription.thiamine>Autrement connue sous le nom de vitamine B1, ces pilules aideront à la guérison des organes.</entitydescription.thiamine>
|
||||
<entityname.ointment>Pommade antibiotique</entityname.ointment>
|
||||
<entitydescription.ointment>Un gel hautement antiseptique qui favorise la guérison des brûlures ainsi que des infections mineures.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Ballon endovasculaire</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>Un ballon inséré dans les artères suite à leur rupture. Il coupera la circulation sanguine mais arrêtera les saignements.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Stent médical</entityname.medstent>
|
||||
<entitydescription.medstent>Un tube en plastique inséré dans l'aorte après gonflement d'un ballon endovasculaire monté sur un cathéter, suite à une rupture aortique.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Garrot</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>Un dispositif appliquant une pression sur un membre (bras ou jambes), réduisant ainsi le flux sanguin. Il est généralement utilisé en cas de saignements importants. Ne doit pas être utilisé sur la tête.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drain</entityname.drainage>
|
||||
<entitydescription.drainage>Draine l'air de la cavité pleurale lors d'une chirurgie de pneumothorax.</entitydescription.drainage>
|
||||
<entityname.needle>Aiguille</entityname.needle>
|
||||
<entitydescription.needle>Une aiguille avec une valve intégrée, permettant de faire échapper de l'air ou des liquides de la cavité thoracique.</entitydescription.needle>
|
||||
<entityname.ringerssolution>Liquide Ringer</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>Une solution de plusieurs sels dissous dans de l'eau, utilisée dans le traitement de l'hypotension artérielle ou de la perte de liquide. Isotonique au sang.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Antiseptique</entityname.antiseptic>
|
||||
<!-- <entitydescription.antiseptic></entitydescription.antiseptic> -->
|
||||
<entityname.antisepticspray>Spray antiseptique</entityname.antisepticspray>
|
||||
<!-- <entitydescription.antisepticspray></entitydescription.antisepticspray> -->
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>Un médicament de courte durée entraînant une diminution du niveau de conscience et un manque de mémoire. Il permet de conserver et/ou de commencer une anesthésie générale.</entitydescription.propofol>
|
||||
<entityname.gypsum>Gypse</entityname.gypsum>
|
||||
<entitydescription.gypsum>Une fine poudre minérale utilisée pour recouvrir les fractures, dans un plâtre. Un bandage doit être d'abord appliqué.</entitydescription.gypsum>
|
||||
<!--<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Poche de sang vide</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>Une poche de sang vide pour le prélèvement de sang.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Poche de sang O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Peut être donné à: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Poche de sang O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>Une poche de sang qui peut être utilisée sur n'importe quel patient.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Poche de sang A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Peut être donné à: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Poche de sang B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Peut être donné à: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Poche de sang AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Peut être donné à: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Poche de sang A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Peut être donné à: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Poche de sang B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Peut être donné à: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Poche de sang AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Peut être donné à: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Poche de sang O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>Une poche de sang qui peut être utilisée sur n'importe quel patient.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Carte de donneur O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Peut recevoir du sang de: O-
|
||||
Peut donner du sang à: tous</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Carte de donneur O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Peut recevoir du sang de: O-, O+
|
||||
Peut donner du sang à: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Carte de donneur A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Peut recevoir du sang de: O-, A-
|
||||
Peut donner du sang à: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Carte de donneur A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Peut recevoir du sang de: O-, O+, A-, A+
|
||||
Peut donner du sang à: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Carte de donneur B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Peut recevoir du sang de: O-, B-
|
||||
Peut donner du sang à: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Carte de donneur B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Peut recevoir du sang de: O-, O+, B-, B+
|
||||
Peut donner du sang à: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Carte de donneur AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Peut recevoir du sang de: O-, A-, B-, AB-
|
||||
Peut donner du sang à: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Carte de donneur AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Peut recevoir du sang de: tous
|
||||
Peut donner du sang à: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Conteneur médical</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Peut stocker des médicaments et des instruments médicaux.</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>Boîte à outils chirurgicaux</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>Peut stocker de nombreux petits objets utilisés lors d'une chirurgie.</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>Caisse réfrigérée</entityname.organcrate>
|
||||
<entitydescription.organcrate>Une caisse pour entreposer vos précieux organes prêts à être greffés.</entitydescription.organcrate>
|
||||
<entityname.organtoolbox>Conteneur réfrigéré</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>Un conteneur pour entreposer vos précieux organes prêts à être greffés.</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Sac mortuaire</entityname.bodybag>
|
||||
<entitydescription.bodybag>Permet de traîner les corps plus rapidement.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>Sac stasique</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Permet de stopper momentanément tout processus et phénomènes biologiques.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Bras droit</entityname.rarm>
|
||||
<entitydescription.rarm>Un bras droit sectionné. Peut être chirurgicalement rattaché.</entitydescription.rarm>
|
||||
<entityname.larm>Bras gauche</entityname.larm>
|
||||
<entitydescription.larm>Un bras gauche sectionné. Peut être chirurgicalement rattaché.</entitydescription.larm>
|
||||
<entityname.rleg>Jambe droite</entityname.rleg>
|
||||
<entitydescription.rleg>Une jambe droite sectionnée. Peut être chirurgicalement rattachée.</entitydescription.rleg>
|
||||
<entityname.lleg>Jambe gauche</entityname.lleg>
|
||||
<entitydescription.lleg>Une jambe gauche sectionnée. Peut être chirurgicalement rattachée.</entitydescription.lleg>
|
||||
<entityname.rarmp>Prothèse bionique pour bras droit</entityname.rarmp>
|
||||
<entitydescription.rarmp>Un bras droit bionique. Peut être utilisé pour remplacer une amputation.</entitydescription.rarmp>
|
||||
<entityname.larmp>Prothèse bionique pour bras gauche</entityname.larmp>
|
||||
<entitydescription.larmp>Un bras gauche bionique. Peut être utilisé pour remplacer une amputation.</entitydescription.larmp>
|
||||
<entityname.rlegp>Prothèse bionique pour jambe droite</entityname.rlegp>
|
||||
<entitydescription.rlegp>Une jambe droite bionique. Peut être utilisé pour remplacer une amputation.</entitydescription.rlegp>
|
||||
<entityname.llegp>Prothèse bionique pour jambe gauche</entityname.llegp>
|
||||
<entitydescription.llegp>Une jambe gauche bionique. Peut être utilisé pour remplacer une amputation.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Greffe de foie</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Greffe de foie</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Greffe de foie</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Greffe de foie</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Greffe de foie</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Greffe de foie</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Greffe de poumon</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Greffe de poumon</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Greffe de poumon</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Greffe de poumon</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Greffe de poumon</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Greffe de poumon</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Greffe de rein</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Greffe de rein</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Greffe de rein</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Greffe de rein</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Greffe de rein</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Greffe de rein</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Greffe de cœur</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Greffe de cœur</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Greffe de cœur</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Greffe de cœur</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Greffe de cœur</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Greffe de cœur</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>Greffe de cerveau</entityname.braintransplant>
|
||||
<entityname.armlock1>Main droite non-fonctionnelle</entityname.armlock1>
|
||||
<entityname.armlock2>Main gauche non-fonctionnelle</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Rythme cardiaque élevé</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>Le cœur bat à une vitesse alarmante.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>Battements irréguliers</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>Le cœur bat de manière tremblotante.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>Arrêt cardiaque</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>Pas de pouls.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Crise cardiaque</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Lésions cardiaques</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Insuffisance cardiaque</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Coeur retiré</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>Le cœur a été chirurgicalement retiré.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Neurotraumatisme</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Mort par neurotraumatisme</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>Vous êtes mort(e) d'un neurotraumatisme.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>Accident vasculaire cérébral</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Crise d'épilepsie</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Coma</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>Cerveau retiré</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>Le cerveau a été chirurgicalement retiré.</afflictiondescription.brainremoved>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Pression artérielle</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>Hypoxémie</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Arrêt respiratoire</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>Le patient ne respire plus.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hyperventilation</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>Le patient respire à un rythme élevé alarmant.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hypoventilation</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>Le patient respire à un rythme faible alarmant.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Essoufflements</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>La respiration du patient est laborieuse et peu profonde.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alcalose</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Acidose</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Lésions pulmonaires par radiation</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Pneumothorax</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>Lésions pulmonaires</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>Insuffisance pulmonaire</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Poumons retirés</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>Les poumons ont été chirurgicalement retirés.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Lésions aux reins</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Insuffisance rénale</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Reins retirés</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>Les reins ont été chirurgicalement retirés.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Lésions osseuses</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Nécrose osseuse</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Croissance osseuse stimulée</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>Repousse osseuse stimulée. Pour guérir de la nécrose osseuse, cette repousse doit être appliquée à toutes les parties du corps.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Lésions au foie</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Insuffisance hépatique</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Foie retiré</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>Le foie a été chirurgicalement retiré.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Incision</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>La zone a été fendue en deux avec un scalpel.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Saignement clampé</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Les saignements ont été stoppés.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Artère clampé</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>Le saignement de l'artère a été arrêté, mais le flux sanguin est sévèrement réduit.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>Aorte ballonnée</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>L'aorte a cessé de saigner, mais le flux sanguin vers les extrémités et les organes a disparu.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>Attelle</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>La fracture a été attellé.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Bandage</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Protège des infections, stabilise les dislocations. Mouvements légèrement ralentis.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>Bandage sale</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>Utilisé pour protéger des infections, sauf qu'il fait désormais le contraire. Doit être renouvelé.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>Plâtre</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>Guérit et protège des fractures. Mouvements ralentis. Peut être retiré à l'aide de ciseaux de secours.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>Pommade</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>Une couche de gel antibiotique protège et nettoie la plaie de tout germe.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>Aiguille</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Normalise la pression dans la cavité pleurale.</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Humérus droit fracturé</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Votre bras droit est cassé.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Humérus gauche fracturé</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Votre bras gauche est cassé.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Fémur droit fracturé</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Votre jambe droite est cassée.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Fémur gauche fracturé</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Votre jambe gauche est cassée.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Côtes fracturées</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>Une ou plusieurs de vos côtes sont cassées.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Crâne fracturé</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Votre crâne est cassé.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Cou fracturé</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Votre cou est cassé.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>Amputation traumatique</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>La plupart des tissus du bras droit ont été arrachés.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>Amputation traumatique</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>La plupart des tissus du bras gauche ont été arrachés.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>Amputation traumatique</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>La plupart des tissus de la jambe droite ont été arrachés.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>Amputation traumatique</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>La plupart des tissus de la jambe gauche ont été arrachés.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>Amputation traumatique</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>La plupart des tissus de la tête ont été arrachés.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputation</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>Le bras droit a été chirurgicalement amputé.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputation</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>Le bras gauche a été chirurgicalement amputé.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputation</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>La jambe droite a été chirurgicalement amputée.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>Amputation</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>La jambe gauche a été chirurgicalement amputée.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputation</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>La tête a été chirurgicalement amputée.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Lésion de la moelle épinière</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>Le patient est paralysé et ne sent plus son corps.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Mort de paralysie</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>Vous êtes mort(e) de paralysie.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Dislocation</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>L'articulation n'est pas censée se plier de cette façon...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Dislocation</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>L'articulation n'est pas censée se plier de cette façon...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Dislocation</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>L'articulation n'est pas censée se plier de cette façon...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Dislocation</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>L'articulation n'est pas censée se plier de cette façon...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Saignement de l'artère fémorale</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>Une artère a été endommagée et provoque une perte de sang importante.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Saignement de l'artère fémorale</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>Une artère a été endommagée et provoque une perte de sang importante.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Saignement de l'artère brachiale</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>Une artère a été endommagée et provoque une perte de sang importante.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Saignement de l'artère brachiale</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>Une artère a été endommagée et provoque une perte de sang importante.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Rupture aortique</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Saignement de l'artère carotide</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>Une artère a été endommagée et provoque une perte de sang importante.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Plaie recousue</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>Les plaies ont été suturées.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Immunité</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Plaie infectée</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Sepsis</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Nécrose</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Mort d'une blessure nécrosée.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>Vous êtes mort(e) de nécrose.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Gangrène</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>L'extrémité a rétréci et est devenue noire.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrénaline</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>Anti-caillot</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>Thiamine</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afsaline>Solution saline</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Liquide Ringer</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Mannitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antibiotiques</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>Immunosuppresseurs</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>Choc hémorragique</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Corps étranger</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>Tamponnade cardiaque</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>Hémorragie interne</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Toux</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>Le patient tousse périodiquement.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Peau pâle</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>La peau du patient est pâle.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Étourdissement</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>Le patient est étourdi.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Vision floue</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>Le patient voit de manière floue.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Confusion</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>Le patient semble désorienté et confus.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Migraine</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>Le patient semble avoir un mal de crâne.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Jambes gonflées</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>Les jambes du patient sont enflées.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Faiblesse</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>Le patient révèle une faiblesse dans ses extrémités.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Respiration difficile</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>La respiration du patient produit un bruit aigu.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Vomissement</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>Le patient vomit périodiquement.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Vomissement de sang</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>Le patient vomit du sang périodiquement.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Fièvre</afflictionname.fever>
|
||||
<afflictiondescription.fever>La température corporelle du patient est élevée.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Inconfort abdominal</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>Le patient exprime une certaine douleur abdominale.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>Ballonnement</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>L'abdomen du patient est gonflé.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Jaunisse</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>La peau du patient a pris une teinte jaune maladive.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Transpiration</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>Le patient transpire énormément.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>Palpitations cardiaques</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>Le patient ressent des palpitations intenses.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Perte de connaissance</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>Le patient est inconscient.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>Inflammation</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>La zone est rouge, enflée et chaude.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Spasme</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>Le patient ne peut plus contrôler le comportement erratique de ses bras et jambes.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Carence</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>Le patient semble assez heureux... tant qu'il obtient ce dont il a besoin.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>En feu!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>Le patient est en train de brûler vif ! Allez prendre un extincteur !</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Douleur thoracique</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>Le patient ressent une douleur aiguë et perçante dans sa poitrine.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Douleur abdominale</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>Le patient ressent une douleur persistante dans son abdomen.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Douleur intense</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>Le patient ressent une douleur intense et éprouvante dans la zone touchée.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Nausées</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>Le patient se sent mal, a des vertiges et sa peau semble moite.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Sans Lua</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Le Lua n'est pas activé. Cela signifie que Neurotrauma et tous les autres mods qui l'utilisent ne fonctionnent pas. Merci de lire les pages workshop des mods que vous voulez utiliser.</afflictiondescription.luabotomy>
|
||||
<afflictionname.traumaticshock>Choc traumatique</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>Le patient ressent une douleur émotionnelle pétrifiante et des vertiges, ainsi qu'un stress intense et étouffant.</afflictiondescription.traumaticshock>
|
||||
<afflictionname.analgesia>Analgésie</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Insensibilité à la douleur.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Anesthésie</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>Le patient est dans un état d'amnésie et de sédation.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>Brûlure au premier degré</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>La zone brûlée est rouge et douloureuse au toucher.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>Brûlure au deuxième degré</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>Des cloques très douloureuses jonchent la zone touchée.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>Brûlure au troisième degré</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>Le patient ne ressent pas de douleur dans la zone touchée, devenue raide et sèche.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Incision</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>La zone a été fendue en deux avec un scalpel.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Saignement clampé</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Le saignement causé par l'incision a été stoppé.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Peau rétractée</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>La peau est maintenue ouverte par un écarteur.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Os percés</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>Les os ont été préparés pour une procédure orthopédique.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Incision recousue</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>L'incision a été recousue avec des sutures.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Os sciés</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>L'os a été sectionné.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>Vivant</connection.aliveout>
|
||||
<connection.consciousout>Conscient</connection.consciousout>
|
||||
<connection.nameout>Nom_du_patient</connection.nameout>
|
||||
<connection.vitalityout>Vitalité</connection.vitalityout>
|
||||
<connection.heartrateout>Rythme_cardiaque</connection.heartrateout>
|
||||
<connection.breathingrateout>Fréquence_respiratoire</connection.breathingrateout>
|
||||
<connection.bloodpressureout>Pression_artérielle</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>Oxygène_sanguin</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>Neurotraumatisme</connection.neurotraumaout>
|
||||
<connection.organdamageout>Lésions_aux_organes</connection.organdamageout>
|
||||
<connection.insurgeryout>En_chirurgie</connection.insurgeryout>
|
||||
<connection.causeofdeathout>Cause_de_décès</connection.causeofdeathout>
|
||||
<connection.bloodphout>Blood_pH</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Chirurgie</roomname.surgical>
|
||||
<!-- A1.8 -->
|
||||
<afflictionname.afpressuredrug>réducteur de pression sanguine</afflictionname.afpressuredrug>
|
||||
<entityname.pressuremeds>Nitroprussiate de sodium</entityname.pressuremeds>
|
||||
<entitydescription.pressuremeds>Médicament vasodilateur utilisé pour diminuer la tension artérielle.</entitydescription.pressuremeds>
|
||||
<entityname.medstartercrate>Coffret de débutant en médecine</entityname.medstartercrate>
|
||||
<entitydescription.medstartercrate>Un coffret contenant tous les essentiels, pragmatiquement emballés dans une seule recette.</entitydescription.medstartercrate>
|
||||
</infotexts>
|
462
Neurotrauma/Localization/German/German.xml
Normal file
462
Neurotrauma/Localization/German/German.xml
Normal file
@@ -0,0 +1,462 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="German" nowhitespace="false" translatedname="Deutsch">
|
||||
<!-- Partly translated by profole / Teilweise übersetzt von profole -->
|
||||
<!-- Some stuff was already translated, probably by Mannatu / Rest war schon übersetzt, wahrscheinlich von Mannatu -->
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Ausrüstung /// -->
|
||||
<entityname.aed>Automatischer externer Defibrillator</entityname.aed>
|
||||
<entitydescription.aed>Ein medizinisches Gerät für die Stabilisierung von Arhytmien. Benutze auf Patienten mit Herzstillstand.</entitydescription.aed>
|
||||
<entityname.bvm>Beatmungsbeutel</entityname.bvm>
|
||||
<entitydescription.bvm>Eine Vorrichtung für Atmungsunterstüzung bei Patienten, welche nicht ausreichend atmen.</entitydescription.bvm>
|
||||
<entityname.autocpr>AutoPuls</entityname.autocpr>
|
||||
<entitydescription.autocpr>Eine automatisierte, batteriebetriebene Herz-lungen-wiederbelebungsvorrichtung.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Hematologischer Analysator</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>Blutgruppenscanner. Vollautomatisch. Benötigt Blutsammelpatronen.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Blutsammelpatrone</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Leere Blutsammelpatrone. Vom hematologischen Analysator verwendet.</entitydescription.bloodcollector>
|
||||
<Override>
|
||||
<entityname.healthscanner>Vitalitätsscanner</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Verwendet um die Ursachen von Symptomen zu erkennen.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Wenn du das ausrüstest wirst du bewusstlos. Bist du sicher?</stasisbagequipconfirmation>
|
||||
<!-- /// Operationen /// -->
|
||||
<entityname.advscalpel>Skalpel</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>Ein Werkzeug um Einschnitte während Operationen zu platzieren.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Arterienklemme</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>Ein Werkzeug um blutende Arterien aufgrund von Operationen abzuklemmen.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Hautretraktoren</entityname.advretractors>
|
||||
<entitydescription.advretractors>Ein Werkzeug um Haut während einer Operation festzuhalten.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Pinzette</entityname.tweezers>
|
||||
<entitydescription.tweezers>Ein kleines Wekzeug um Fremdkörper während Operation zu entfernen</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>Chirurgische Säge</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>Eine Säge um Knochen an- oder durchzusägen</entitydescription.surgerysaw>
|
||||
<entityname.suture>Nadel und Faden</entityname.suture>
|
||||
<entitydescription.suture>Biodegradierbarer Faden für die Behandlung von offenen Wunden und chirurgischen Einschnitten.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Chirurgischer Bohrer</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>Ein Werkzeg um Knochen anzubohren.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Osteosynthetische Implantate</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Implantate aus Titanium, welche während osteosynthetischer Chirurgie verwendet werden, um gebrochene Knochen zu reparieren.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Wirbelsäulenimplantate</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Implantate aus Titanium, welche verwendet werden, um von Nackenbrüchen verursachte Paralyse zu heilen.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Chirurgischer Tisch</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>Ein Tisch mit eingebauter künstlicher Beatmung.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Organbeschaffungsskalpel: Leber</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>Ein spezialisiertes Skalpel für die Entfernung der Leber.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Organbeschaffungsskalpel: Nieren</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>Ein spezialisiertes Skalpel für die Entfernung der Nieren.</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Organbeschaffungsskalpel: Lunge</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>Ein spezialisiertes Skalpel für die Entfernung der Lunge.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Organbeschaffungsskalpel: Herz</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>Ein spezialisiertes Skalpel für die Entfernung des Herzes.</entitydescription.organscalpel_heart>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Behandlungen /// -->
|
||||
<entityname.mannitol>Mannitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>Eine Art Zuckeralkohol. Wird verwendet um bei der Heilung von Neurotrauma zu helfen. Verursacht möglicherweise Organschäden.</entitydescription.mannitol>
|
||||
<entityname.ointment>Desinfizierendes Gel</entityname.ointment>
|
||||
<entitydescription.ointment>Ein stark antibiotisches Gel welches bei der Genesung von Verbrennungen und infizierten Wunden hilft.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Endovaskulärer Balloon</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>Ein Balloon der nach einer Ruptur in die Hauptaterien eingeführt wird. Es wird den Blutfluss stoppen, jedoch somit auch die Blutung.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Stent</entityname.medstent>
|
||||
<entitydescription.medstent>Eine Plastikröhre die nach einem endovaskulären Ballon in die Aorta eingeführt wird.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Tourniquet</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>Übt Drück auf eine Gliedmaße aus und verringert den Blutfluss. Es wird bei Gliedmaßen mit zum Beispiel einem Arterienriss oder Gliedmaßenverlust verwendet. Sollte nicht auf dem Kopf benutzt werde.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drainage</entityname.drainage>
|
||||
<entitydescription.drainage>Lässt Luft aus dem Brustkorb entweichen. Wird für eine Pneumothoraxoperation verwendet.</entitydescription.drainage>
|
||||
<entityname.needle>Nadel</entityname.needle>
|
||||
<entitydescription.needle>Eine Nadel mit einem Ventil um Luft oder Flüssigkeit aus dem Brustkorb zu entfernen.</entitydescription.needle>
|
||||
<entityname.ringerssolution>Ringerlösung</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>Eine Lösung aus mehreren in Wasser gelösten Salzen um niedrigen Blutdruck und Blutverlust zu heilen. Isotonisch zu Blut.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Desinfektionsmittel</entityname.antiseptic>
|
||||
<entitydescription.antiseptic>Kann mit einem Desinfektionsmittelspritzer auf infizierte Wunden aufgetragen werden um sie zu reinigen.</entitydescription.antiseptic>
|
||||
<entityname.antisepticspray>Desinfektionsmittelspritzer</entityname.antisepticspray>
|
||||
<entitydescription.antisepticspray>Wird benutzt um Desinfektionsmittel auf Wunden aufzutragen.</entitydescription.antisepticspray>
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>Ein schnell wirkendes Medikament, welches zu einem verminderten Bewusstseinszustand und Gedächtnisverlust führt. Es wird für den Start und die Instandhaltung einer Vollnarkose genutzt.</entitydescription.propofol>
|
||||
<!--<entityname.gypsum></entityname.gypsum>
|
||||
<entitydescription.gypsum></entitydescription.gypsum>
|
||||
|
||||
<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>
|
||||
-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Leerer Blutbeutel</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>Ein leerer Beutel für die Entnahme von Blut.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Blutbeutel O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Kompatibel mit: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Blutbeutel O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>Ein Blutbeutel von einem Universalspender. Kompatibel mit allen Blutgruppen.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Blutbeutel A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Kompatibel mit: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Blutbeutel B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Kompatibel mit: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Blutbeutel AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Kompatibel mit: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Blutbeutel A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Kompatibel mit: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Blutbeutel B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Kompatibel mit: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Blutbeutel AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Kompatibel mit: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Blutbeutel O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>Ein Blutbeutel von einem Universalspender. Kompatibel mit allen Blutgruppen.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Spenderkarte O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Kann erhalten von: O-
|
||||
Kann spenden an: Universalspender</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Spenderkarte O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Kann erhalten von: O-, O+
|
||||
Kann spenden an: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Spenderkarte A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Kann erhalten von: O-, A-
|
||||
Kann spenden an: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Spenderkarte A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Kann erhalten von: O-, O+, A-, A+
|
||||
Kann spenden an: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Spenderkarte B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Kann erhalten von: O-, B-
|
||||
Kann spenden an: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Spenderkarte B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Kann erhalten von: O-, O+, B-, B+
|
||||
Kann spenden an: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Spenderkarte AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Kann erhalten von: O-, A-, B-, AB-
|
||||
Kann spenden an: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Spenderkarte AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Kann erhalten von: Jeder
|
||||
Kann spenden an: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Medizinkoffer</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Kann Medikamente und medizinische Geräte lagern.</entitydescription.medtoolbox>
|
||||
<entityname.organcrate>Tiefkühlkoffer</entityname.organcrate>
|
||||
<entitydescription.organcrate>Wird genutzt um Organe zu lagern und am Leben zu halten.</entitydescription.organcrate>
|
||||
<entityname.organtoolbox>Tiefkühlkiste</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>Wird genutzt um Organge zu lagern und am Leben zu halten.</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Leichensack</entityname.bodybag>
|
||||
<entitydescription.bodybag>Lässt dich "Leute" schneller transportieren. Luft nicht inklusive.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>Stasebeutel</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Hält die meisten biolgischen Prozesse an.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Rechter Arm</entityname.rarm>
|
||||
<entitydescription.rarm>Ein abgetrennter, rechter Arm. Kann operativ wieder angenäht werden.</entitydescription.rarm>
|
||||
<entityname.larm>Linker Arm</entityname.larm>
|
||||
<entitydescription.larm>Ein abgetrennter, linker Arm. Kann operativ wieder angenäht werden.</entitydescription.larm>
|
||||
<entityname.rleg>Rechtes Bein</entityname.rleg>
|
||||
<entitydescription.rleg>Ein abgetrenntes, rechtes Bein. Kann operativ wieder angenäht werden.</entitydescription.rleg>
|
||||
<entityname.lleg>Linkes Bein</entityname.lleg>
|
||||
<entitydescription.lleg>Ein abgetrenntes, linkes Bein. Kann operativ wieder angenäht werden.</entitydescription.lleg>
|
||||
<entityname.rarmp>Bionische Prothese (rechter Arm)</entityname.rarmp>
|
||||
<entitydescription.rarmp>Ein bionischer, rechter Arm. Kann operativ angenäht werden.</entitydescription.rarmp>
|
||||
<entityname.larmp>Bionische Prothese (linker Arm)</entityname.larmp>
|
||||
<entitydescription.larmp>Ein bionischer, linker Arm. Kann operativ angenäht werden.</entitydescription.larmp>
|
||||
<entityname.rlegp>Bionische Prothese (rechtes Bein)</entityname.rlegp>
|
||||
<entitydescription.rlegp>Ein bionisches, rechtes Bein. Kann operativ angenäht werden.</entitydescription.rlegp>
|
||||
<entityname.llegp>Bionische Prothese (linkes Bein)</entityname.llegp>
|
||||
<entitydescription.llegp>Ein bionisches, linkes Bein. Can Kann operativ angenäht werden.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Entnommene Leber</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Entnommene Leber</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Entnommene Leber</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Entnommene Leber</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Entnommene Leber</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Entnommene Leber</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Entnommene Lunge</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Entnommene Lunge</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Entnommene Lunge</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Entnommene Lunge</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Entnommene Lunge</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Entnommene Lunge</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Entnommene Niere</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Entnommene Niere</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Entnommene Niere</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Entnommene Niere</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Entnommene Niere</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Entnommene Niere</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Entnommenes Herz</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Entnommenes Herz</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Entnommenes Herz</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Entnommenes Herz</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Entnommenes Herz</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Entnommenes Herz</entityname.hearttransplant_q5>
|
||||
<entityname.armlock1>Funktionsunfähige rechte Hand</entityname.armlock1>
|
||||
<entityname.armlock2>Funktionsunfähige linke Hand</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Erhöhte Herzfrequenz</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>Das Herz schlägt alamierend schnell.</afflictiondescription.tachycardia>
|
||||
<afflictionname.cardiacarrest>Herzstillstand</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>Kein Puls.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Herzinfarkt</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Herzschaden</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Herzversagen</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Herz entfernt</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>Das Herz wurde operative entnommen.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Neurotrauma</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Tod durch Neurotrauma</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>Du bist an Neurotrauma verstorben.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>Schlaganfall</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Krampfanfall</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Koma</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Blutdruck</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>Hypoxie</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Atemstillstand</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>Der Patient atmet nicht.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hyperventilation</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>Der Patient atmet alarmierend schnell.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hypoventilation</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>Der Patient atmet alarmierend langsam.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Kurzatmigkeit</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>Dem Patienten fällt das Atmen schwer.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alkalose</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Azidose</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Strahlungsbedingte Lungenverletzung</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Pneumothorax</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>Lungenschaden</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>Lungenversagen</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Lungen entfernt</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>Die Lungen wurden operativ entnommen.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Nierenschaden</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Nierenversagen</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Nieren entfernt</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>Die Nieren wurden operative entfernt.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Knochenschaden</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Knochentod</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Stimuliertes Knochenwachstum</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>Das Knochenwachstum wurde stimuliert. Um Knochentod zu heilen, muss diese affliction auf jedem Körperteil präsent sein.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Leberschaden</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Leberversagen</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Liver removed</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>Die Leber wurde operative entfernt.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Operative Inzision</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Ein Skalpelschnitt.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Abgeklemmte Blutungen</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Blutungen die durch den Eingriff entstanden sind wurden gehemmt.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Abgeklemmte Arterien</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>Die Arterienblutung hat aufgehört, aber der Blutfluss in die Gliedmaße ist stark vermindert.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.arteriesclamp5>Stabilisierte Aorta</afflictionname.arteriesclamp5>
|
||||
<afflictiondescription.arteriesclamp5>Die Aorta blutet nicht mehr, jedoch fließt auch kein Blut mehr in die Gliedmaßen und Orange.</afflictiondescription.arteriesclamp5>
|
||||
<afflictionname.boneclamp>Schiene</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>Die gebrochene Stelle wurde mit einer Schiene versehen.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Bandagiert</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Schützt for Infektionen und, stabilisiert Dislokationen und Brüche.</afflictiondescription.bandaged>
|
||||
<afflictionname.ointmented>Salbe</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>Eine Schicht von antibiotischem Gel schützt und reinigt die Wunde.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>Nadel</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Normalisiert den Druck im Brustkorb.</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Gebrochener, rechter Humerus</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Der rechte Arm ist gebrochen.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Gebrochener, linker Humerus</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Der linke Arm ist gebrochen.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Gebrochener, rechter Oberschenkelknochen</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Das rechte Bein ist gebrochen.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Gebrochener, linker Oberschenkelknochen</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Das linke Bein ist gebrochen.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Gebrochene Rippen</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>Eine oder mehrere Ripppen sind gebrochen.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Schädelbruch</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Der Schädel ist gebrochen.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Genickbruch</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Das Genick ist gebrochen.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>Traumatische Amputation</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>Ein großer Teil des rechten Armes fehlt.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>Traumatische Amputation</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>Ein großer Teil des linken Armes fehlt.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>Traumatische Amputation</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>Ein großer Teil des rechten Beines fehlt.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>Traumatische Amputation</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>Ein großer Teil des linken Beines fehlt.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>Traumatische Amputation</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>Ein großer Teil des Kopfes fehlt.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputation</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>Der rechte Arm wurde operative amputiert.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputation</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>Der linke Arm wurde operative amputiert.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputation</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>Das rechte Bein wurde operative amputiert.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>Amputation</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>Das linke Bein wurde operative amputiert.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputation</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>Der Kopf wurde operative amputiert.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Rückenmarkverletzung</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>Der Patient ist paralysiert und fühlt seinen Körper nicht.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Tod durch Paralyse</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>Du bist an einer Paralyse gestorben.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Dislokation</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>Das Gelenk sollte sicht nicht in diese Richtung biegen...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Dislokation</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>Das Gelenk sollte sicht nicht in diese Richtung biegen...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Dislokation</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>Das Gelenk sollte sicht nicht in diese Richtung biegen...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Dislokation</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>Das Gelenk sollte sicht nicht in diese Richtung biegen...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Oberschenkelarterienblutung</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>Eine Arterie wurde beschädigt und blutet extrem stark.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Oberschenkelarterienblutung</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>Eine Arterie wurde beschädigt und blutet extrem stark.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Brachiale Arterienblutung</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>Eine Arterie wurde beschädigt und blutet extrem stark.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Brachiale Arterienblutung</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>Eine Arterie wurde beschädigt und blutet extrem stark.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Aortaruptur</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Halsschlagarderblutung</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>Eine Arterie wurde beschädigt und blutet extrem stark.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Genähte Wunde</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>Die Wunde wurde zugenäht.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Immunität</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Infizierte Wunde</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Blutvergiftung</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Nekrose</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Tod durch eine nekrotische Wunde</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>Du bist an einer Nekrose gestorben.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Gangrän</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>Die Gliedmaße ist geschrumpft und schwarz.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrenalin</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afsaline>Kochsalzlösung</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Ringerlösung</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Mannitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antibiotika</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.hemotransfusionshock>Blutransfusionsschock</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Fremder Körper</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>Herztamponade</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>Interne Blutung</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Husten</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>Der Patient hustet periodisch.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Blasse Haut</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>Die Haut des Patienten ist blass.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Benommenheit</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>Der Patient wirkt benommen.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Verschwommene Sicht</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>Der Patient gibt an, er sehe verschwommen.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Verwirrung</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>Der Patient wirk desorientiert und verwirrt.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Kopfschmerzen</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>Der Patient gibt an, Kopfschmerzen zu haben.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Geschwollenes Bein</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>Die Beine des Patienten sind geschwollen.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Schwäche</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>Der Patient gibt an, er fühle sich schwach.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Keuchen</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>Beim atmen kommt ein hohes Geräusch aus dem Patienten.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Erbrechen</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>Der Patient muss sich periodisch übergeben.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Bluterbrechen</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>Der Patient erbricht periodisch Blut.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Fieber</afflictionname.fever>
|
||||
<afflictiondescription.fever>Die Körpertemperatur des Patienten ist erhöht.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Magenverstimmungen</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>Der Patient gibt an, sein Bauch fühle sich komisch an.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>Aufgebläht</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>Der Bauch des Patienten ist aufgebläht.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Gelbsucht</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>Die Haut des Patienten sieht krankhaft gelb aus.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Schwitzen</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>Der Patienten ist stark am schwitzen.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>Herzklopfen</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>Der Patient gibt an, er nehme seinen eigenen Herzschlag als sehr heftig wahr.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Bewusslosigkeit</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>Der Patient ist bewusstlos.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>Entzündung</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>Der Bereich ist rot, geschwollen und warm.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Zuckung</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>Der Patient kann die Bewegungen der Gliedmaße nicht kontrollieren.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Verlangen</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>Der Patient ist glücklich... so lange sie bekommen was sie brauchen.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>In Flammen!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>Der Patient verbrennt an lebendigem Leib! Holt einen Feuerlöscher!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Brustschmerzen</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>Der Patient gibt an, er habe starke, stechende Schmerzen im Brutstbereich.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Mauchschmerzen</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>Der Patient gibt an, er habe Schmerzen im Bauchbereich.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Starke Schmerzen</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>Der Patient gibt an, er habe starke schmerzen im betroffenen Bereich.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Übelkeit</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>Der Patient gibt an, er fühle sich schlecht und als ob er sich gleich übergeben müsste.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.traumaticshock>Traumatischer Schock</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>Der Patient ist wach! Er erfährt extreme Angst, intensive Stress und befindet sich in einem Schockzustand. Beende die Operation, sofort!</afflictiondescription.traumaticshock>
|
||||
<afflictionname.analgesia>Analgesie</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Der Patient ist schmerzunempfindlich.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Vollnarkose</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>Der Patient befindet sich in einer medikamentösen Narkose.</afflictiondescription.anesthesia>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Operative Inzision</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Ein Skalpelschnitt.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Abgeklemmte Blutungen</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Blutungen die durch den Eingriff entstanden sind wurden gehemmt.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Zurückgezogene Haut</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>Die Haut wurde durch Hautretraktoren zurückgezogen.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Aufgebohrte Knochen</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>Die Knochen wurden für eine orthopädische Prozedur vorbereitet.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Genähte Inzision</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>Die Inzision wurde zugenäht.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Gesägte Knochen</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>Der Knochen wurde durchgesägt.</afflictiondescription.bonecut>
|
||||
</infotexts>
|
521
Neurotrauma/Localization/Korean/Korean.xml
Normal file
521
Neurotrauma/Localization/Korean/Korean.xml
Normal file
@@ -0,0 +1,521 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="Korean" nowhitespace="false" translatedname="Korean">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>수동 제세동기</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>심장에 전기충격을 가하여 부정맥을 안정화시키는 의료기기. 광범위한 의료 훈련이 필요합니다. 심정지 환자에게 사용하십시오.</entitydescription.defibrillator>
|
||||
<entityname.aed>자동 제세동기</entityname.aed>
|
||||
<entitydescription.aed>심장에 전기충격을 가하여 부정맥을 안정화시키는 의료기기. 의료 교육이 거의 또는 전혀 필요하지 않습니다. 심정지 환자에게 사용하십시오.</entitydescription.aed>
|
||||
<entityname.bvm>앰부 백</entityname.bvm>
|
||||
<entitydescription.bvm>백 밸브 마스크는 호흡을 하지 않거나 적절하게 호흡하지 않는 환자에게 양압 환기를 제공하기 위해 일반적으로 사용되는 휴대용 장치입니다.</entitydescription.bvm>
|
||||
<entityname.autocpr>오토펄스</entityname.autocpr>
|
||||
<entitydescription.autocpr>배터리로 구동되는 자동화된 휴대용 심폐 소생 장치.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>혈액학 분석기</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>혈액 분석기. 완전 자동화. 빈 기증자 카드에 혈액형을 인쇄할 수 있습니다.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>빈 기증자 카드</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>빈 기증자 카드입니다. 혈액학 분석기에서 사용합니다.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>외상 가위</entityname.traumashears>
|
||||
<entitydescription.traumashears>붕대와 깁스를 제거하는 데 사용되는 도구입니다.</entitydescription.traumashears>
|
||||
<entityname.wheelchair>휠체어</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>움직임을 위해 다리 대신 팔에 의존하게 만듭니다.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>청상어</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>건강 진단기</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>증상의 근본 원인을 진단하는 데 사용됩니다.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>이것을 장착하면 의식을 잃게 됩니다. 확실합니까?</stasisbagequipconfirmation>
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>메스</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>수술을 시작하기 위해 환부를 절개할 때 사용하는 도구입니다.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>지혈겸자</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>수술 중 혈관을 조일 때 사용하는 도구입니다.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>스킨 리트렉터</entityname.advretractors>
|
||||
<entitydescription.advretractors>수술 중 피부를 절개 된 상태로 고정시키는 데 사용되는 도구입니다.</entitydescription.advretractors>
|
||||
<entityname.tweezers>집게</entityname.tweezers>
|
||||
<entitydescription.tweezers>총알 또는 손상되고 괴사된 조직을 제거할 수 있는 작은 도구입니다.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>외과용 톱</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>뼈를 절단하는 데 사용하는 도구.</entitydescription.surgerysaw>
|
||||
<entityname.suture>봉합용 실</entityname.suture>
|
||||
<entitydescription.suture>상처와 수술 절개 부위를 봉합하기 위한 생분해성 봉합용 실.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>수술용 드릴</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>뼈를 뚫는 데 사용하는 도구입니다.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>골접합 임플란트</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>골절을 치료하기 위해 골접합 수술에 사용되는 티타늄 임플란트.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>척추 임플란트</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>목 골절로 인한 마비를 치료하는 데 사용되는 티타늄 임플란트.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>수술대</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>기본적인 인공호흡기가 내장된 수술대입니다.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>장기 적출용 메스: 간</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>간 적출을 위한 특수 메스.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>장기 적출용 메스: 신장</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>신장 적출용 특수 메스.</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>장기 적출용 메스: 폐</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>폐를 적출하기 위한 특수 메스.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>장기 적출용 메스: 심장</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>심장 적출을 위한 특수 메스.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>장기 적출용 메스: 뇌</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>뇌를 적출하기 위한 특수 메스.</entitydescription.organscalpel_brain>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>만니톨</entityname.mannitol>
|
||||
<entitydescription.mannitol>당 환원 알코올의 일종. 신경 외상으로부터 회복을 돕기 위해 사용됩니다. 장기 손상을 일으킬 수 있습니다.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>스트렙토키나제</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>혈전을 분해하는 혈전 용해 효소. 심장 마비를 치료하는 데 사용됩니다. 혈액 응고를 감소시킵니다.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>아자티오프린</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>장기 거부반응 예방용 면역억제제.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>티아민</entityname.thiamine>
|
||||
<entitydescription.thiamine>비타민 B1으로 알려진 이 알약은 장기 치유에 도움이 됩니다.</entitydescription.thiamine>
|
||||
<entityname.pressuremeds>나이트로프루사이드 나트륨</entityname.pressuremeds>
|
||||
<entitydescription.pressuremeds>혈압을 낮추는 데 사용되는 약물.</entitydescription.pressuremeds>
|
||||
<entityname.ointment>항생제 연고</entityname.ointment>
|
||||
<entitydescription.ointment>화상 및 경미한 감염으로부터 회복을 촉진하는 살균력이 뛰어난 젤.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>혈관 내 풍선</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>파열된 주요 동맥에 풍선을 삽입합니다. 그것은 혈류를 차단하지만 출혈을 멈추는 효과가 있습니다.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>의료용 스텐트</entityname.medstent>
|
||||
<entitydescription.medstent>파열된 대동맥에 혈관 내 풍선을 삽입한 이후 삽입하는 플라스틱 튜브.</entitydescription.medstent>
|
||||
<entityname.tourniquet>지혈대</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>사지에 압력을 가하여 혈류를 감소시키는 장치. 일반적으로 사지에 큰 출혈이 있는 경우에 사용됩니다. 머리에 사용하면 안됩니다.</entitydescription.tourniquet>
|
||||
<entityname.drainage>배액관</entityname.drainage>
|
||||
<entitydescription.drainage>기흉 교정 수술 시 흉강에서 공기를 빼냅니다.</entitydescription.drainage>
|
||||
<entityname.needle>바늘</entityname.needle>
|
||||
<entitydescription.needle>흉막강이나 심낭에서 공기나 액체를 밖으로 배출시키는 감압 밸브가 있는 바늘</entitydescription.needle>
|
||||
<entityname.ringerssolution>링거 액</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>저혈압이나 체액 손실을 치료하기 위해 물에 녹인 여러 염류 용액. 혈액과 삼투압이 같습니다.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>소독제</entityname.antiseptic>
|
||||
<!-- <entitydescription.antiseptic></entitydescription.antiseptic> -->
|
||||
<entityname.antisepticspray>소독제 스프레이</entityname.antisepticspray>
|
||||
<!-- <entitydescription.antisepticspray></entitydescription.antisepticspray> -->
|
||||
<entityname.propofol>프로포폴</entityname.propofol>
|
||||
<entitydescription.propofol>의식 수준을 감소시키고 사건에 대한 기억력 부족을 초래하는 속효성 약물입니다. 그 용도에는 전신 마취의 시작과 유지가 포함됩니다.</entitydescription.propofol>
|
||||
<entityname.gypsum>석고</entityname.gypsum>
|
||||
<entitydescription.gypsum>사지의 골절을 깁스로 둘러싸는 데 사용되는 미세한 미네랄 분말입니다. 붕대를 먼저 감아야 합니다.</entitydescription.gypsum>
|
||||
<!--<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>
|
||||
-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>빈 혈액 팩</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>채혈을 위한 빈 혈액 팩.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>O+ 혈액 팩</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>수혈 가능한 환자의 혈액형: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>O- 혈액 팩</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>모든 환자에게 사용할 수 있는 혈액 팩.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>A+ 혈액 팩</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>수혈 가능한 환자의 혈액형: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>B+ 혈액 팩</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>수혈 가능한 환자의 혈액형: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>AB+ 혈액 팩</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>수혈 가능한 환자의 혈액형: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>A- 혈액 팩</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>수혈 가능한 환자의 혈액형: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>B- 혈액 팩</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>수혈 가능한 환자의 혈액형: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>AB- 혈액 팩</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>수혈 가능한 환자의 혈액형: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>O- 혈액 팩</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>모든 환자에게 사용할 수 있는 혈액 팩.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>O- 혈액 기증자 카드</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>이 혈액형으로부터 수혈받을 수 있음: O-
|
||||
이 혈액형에게 공혈할 수 있음: 모든 혈액형</entitydescription.ominuscard>
|
||||
<entityname.opluscard>O+ 혈액 기증자 카드</entityname.opluscard>
|
||||
<entitydescription.opluscard>이 혈액형으로부터 수혈받을 수 있음: O-, O+
|
||||
이 혈액형에게 공혈할 수 있음: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>A- 혈액 기증자 카드</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>이 혈액형으로부터 수혈받을 수 있음: O-, A-
|
||||
이 혈액형에게 공혈할 수 있음: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>A+ 혈액 기증자 카드</entityname.apluscard>
|
||||
<entitydescription.apluscard>이 혈액형으로부터 수혈받을 수 있음: O-, O+, A-, A+
|
||||
이 혈액형에게 공혈할 수 있음: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>B- 혈액 기증자 카드</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>이 혈액형으로부터 수혈받을 수 있음: O-, B-
|
||||
이 혈액형에게 공혈할 수 있음: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>B+ 혈액 기증자 카드</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>이 혈액형으로부터 수혈받을 수 있음: O-, O+, B-, B+
|
||||
이 혈액형에게 공혈할 수 있음: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>AB- 혈액 기증자 카드</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>이 혈액형으로부터 수혈받을 수 있음: O-, A-, B-, AB-
|
||||
이 혈액형에게 공혈할 수 있음: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>AB+ 혈액 기증자 카드</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>이 혈액형으로부터 수혈받을 수 있음: all of them
|
||||
이 혈액형에게 공혈할 수 있음: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>의료품 보관함</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>약 및 의료기구를 보관할 수 있습니다.</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>수술도구 보관함</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>수술 중 사용하는 많은 작은 물건을 보관할 수 있습니다.</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>저온 상자</entityname.organcrate>
|
||||
<entitydescription.organcrate>소중한 이식용 장기를 보관하는 곳</entitydescription.organcrate>
|
||||
<entityname.medstartercrate>의료용 스타터 상자</entityname.medstartercrate>
|
||||
<entitydescription.medstartercrate>모든 필수품을 담은 상자로, 하나의 제작 레시피로 편리하게 포장되어 있습니다.</entitydescription.medstartercrate>
|
||||
<entityname.organtoolbox>저온 보관함</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>소중한 이식용 장기를 보관하는 곳</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>바디 백</entityname.bodybag>
|
||||
<entitydescription.bodybag>사람을 더 빨리 옮길 수 있습니다.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>스테이시스 백</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>대부분의 생물학적 과정이 일어나는 것을 막습니다.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>오른쪽 팔</entityname.rarm>
|
||||
<entitydescription.rarm>잘린 오른팔. 외과적으로 다시 부착할 수 있습니다.</entitydescription.rarm>
|
||||
<entityname.larm>왼쪽 팔</entityname.larm>
|
||||
<entitydescription.larm>잘린 왼팔. 외과적으로 다시 부착할 수 있습니다.</entitydescription.larm>
|
||||
<entityname.rleg>오른쪽 다리</entityname.rleg>
|
||||
<entitydescription.rleg>잘린 오른쪽 다리. 외과적으로 다시 부착할 수 있습니다.</entitydescription.rleg>
|
||||
<entityname.lleg>왼쪽 다리</entityname.lleg>
|
||||
<entitydescription.lleg>잘린 왼쪽 다리. 외과적으로 다시 부착할 수 있습니다.</entitydescription.lleg>
|
||||
<entityname.rarmp>오른팔 바이오닉 의수</entityname.rarmp>
|
||||
<entitydescription.rarmp>바이오닉 오른팔. 절단 치료에 사용할 수 있습니다.</entitydescription.rarmp>
|
||||
<entityname.larmp>왼팔 바이오닉 의수</entityname.larmp>
|
||||
<entitydescription.larmp>바이오닉 왼팔. 절단 치료에 사용할 수 있습니다.</entitydescription.larmp>
|
||||
<entityname.rlegp>오른쪽 다리 바이오닉 의족</entityname.rlegp>
|
||||
<entitydescription.rlegp>바이오닉 오른쪽 다리. 절단 치료에 사용할 수 있습니다.</entitydescription.rlegp>
|
||||
<entityname.llegp>왼쪽 다리 바이오닉 의족</entityname.llegp>
|
||||
<entitydescription.llegp>바이오닉 왼쪽 다리. 절단 치료에 사용할 수 있습니다.</entitydescription.llegp>
|
||||
<entityname.livertransplant>이식용 간</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>이식용 간</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>이식용 간</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>이식용 간</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>이식용 간</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>이식용 간</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>이식용 폐</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>이식용 폐</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>이식용 폐</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>이식용 폐</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>이식용 폐</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>이식용 폐</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>이식용 신장</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>이식용 신장</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>이식용 신장</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>이식용 신장</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>이식용 신장</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>이식용 신장</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>이식용 심장</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>이식용 심장</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>이식용 심장</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>이식용 심장</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>이식용 심장</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>이식용 심장</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>이식용 뇌</entityname.braintransplant>
|
||||
<entityname.armlock1>작동하지 않는 오른손</entityname.armlock1>
|
||||
<entityname.armlock2>작동하지 않는 왼손</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>심박수 증가</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>심장이 놀라울 정도로 빠르게 뛰고 있습니다.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>불규칙한 심장박동</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>심장이 펄럭이며 떨리는 방식으로 뛰고 있습니다.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>심정지</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>박동이 없습니다.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>심장 마비</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>심장 손상</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>심부전</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>심장이 제거됨</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>심장은 수술로 제거되었습니다.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>신경 외상</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>신경 외상으로 인한 사망</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>당신은 신경 외상으로 사망했습니다.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>뇌졸중</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>발작</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>코마</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>뇌가 제거됨</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>뇌는 수술로 제거되었습니다.</afflictiondescription.brainremoved>
|
||||
<afflictionname.traumaticshock>외상성 쇼크</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>이렇게 파고들면 안 돼! 이건 아주 잘못된 거야!</afflictiondescription.traumaticshock>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>혈압</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>저산소혈증</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>호흡 정지</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>환자가 숨을 쉬지 않습니다.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>과호흡</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>환자는 놀라울 정도로 빠른 속도로 호흡하고 있습니다.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>저호흡</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>환자는 놀라울 정도로 느린 속도로 호흡하고 있습니다.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>호흡 곤란</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>환자의 호흡은 힘들고 얕습니다.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>알칼리증</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>산증</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>방사선으로 인한 폐 손상</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>기흉</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>폐 손상</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>폐부전</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>폐가 제거됨</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>폐는 외과적으로 제거되었습니다.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>신장 손상</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>신부전</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>신장이 제거됨</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>신장은 수술로 제거되었습니다.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>뼈 손상</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>뼈 괴사</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>뼈 재생 촉진</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>뼈 재생이 촉진되었습니다. 괴사된 뼈가 치유되기 위해서는 모든 팔과 다리에 이 증상이 나타나도록 해야 합니다.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>간 손상</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>간부전</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>간이 제거됨</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>간은 수술로 제거되었습니다.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>수술 절개</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>메스로 절개가 이루어졌습니다.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>혈관 조임</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>절개로 유발된 출혈이 멈췄습니다.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>동맥 조임</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>동맥으로부터의 출혈은 멈췄지만 사지로 가는 혈류가 심각하게 감소합니다.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>풍선이 삽입된 대동맥</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>대동맥은 출혈을 멈췄지만 사지와 장기로 가는 혈류가 사라졌습니다.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>뼈 클램프</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>골절부위가 뼈 클램프로 고정되었습니다.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>붕대</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>감염으로부터 보호하고 탈구된 뼈를 안정화시킵니다. 움직임이 약간 느려집니다.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>더러운 붕대</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>감염으로부터 보호하는 데 사용되었지만 지금은 그 반대입니다.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>깁스로 고정됨</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>골절을 치료하고 보호합니다. 움직임이 느려집니다. 외상 가위를 사용하여 제거하십시오.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>연고</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>항생제 젤 층은 모든 세균으로부터 상처를 보호하고 청소합니다.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>바늘</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>흉막강의 압력을 정상화합니다.</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>오른쪽 상완골 골절</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>오른팔이 부러졌습니다.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>왼쪽 상완골 골절</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>왼쪽 팔이 부러졌습니다.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>오른쪽 대퇴골 골절</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>오른쪽 다리가 부러졌습니다.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>왼쪽 대퇴골 골절</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>왼쪽 다리가 부러졌습니다.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>갈비뼈 골절</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>하나 이상의 갈비뼈가 부러졌습니다.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>두개골 골절</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>두개골이 부러졌습니다.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>목 골절</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>목이 부러졌습니다.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>외상성 절단</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>오른팔의 대부분의 조직이 찢어졌습니다.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>외상성 절단</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>왼팔의 대부분의 조직이 찢어졌습니다.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>외상성 절단</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>오른쪽 다리의 조직이 대부분 찢어졌습니다.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>외상성 절단</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>왼쪽 다리 조직의 대부분이 찢어졌습니다.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>외상성 절단</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>머리 조직의 대부분이 찢어졌습니다.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>절단</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>오른쪽 팔은 수술로 절단되었습니다.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>절단</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>왼쪽 팔은 수술로 절단되었습니다.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>절단</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>오른쪽 다리는 수술로 절단되었습니다.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>절단</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>왼쪽 다리는 수술로 절단되었습니다.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>절단</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>머리는 수술로 절단되었습니다.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>척수 손상</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>환자는 마비되어 몸을 느끼지 못합니다.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>마비로 사망</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>당신은 마비로 사망했습니다.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>탈구</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>관절이 이렇게 휘어지면 안되는데...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>탈구</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>관절이 이렇게 휘어지면 안되는데...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>탈구</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>관절이 이렇게 휘어지면 안되는데...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>탈구</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>관절이 이렇게 휘어지면 안되는데...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>대퇴동맥 출혈</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>동맥이 손상되어 심각한 출혈을 유발합니다.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>대퇴동맥 출혈</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>동맥이 손상되어 심각한 출혈을 유발합니다.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>상완 동맥 출혈</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>동맥이 손상되어 심각한 출혈을 유발합니다.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>상완 동맥 출혈</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>동맥이 손상되어 심각한 출혈을 유발합니다.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>대동맥 파열</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>경동맥 출혈</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>동맥이 손상되어 심각한 출혈을 유발합니다.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>꿰매어진 상처</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>상처를 봉합했습니다.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>면역</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>감염된 상처</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>패혈</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>괴사</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>괴사된 상처로 인해 사망했습니다.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>당신은 괴사된 상처로 인해 사망했습니다.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>괴저</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>부위가 쪼그라들어 검게 변했습니다.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>아드레날린</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>응고 방지</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>티아민</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afpressuredrug>혈압 강하제</afflictionname.afpressuredrug>
|
||||
<afflictiondescription.afpressuredrug></afflictiondescription.afpressuredrug>
|
||||
<afflictionname.afsaline>식염수</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>링거액</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>만니톨</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>항생제</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>면역억제제</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>수혈 쇼크</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>이물질</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>심장눌림증</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>내부 출혈</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>기침</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>환자는 주기적으로 기침을 합니다.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>창백한 피부</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>환자의 피부는 창백합니다.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>현기증</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>환자는 현기증을 겪고 있습니다.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>흐린 시야</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>환자는 시야가 흐려졌다고 호소하고 있습니다.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>착란</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>환자는 방향 감각을 잃고 혼란스러워 보입니다.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>두통</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>환자는 두통을 호소하고 있습니다.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>다리 붓기</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>환자의 다리가 부어 있습니다.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>힘이 없음</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>환자의 해당 부위에 힘이 없습니다.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>쌕쌕거림</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>환자의 호흡에서 높은 음의 소음이 발생합니다.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>구토</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>환자는 주기적으로 구토를 합니다.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>피를 토함</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>환자는 주기적으로 피를 토합니다.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>고열</afflictionname.fever>
|
||||
<afflictiondescription.fever>환자의 체온이 상승합니다.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>복부 불편</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>환자는 복부가 불편하다고 호소하고 있습니다.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>팽만감</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>환자의 복부가 부풀어 올랐습니다.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>황달</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>환자의 피부는 병약한 노란색으로 변했습니다.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>땀흘림</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>환자가 과도하게 땀을 흘리고 있습니다.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>심장이 두근거림</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>환자는 심장이 두근거림을 호소하고 있습니다.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>무의식</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>환자는 의식이 없습니다.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>염증</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>부위가 붉게 부어 오르며 따뜻합니다.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>경련</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>환자는 해당 부위의 불규칙한 움직임을 제어할 수 없습니다.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>갈망</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>환자는 충분히 행복합니다... 필요한 것을 얻는 한.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>불이야!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>환자가 산 채로 불타고 있습니다! 소화기를 잡아라!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>가슴 통증</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>환자는 가슴에 날카롭고 찌르는 듯한 통증을 호소하고 있습니다.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>복통</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>환자는 복부에 지속적인 통증을 호소하고 있습니다.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>심한 통증</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>환자는 환부에 심한 통증을 호소하고 있습니다.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>메스꺼움</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>환자는 메스꺼움을 느끼며 피부가 축축합니다.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Lua 없음</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Lua가 실행되지 않습니다. 즉, Neurotrauma 및 이를 사용하는 다른 모드가 작동하지 않습니다. 사용하려는 모드의 워크샵 페이지를 읽으십시오.</afflictiondescription.luabotomy>
|
||||
<afflictionname.analgesia>무통</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>통증을 느끼지 않습니다.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>마취</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>환자는 약물로 인한 진정효과를 보이고 있습니다.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>1도 화상</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>부위가 붉고 만지면 통증이 있습니다.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>2도 화상</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>감염된 부위에 매우 고통스러운 물집이 흩어져 있습니다.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>3도 화상</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>환자는 이제 가죽 같은 딱딱한 부위에서 통증을 느끼지 않습니다.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>수술 절개</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>부위가 절개되었습니다.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>혈관 조임</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>절개로 인한 출혈이 멈췄습니다.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>피부 견인</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>절개된 피부는 스킨 리트렉터로 고정되어 있습니다.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>뚫린 뼈</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>뼈는 정형 외과 절차를 위해 준비되었습니다.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>봉합된 절개</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>봉합용 실을 사용하여 절개되었던 부위를 봉합했습니다.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>톱질된 뼈</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>뼈가 절단되었습니다.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>살아있음_여부</connection.aliveout>
|
||||
<connection.consciousout>의식있음_여부</connection.consciousout>
|
||||
<connection.nameout>환자이름</connection.nameout>
|
||||
<connection.vitalityout>활력</connection.vitalityout>
|
||||
<connection.heartrateout>심박수</connection.heartrateout>
|
||||
<connection.breathingrateout>호흡율</connection.breathingrateout>
|
||||
<connection.bloodpressureout>혈압</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>혈중산소농도</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>신경외상</connection.neurotraumaout>
|
||||
<connection.organdamageout>장기손상</connection.organdamageout>
|
||||
<connection.insurgeryout>수술중_여부</connection.insurgeryout>
|
||||
<connection.causeofdeathout>사망원인</connection.causeofdeathout>
|
||||
<connection.bloodphout>혈액pH</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Surgical</roomname.surgical>
|
||||
<!-- A1.8 -->
|
||||
</infotexts>
|
520
Neurotrauma/Localization/Polish/Polish.xml
Normal file
520
Neurotrauma/Localization/Polish/Polish.xml
Normal file
@@ -0,0 +1,520 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="Polish" nowhitespace="false" translatedname="Polski">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>Defibrylator ręczny</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>Urządzenie medyczne dostarczające wstrząs elektryczny do serca w celu stabilizacji arytmii serca. Wymaga intensywnego przeszkolenia medycznego. Stosować u pacjenta z zatrzymaniem akcji serca.</entitydescription.defibrillator>
|
||||
<entityname.aed>Automatyczny defibrylator zewnętrzny</entityname.aed>
|
||||
<entitydescription.aed>Urządzenie medyczne dostarczające wstrząs elektryczny do serca w celu stabilizacji arytmii serca. Nie wymaga szkolenia medycznego. Stosować u pacjenta z zatrzymaniem akcji serca.</entitydescription.aed>
|
||||
<entityname.bvm>Resuscytator</entityname.bvm>
|
||||
<entitydescription.bvm>Ten worek samorozprężalny (BVM) jest ręcznym urządzeniem powszechnie używanym do zapewniania wentylacji dodatnim ciśnieniem pacjentom, którzy nie oddychają lub oddychają niewystarczająco.</entitydescription.bvm>
|
||||
<entityname.autocpr>Auto-puls</entityname.autocpr>
|
||||
<entitydescription.autocpr>Zautomatyzowane, przenośne, zasilane bateryjnie urządzenie do resuscytacji krążeniowo-oddechowej, zakładane jak kamizelka.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Analizator hematologiczny</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>Automatyczny analizator krwi. Może drukować grupy krwi na czystych kartach dawców lub analizować ciśnienie i skład krwi.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Pusta karta dawcy</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Używana przez analizator hematologiczny.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>Nożyczki ratownicze</entityname.traumashears>
|
||||
<entitydescription.traumashears>Narzędzie do usuwania opatrunków i gipsów.</entitydescription.traumashears>
|
||||
<entityname.wheelchair>Wózek inwalidzki</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>Sprawia, że ruch jest zależny od ramion, a nie nóg.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>Żarłacz błękitny</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>Skaner zdrowia</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Podobnie jak analizator krwi, służy do diagnozowania przyczyn objawów. UWAGA: promieniowanie rentgenowskie.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Założenie spowoduje utratę przytomności. Czy na pewno chcesz to założyć?</stasisbagequipconfirmation>
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>Skalpel</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>Narzędzie służące do wykonywania nacięć podczas operacji.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Kleszcze hemostatyczne</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>Narzędzie służące do zaciskania naczyń krwionośnych podczas operacji.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Retraktor</entityname.advretractors>
|
||||
<entitydescription.advretractors>Narzędzie służące do otwierania nacięć podczas operacji.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Pęseta</entityname.tweezers>
|
||||
<entitydescription.tweezers>Narzędzie, które umożliwia usuwanie odłamków oraz martwych tkanek.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>Piła chirurgiczna</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>Narzędzie używane do przecinania kości.</entitydescription.surgerysaw>
|
||||
<entityname.suture>Szew</entityname.suture>
|
||||
<entitydescription.suture>Biodegradowalne szwy do zszywania ran i nacięć chirurgicznych.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Wiertarka chirurgiczna</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>Narzędzie do wiercenia kości.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Implanty osteosyntetyczne</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Implanty tytanowe stosowane w chirurgii osteosyntezy do naprawy złamań.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Implanty rdzenia kręgowego</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Implanty tytanowe stosowane do leczenia paraliżu spowodowanego złamaniami szyi.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Stół chirurgiczny</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>Stół operacyjny z wbudowaną podstawową sztuczną wentylacją.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Skalpel do pobierania narządów: Wątroba</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>Specjalistyczny skalpel do usuwania wątroby.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Skalpel do pobierania narządów: Nerki</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>Specjalistyczny skalpel do usuwania nerek.</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Skalpel do pobierania narządów: Płuca</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>Specjalistyczny skalpel do usuwania płuc.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Skalpel do pobierania narządów: Serce</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>Specjalistyczny skalpel do usuwania serca.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>Skalpel do pobierania narządów: Mózgu</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>Specjalistyczny skalpel do usuwania mózgu.</entitydescription.organscalpel_brain>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>Mannitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>Rodzaj alkoholu cukrowego. Służy do wspomagania powrotu do zdrowia po neurotraumie. Może powodować uszkodzenie narządów.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>Streptokinaza</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>Enzym trombolityczny, który rozkłada skrzepy krwi i zmniejsza jej krzepliwość. Służy do leczenia zawałów serca.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>Azatiopryna</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>Środek immunosupresyjny do zapobiegania odrzuceniu narządu.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>Tiamina</entityname.thiamine>
|
||||
<entitydescription.thiamine>Znane również jako witamina B1, tabletki te pomogą w gojeniu się narządów.</entitydescription.thiamine>
|
||||
<entityname.ointment>Maść antybiotykowa</entityname.ointment>
|
||||
<entitydescription.ointment>Silnie antyseptyczny żel, który wspomaga regenerację po oparzeniach, a także po drobnych infekcjach.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Balon wewnątrznaczyniowy</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>Balon stosowany w wypadku pęknięcia głównej tęntnicy. Odcina przepływ krwi, ale zatrzymuje krwawienie.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Stent medyczny</entityname.medstent>
|
||||
<entitydescription.medstent>Plastikowa rurka wprowadzona do aorty po balonie wewnątrznaczyniowym, w wypadku pęknięciu aorty.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Opaska uciskowa</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>Wywiera nacisk na kończynę, a tym samym zmniejsza przepływ krwi. Zwykle stosuje się go w przypadku dużych krwawień na kończynach. Nie należy stosować na głowę.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drenaż</entityname.drainage>
|
||||
<entitydescription.drainage>Odprowadza powietrze z jamy opłucnej podczas operacji korekcyjnej odmy opłucnowej.</entitydescription.drainage>
|
||||
<entityname.needle>Igła</entityname.needle>
|
||||
<entitydescription.needle>Igła z zaworem dekompresyjnym umożliwiająca odpływ powietrza lub płynu z jamy opłucnej lub osierdzia.</entitydescription.needle>
|
||||
<entityname.ringerssolution>Roztwór Ringera</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>Roztwór kilku soli rozpuszczonych w wodzie w celu leczenia niskiego ciśnienia krwi lub utraty płynów. Izotoniczny do krwi.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Atomizator antyseptyczny</entityname.antiseptic>
|
||||
<entitydescription.antiseptic>Urządzenie służące do rozpylania płynu antyseptycznego.</entitydescription.antiseptic>
|
||||
<entityname.antisepticspray>Spray antyseptyczny</entityname.antisepticspray>
|
||||
<entitydescription.antisepticspray>Spray do atomizatora, rozpylany na rany w celu odkażenia.</entitydescription.antisepticspray>
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>Środek znieczulenia ogólnego (narkozy) o krótkim działaniu. Powoduje obniżony poziom świadomości i brak pamięci zdarzeń.</entitydescription.propofol>
|
||||
<entityname.gypsum>Gips</entityname.gypsum>
|
||||
<entitydescription.gypsum>Drobny proszek mineralny stosowany do zamykania złamań kończyn w opatrunku gipsowym. Najpierw nałóż bandaż.</entitydescription.gypsum>
|
||||
<!--<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Pusty worek na krew</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>Służy do upustu i transfuzji krwi.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Worek krwi O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Biorcy: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Worek krwi O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>Biorcy: wszyscy.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Worek krwi A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Biorcy: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Worek krwi B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Biorcy: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Worek Krwi AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Biorcy: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Worek krwi A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Biorcy: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Worek krwi B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Biorcy: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Worek krwi AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Biorcy: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Worek krwi O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>Biorcy: wszyscy.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Karta dawcy O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Może pobrać krew od: O-
|
||||
Biorcy: wszyscy.</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Karta dawcy O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Może pobrać krew od: O-, O+
|
||||
Biorcy: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Karta dawcy A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Może pobrać krew od: O-, A-
|
||||
Biorcy: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Karta dawcy A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Może pobrać krew od: O-, O+, A-, A+
|
||||
Biorcy: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Karta dawcy B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Może pobrać krew od: O-, B-
|
||||
Biorcy: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Karta dawcy B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Może pobrać krew od: O-, O+, B-, B+
|
||||
Biorcy: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Karta dawcy AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Może pobrać krew od: O-, A-, B-, AB-
|
||||
Biorcy: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Karta dawcy AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Może pobrać krew od: wszyscy.
|
||||
Biorcy: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Pojemnik medyczny</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Może przechowywać lekarstwa i instrumenty medyczne</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>Przybornik chirurgiczny</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>Pomieści wiele małych narzędzi chirurgicznych.</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>Skrzynia chłodnicza</entityname.organcrate>
|
||||
<entitydescription.organcrate>Miejsce do przechowywania cennych narządów gotowych do przeszczepu.</entitydescription.organcrate>
|
||||
<entityname.organtoolbox>Pojemnik chłodniczy</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>Miejsce do przechowywania cennych narządów gotowych do przeszczepu.</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Worek na ciało</entityname.bodybag>
|
||||
<entitydescription.bodybag>Pozwala szybciej przeciągać ludzi.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>Worek stazy medycznej</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Zatrzymuje większość procesów biologicznych.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Prawe ramię</entityname.rarm>
|
||||
<entitydescription.rarm>Może być ponownie przymocowane chirurgicznie.</entitydescription.rarm>
|
||||
<entityname.larm>Lewe ramię</entityname.larm>
|
||||
<entitydescription.larm>Może być ponownie przymocowane chirurgicznie.</entitydescription.larm>
|
||||
<entityname.rleg>Prawa noga</entityname.rleg>
|
||||
<entitydescription.rleg>Może być ponownie przymocowana chirurgicznie.</entitydescription.rleg>
|
||||
<entityname.lleg>Lewa noga</entityname.lleg>
|
||||
<entitydescription.lleg>Może być ponownie przymocowana chirurgicznie.</entitydescription.lleg>
|
||||
<entityname.rarmp>Proteza bioniczna prawego ramienia</entityname.rarmp>
|
||||
<entitydescription.rarmp>Bioniczne prawe ramię. Może być stosowana w leczeniu amputacji chirurgicznej.</entitydescription.rarmp>
|
||||
<entityname.larmp>Proteza bioniczna lewego ramienia</entityname.larmp>
|
||||
<entitydescription.larmp>Bioniczne lewe ramię. Może być stosowana w leczeniu amputacji chirurgicznej.</entitydescription.larmp>
|
||||
<entityname.rlegp>Proteza bioniczna prawej nogi</entityname.rlegp>
|
||||
<entitydescription.rlegp>Bioniczna prawa noga. Może być stosowana w leczeniu amputacji chirurgicznej.</entitydescription.rlegp>
|
||||
<entityname.llegp>Proteza bioniczna lewej nogi</entityname.llegp>
|
||||
<entitydescription.llegp>Bioniczna lewa noga. Może być stosowana w leczeniu amputacji chirurgicznej.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Przeszczep wątroby</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Przeszczep wątroby</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Przeszczep wątroby</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Przeszczep wątroby</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Przeszczep wątroby</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Przeszczep wątroby</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Przeszczep płuc</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Przeszczep płuc</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Przeszczep płuc</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Przeszczep płuc</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Przeszczep płuc</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Przeszczep płuc</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Przeszczep nerki</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Przeszczep nerki</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Przeszczep nerki</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Przeszczep nerki</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Przeszczep nerki</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Przeszczep nerki</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Transplantacja serca</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Transplantacja serca</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Transplantacja serca</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Transplantacja serca</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Transplantacja serca</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Transplantacja serca</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>Przeszczep mózgu</entityname.braintransplant>
|
||||
<entityname.armlock1>Niesprawna prawa ręka</entityname.armlock1>
|
||||
<entityname.armlock2>Niesprawna lewa ręka</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Zwiększone tętno</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>Serce bije w niepokojąco szybkim tempie.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>Arytmia</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>Skurcze mięśnia sercowego są nieregularne, występuje odczucie trzepotania.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>Zatrzymanie akcji serca</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>Brak pulsu.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Zawał mięśnia sercowego</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack>Atak serca.</afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Uszkodzenie serca</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Niewydolność serca</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Usunięte serce</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>Serce zostało usunięte chirurgicznie.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Niedotlenienie mózgu</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia>Poważny uraz mózgu (Neurotrauma)</afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Śmierć przez niedotlenienie mózgu.</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>Umarłeś z powodu niedotlenienia mózgu.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>Udar mózgu</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Drgawki</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Śpiączka</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>Usunięty mózg</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>Mózg został usunięty chirurgicznie.</afflictiondescription.brainremoved>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Ciśnienie krwi</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>Niedotlenienie</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Zarzymanie oddechu</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>Pacjent nie oddycha.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hiperwentylacja</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>Pacjent oddycha w niepokojąco szybkim tempie.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hipowentylacja</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>Pacjent oddycha w niepokojąco wolnym tempie.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Duszność</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>Oddech pacjenta jest ciężki i płytki.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alkaloza</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Kwasica</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Uraz płuc wywołany promieniowaniem</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Odma płucna</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>Uszkodzenie płuc</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>Niewydolność płuc</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Usunięte płuca</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>Płuca zostały usunięte chirurgicznie.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Uszkodzenie nerek</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Niewydolność nerek</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Usunięte nerki</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>Nerki zostały usunięte chirurgicznie.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Uszkodzenie kości</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Martwica kości</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Stymulowany odrost kości</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>Stymulowano naprawę kości tej części ciała. Aby wyleczyć martwicę, należy stymulować każdą część ciała jednocześnie.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Uszkodzenie wątroby</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Niewydolność wątroby</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Usunięta wątroba</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>Wątroba została usunięta chirurgicznie.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Nacięcie chirurgiczne</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Nacięcie zostało wykonane skalpelem.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Zaciśnięte krwawienie</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Krwawienia operacyjne zostały zatamowane.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Zaciśnięte tętnice</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>Krwawienie z tętnicy zostało zatrzymane, ale dopływ krwi do kończyny jest znacznie zmniejszony.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>Balonikowanie aorty</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>Krwawienie aorty zostało zatamowane, ale ustał dopływ krwi do kończyn i narządów.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>Szyna</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>Złamanie zostało zabezpieczone szynami.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Bandaż</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Chroni przed infekcją, stabilizuje zwichnięcia. Ruch jest nieco spowolniony.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>Brudny bandaż</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>Używany do ochrony przed infekcjami, ale teraz działa odwrotnie. Usuń za pomocą nożyc ratowniczych.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>Kończyna w gipsie</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>Leczy i chroni przed złamaniami. Ruch jest spowolniony. Usuń za pomocą nożyc ratowniczych.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>Maść</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>Warstwa żelu antybiotykowego chroni i oczyszcza ranę z wszelkich zarazków.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>Igła</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Normalizuje ciśnienie w jamie opłucnej.</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Złamanie prawej kości ramiennej</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Twoja prawa ręka jest złamana.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Złamanie lewej kości ramiennej</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Twoja lewa ręka jest złamana.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Złamanie prawej kości udowej</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Twoja prawa noga jest złamana.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Złamanie lewej kości udowej</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Twoja lewa noga jest złamana.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Złamane żebra</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>Jedno lub więcej twoich żeber jest złamane.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Pęknięta czaszka</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Twoja czaszka jest pęknięta.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Złamana szyja</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Twoja szyja jest złamana.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>Amputacja urazowa</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>Większość tkanki prawej ręki została oderwana.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>Amputacja urazowa</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>Większość tkanki lewej ręki została oderwana.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>Amputacja urazowa</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>Większość tkanki prawej nogi została oderwana.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>Amputacja urazowa</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>Większość tkanki lewej nogi została oderwana.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>Amputacja urazowa</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>Większość tkanki głowy została oderwana.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputacja</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>Amputowano chirurgicznie prawą rękę.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputacja</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>Amputowano chirurgicznie lewą rękę.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputacja</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>Amputowano chirurgicznie prawą nogę.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>Amputacja</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>Amputowano chirurgicznie lewą nogę.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputacja</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>Amputowano chirurgicznie głowę.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Uraz rdzenia kręgowego</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>Pacjent jest sparaliżowany i nie czuje ciała.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Zmarł z powodu paraliżu</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>Umarłeś z powodu paraliżu.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Zwichnięcie</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>Wymaga nastawienia.</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Zwichnięcie</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>Wymaga nastawienia.</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Zwichnięcie</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>Wymaga nastawienia.</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Zwichnięcie</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>Wymaga nastawienia.</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Krwawienie z tętnicy udowej</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>Tętnica została uszkodzona i powoduje poważną utratę krwi.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Krwawienie z tętnicy udowej</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>Tętnica została uszkodzona i powoduje poważną utratę krwi.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Krwawienie z tętnicy ramiennej</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>Tętnica została uszkodzona i powoduje poważną utratę krwi.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Krwawienie z tętnicy ramiennej</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>Tętnica została uszkodzona i powoduje poważną utratę krwi.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Pęknięcie aorty</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Krwawienie z tętnicy szyjnej</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>Tętnica została uszkodzona i powoduje poważną utratę krwi.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Zszywana rana</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>Rana została zszyta.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Odporność</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Zainfekowana rana</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Posocznica (Sepsa)</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Martwica</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Zmarł z rany martwiczej.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>Umarłeś na martwicę.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Zgorzel (Gangrena)</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>Kończyna skurczyła się i zrobiła się czarna.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrenalina</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>Lek przeciwzakrzepowy</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>Tiamina</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afsaline>Sól fizjologiczna</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Roztwór Ringera</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Mannitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antybiotyki</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>Leki immunosupresyjne</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>Wstrząs hemotransfuzyjny</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Ciało obce</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>Tamponada serca</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>Krwotok wewnętrzny</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Kaszel</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>Pacjent okresowo kaszle.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Blada skóra</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>Skóra pacjenta jest blada.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Zawroty</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>Pacjent odczuwa zawroty głowy.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Rozmazany obraz</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>Pacjent odczuwa niewyraźne widzenie.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Dezorientacja</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>Pacjent wydaje się zagubiony.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Bół głowy</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>Pacjent odczuwa ból głowy.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Obrzęk nóg</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>Nogi pacjenta są spuchnięte.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Osłabienie</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>Pacjent odczuwa słabość kończyn.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Świszczący oddech</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>Podczas oddychania pacjenta słychać wysoki dźwięk.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Wymioty</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>Pacjent okresowo wymiotuje.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Wymioty krwi</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>Pacjent okresowo wymiotuje krwią.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Gorączka</afflictionname.fever>
|
||||
<afflictiondescription.fever>Temperatura ciała pacjenta jest podwyższona.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Dyskomfort w jamie brzusznej</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>Pacjent odczuwa dyskomfort w jamie brzusznej.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>Nabrzęknięcie</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>Brzuch pacjenta jest wzdęty.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Żółtaczka</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>Skóra pacjenta przybrała chorowity odcień żółtego.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Potliwość</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>Pacjent nadmiernie się poci.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>Kołatanie serca</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>Pacjent odczuwa kołatanie serca.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Nieprzytomność</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>Pacjent jest nieprzytomny.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>Zapalenie</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>Okolica jest czerwona, spuchnięta i ciepła.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Skurcz</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>Pacjent nie jest w stanie kontrolować nieregularnego zachowania kończyny.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Głód narkotykowy</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>Pacjent jest wystarczająco szczęśliwy... dopóki dostaje to, czego potrzebuje.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>W ogniu!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>Pacjent płonie żywcem! Chwyć gaśnicę!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Ból w klatce piersiowej</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>Pacjent odczuwa ostry, przeszywający ból w klatce piersiowej.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Ból brzucha</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>Pacjent odczuwa uporczywy ból brzucha.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Intensywny ból</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>Pacjent odczuwa silny ból w dotkniętym obszarze.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Mdłości</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>Skóra jest wilgotna, a pacjent ma mdłości.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Lualess</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Lua nie działa. Oznacza to, że Neurotrauma i inne mody, które jej używają, nie będą działać. Prosimy o zapoznanie się ze stronami warsztatów modów, których planujecie użyć.</afflictiondescription.luabotomy>
|
||||
<afflictionname.traumaticshock>Szok traumatyczny</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>Pacjent odczuwa silny ból i stres.</afflictiondescription.traumaticshock>
|
||||
<afflictionname.analgesia>Znieczulenie</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Niewrażliwość na ból.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Znieczulenie</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>U pacjenta występuje amnezja i uspokojenie wywołane lekami.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>Oparzenie pierwszego stopnia</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>Miejsce oparzenia jest czerwone i bolesne w dotyku.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>Oparzenie drugiego stopnia</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>W miejscu oparzenia znajdują się bardzo bolesne pęcherze.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>Oparzenie trzeciego stopnia</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>Miejsce oparzenia jest ciemnobrunatne i pozbawione pęcherzy, a pacjent prawie nie czuje bólu.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Nacięcie chirurgiczne</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Pacjent został rozcięty.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Zaciśnięte krwawienie</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Krwawienie spowodowane nacięciem zostało zatrzymane.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Otwarta skóra</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>Skóra jest utrzymywana przez retraktor.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Przewiercona kość</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>Kości zostały przygotowane do zabiegów ortopedycznych.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Szyte nacięcie</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>Nacięcie zostało zamknięte za pomocą szwów.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Przepiłowanie kości</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>Kość została odcięta.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>Żywy</connection.aliveout>
|
||||
<connection.consciousout>Przytomny</connection.consciousout>
|
||||
<connection.nameout>Imię_pacjenta</connection.nameout>
|
||||
<connection.vitalityout>Witalność</connection.vitalityout>
|
||||
<connection.heartrateout>Tętno</connection.heartrateout>
|
||||
<connection.breathingrateout>Częstość_oddechów</connection.breathingrateout>
|
||||
<connection.bloodpressureout>Ciśnienie_krwi</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>Tlen_we_krwi</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>Neurotrauma</connection.neurotraumaout>
|
||||
<connection.organdamageout>Uszkodzenie_narządów</connection.organdamageout>
|
||||
<connection.insurgeryout>Podczas_operacji</connection.insurgeryout>
|
||||
<connection.causeofdeathout>Przyczyna_śmierci</connection.causeofdeathout>
|
||||
<connection.bloodphout>pH_krwi</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Chirurgiczny</roomname.surgical>
|
||||
<!-- A1.8 -->
|
||||
<afflictionname.afpressuredrug>Obniżacze ciśnienia krwi</afflictionname.afpressuredrug>
|
||||
<entityname.pressuremeds>Nitroprusydek sodu</entityname.pressuremeds>
|
||||
<entitydescription.pressuremeds>Lek stosowany w doraźnym obniżaniu ciśnienia tętniczego.</entitydescription.pressuremeds>
|
||||
<entityname.medstartercrate>Medyczna skrzynia startowa</entityname.medstartercrate>
|
||||
<entitydescription.medstartercrate>Skrzynia, która zawiera wszystkie niezbędne rzeczy, wygodnie zamknięte w jednym przepisie craftingowym.</entitydescription.medstartercrate>
|
||||
</infotexts>
|
514
Neurotrauma/Localization/Portuguese/Portuguese.xml
Normal file
514
Neurotrauma/Localization/Portuguese/Portuguese.xml
Normal file
@@ -0,0 +1,514 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="Brazilian Portuguese" nowhitespace="false" translatedname="Português brasileiro">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>Desfibrilador Manual</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>Um dispositivo médico que aplica um choque elétrico ao coração para estabilizar as arritmias cardíacas. Requer treinamento médico extensivo. Use em um paciente com parada cardíaca.</entitydescription.defibrillator>
|
||||
<entityname.aed>Desfibrilador Externo Automático</entityname.aed>
|
||||
<entitydescription.aed>Um dispositivo médico que aplica um choque elétrico ao coração para estabilizar as arritmias cardíacas. Requer pouco treinamento médico. Use em um paciente com parada cardíaca.</entitydescription.aed>
|
||||
<entityname.bvm>Ressuscitador AMBU</entityname.bvm>
|
||||
<entitydescription.bvm>Uma bolsa-válvula-máscara, é um disputivo portátil comumente usado para fornecer ventilação para pacientes que não estão respirando ou não estão respirando adequadamente.</entitydescription.bvm>
|
||||
<entityname.autocpr>AutoPulse</entityname.autocpr>
|
||||
<entitydescription.autocpr>Um dispositivo de ressuscitação cardiopulmonar automatizado, portátil e alimentado por bateria.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Analisador Hematológico</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>Analisador de sangue totalmente automatizado. Pode imprimir tipos sanguíneos em cartões de doador em branco.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Cartão de Doador em Branco</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Cartão de doador em branco. Usado pelo analisador hematológico.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>Tesouras Médicas</entityname.traumashears>
|
||||
<entitydescription.traumashears>Uma ferramenta usada para remover bandagens e gessos.</entitydescription.traumashears>
|
||||
<entityname.wheelchair>Cadeira de Rodas</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>Faz você depender de seus braços ao invés de suas pernas para a movimentação.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>Tubarão Azul</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>Visor de Saúde</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Usado para diagnosticar as causas subjacentes dos sintomas.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Equipar isso vai te deixar inconsciente. Você tem certeza?</stasisbagequipconfirmation>
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>Bisturi</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>Uma ferramenta usada para fazer incisões durante a cirurgia.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Hemostato</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>Uma ferramenta usada para estancar os vasos sanguíneos durante a cirurgia.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Afastador de Pele</entityname.advretractors>
|
||||
<entitydescription.advretractors>Uma ferramenta usada para afastar a pele na cirurgia.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Pinça</entityname.tweezers>
|
||||
<entitydescription.tweezers>Uma pequena ferramenta que permite a remoção de balas, assim como tecido danificado e infectado.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>Serra Cirúrgica</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>Uma ferramenta usada para serrar ossos.</entitydescription.surgerysaw>
|
||||
<entityname.suture>Sutura</entityname.suture>
|
||||
<entitydescription.suture>Suturas biodegradáveis para costurar feridas e incisões cirúrgicas.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Furadeira Cirúrgica</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>Uma ferramenta usada para perfurar ossos.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Implantes de Osteossíntese</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Implantes de titânio usados em uma cirurgia osteossintética para reparar fraturas.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Implantes de Medula Espinal</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Implantes de titânio usados para curar paralisia causada por fraturas do pescoço.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Mesa de Cirurgia</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>Uma mesa de cirurgia que possui ventilação artificial básica embutida.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Bisturi para Aquisição de Órgãos: Fígado</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>Um bisturi especializado para a remoção do fígado.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Bisturi para Aquisição de Órgãos: Rins</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>Um bisturi especializado para a remoção de rins.</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Bisturi para Aquisição de Órgãos: Pulmões</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>Um bisturi especializado para a remoção de pulmões.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Bisturi para Aquisição de Órgãos: Coração</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>Um bisturi especializado para a remoção do coração.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>Bisturi para Aquisição de Órgãos: Cérebro</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>Um bisturi especializado para a remoção do cérebro.</entitydescription.organscalpel_brain>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>Manitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>Um tipo de álcool de açúcar. É usado para ajudar na recuperação de neurotrauma. Pode causar danos aos órgãos.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>Estreptoquinase</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>Uma enzima trombolítica que quebra os coágulos sanguíneos. É usado para curar ataques cardíacos. Diminui a coagulação do sangue.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>Azatioprina</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>Um agente imunossupressor para a prevenção da rejeição de órgãos.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>Tiamina</entityname.thiamine>
|
||||
<entitydescription.thiamine>Também conhecido como vitamina B1, essas pílulas ajudarão na cicatrização de órgãos.</entitydescription.thiamine>
|
||||
<entityname.ointment>Pomada Antibiótica</entityname.ointment>
|
||||
<entitydescription.ointment>Um gel altamente antisséptico que promove a recuperação de queimaduras, bem como de pequenas infecções.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Balão Endovascular</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>Um balão inserido nas principais artérias após sua ruptura. Vai cortar o fluxo sanguíneo, mas vai parar o sangramento.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Stent Médico</entityname.medstent>
|
||||
<entitydescription.medstent>Um tubo de plástico inserido na aorta depois do balão endovascular após uma ruptura da aorta.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Torniquete</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>Um dispositivo que aplica pressão a um membro e, assim, reduz o fluxo sanguíneo. Geralmente é usado em caso de grandes sangramentos nas extremidades. Não deve ser usado na cabeça.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drenaguem Torácica</entityname.drainage>
|
||||
<entitydescription.drainage>Drena o ar da cavidade pleural durante a cirurgia corretiva de pneumotórax.</entitydescription.drainage>
|
||||
<entityname.needle>Agulha</entityname.needle>
|
||||
<entitydescription.needle>Uma agulha com uma válvula de descompressão para drenar o ar ou o líquido da cavidade pleural ou do pericárdio.</entitydescription.needle>
|
||||
<entityname.ringerssolution>Soluto de Ringer</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>Uma solução de vários sais dissolvidos em água com a finalidade de tratar a pressão arterial baixa ou a perda de líquidos. Isotônico ao sangue.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Antisséptico</entityname.antiseptic>
|
||||
<!-- <entitydescription.antiseptic></entitydescription.antiseptic> -->
|
||||
<entityname.antisepticspray>Spray Antisséptico</entityname.antisepticspray>
|
||||
<!-- <entitydescription.antisepticspray></entitydescription.antisepticspray> -->
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>Um medicamento de ação curta que resulta na diminuição do nível de consciência e falta de memória dos eventos. Seus usos incluem o início e a manutenção da anestesia geral.</entitydescription.propofol>
|
||||
<entityname.gypsum>Gesso</entityname.gypsum>
|
||||
<entitydescription.gypsum>Um pó mineral fino que é usado para encapsular fraturas em extremidades com um molde. Aplique uma bandagem primeiro.</entitydescription.gypsum>
|
||||
<!--<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Refinaria de Sangue</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Bolsa de Sangue Vazia</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>Um pacote de sangue vazio para a doação de sangue.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Bolsa de Sangue O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Administrado para: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Bolsa de Sangue O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>Um pacote de sangue que pode ser usado em qualquer paciente.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Bolsa de Sanguek A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Administrado para: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Bolsa de Sangue B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Administrado para: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Bolsa de Sangue AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Administrado para: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Bolsa de Sangue A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Administrado para: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Bolsa de Sangue B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Administrado para: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Bolsa de Sangue AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Administrado para: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Bolsa de Sangue O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>Um pacote de sangue que pode ser usado em qualquer paciente.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Cartão de Doador de Sangue O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Pode receber sangue de: O-
|
||||
Pode dar sangue para: Todos tipos</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Cartão de Doador de Sangue O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Pode receber sangue de: O-, O+
|
||||
Pode dar sangue para: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Cartão de Doador de Sangue A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Pode receber sangue de: O-, A-
|
||||
Pode dar sangue para: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Cartão de Doador de Sangue A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Pode receber sangue de: O-, O+, A-, A+
|
||||
Pode dar sangue para: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Cartão de Doador de Sangue B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Pode receber sangue de: O-, B-
|
||||
Pode dar sangue para: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Cartão de Doador de Sangue B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Pode receber sangue de: O-, O+, B-, B+
|
||||
Pode dar sangue para: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Cartão de Doador de Sangue AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Pode receber sangue de: O-, A-, B-, AB-
|
||||
Pode dar sangue para: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Cartão de Doador de Sangue AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Pode receber sangue de: Todos tipos
|
||||
Pode dar sangue para: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Contêiner Médico</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Pode armazenar medicamentos e instrumentos médicos.</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>Caixa de Equipamento Cirúrgico</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>Pode armazenar muitos itens pequenos que são usados durante uma cirurgia.</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>Caixa Refrigerada</entityname.organcrate>
|
||||
<entitydescription.organcrate>Um lugar para armazenar seus preciosos órgãos, prontos para transplante... né?</entitydescription.organcrate>
|
||||
<entityname.organtoolbox>Contêiner Refrigerado</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>Um lugar para armazenar seus preciosos órgãos recém-tirados.</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Saco para Cadáver</entityname.bodybag>
|
||||
<entitydescription.bodybag>Permite arrastar pessoas mais rapidamente.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>Bolsa de Estase</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Impede que a maioria dos processos biológicos ocorra.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Braço Direito</entityname.rarm>
|
||||
<entitydescription.rarm>Um braço direito decepado. Pode ser reconectado cirurgicamente.</entitydescription.rarm>
|
||||
<entityname.larm>Braço Esquerdo</entityname.larm>
|
||||
<entitydescription.larm>Um braço esquerdo decepado. Pode ser reconectado cirurgicamente.</entitydescription.larm>
|
||||
<entityname.rleg>Perna Direita</entityname.rleg>
|
||||
<entitydescription.rleg>Uma perna direita decepada. Pode ser reconectada cirurgicamente.</entitydescription.rleg>
|
||||
<entityname.lleg>Perna Esquerda</entityname.lleg>
|
||||
<entitydescription.lleg>Uma perna esquerda decepada. Pode ser reconectada cirurgicamente.</entitydescription.lleg>
|
||||
<entityname.rarmp>Prótese Biônica do Braço Direito</entityname.rarmp>
|
||||
<entitydescription.rarmp>Um braço direito biônico. Pode ser usado para tratar amputação.</entitydescription.rarmp>
|
||||
<entityname.larmp>Prótese Biônica do Braço Esquerdo</entityname.larmp>
|
||||
<entitydescription.larmp>Um braço direito biônico. Pode ser usado para tratar amputação.</entitydescription.larmp>
|
||||
<entityname.rlegp>Prótese Biônica da Perna Direita</entityname.rlegp>
|
||||
<entitydescription.rlegp>Uma perna direita biônica. Pode ser usado para tratar amputação.</entitydescription.rlegp>
|
||||
<entityname.llegp>Prótese Biônica da Perna Esquerda</entityname.llegp>
|
||||
<entitydescription.llegp>Uma perna esquerda biônica. Pode ser usado para tratar amputação.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Transplante de Fígado</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Transplante de Fígado</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Transplante de Fígado</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Transplante de Fígado</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Transplante de Fígado</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Transplante de Fígado</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Transplante de Pulmão</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Transplante de Pulmão</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Transplante de Pulmão</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Transplante de Pulmão</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Transplante de Pulmão</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Transplante de Pulmão</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Transplante de Rim</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Transplante de Rim</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Transplante de Rim</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Transplante de Rim</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Transplante de Rim</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Transplante de Rim</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Transplante de Coração</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Transplante de Coração</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Transplante de Coração</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Transplante de Coração</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Transplante de Coração</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Transplante de Coração</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>Transplante de Cérebro</entityname.braintransplant>
|
||||
<entityname.armlock1>Mão Direita Não Funcional</entityname.armlock1>
|
||||
<entityname.armlock2>Mão Esquerda Não Funcional</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Frequência Cardíaca Elevada</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>O coração está batendo de forma alarmantemente rápida.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>Arritmia Cardíaca</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>O coração está batendo de forma irregular.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>Parada Cardíaca</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>Sem pulso.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Ataque Cardíaco</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Dano no Coração</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Insuficiência Cardíaca</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Coração Removido</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>O coração foi removido cirurgicamente.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Neurotrauma</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Morte por neurotrauma.</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>Você morreu de neurotrauma.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>Derrame</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Convulsão</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Coma</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>Cérebro Removido</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>O cérebro foi removido cirurgicamente.</afflictiondescription.brainremoved>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Pressão Sanguínea</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>Hipoxemia</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Parada Respiratória</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>O paciente não está respirando.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hiperventilação</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>O paciente está respirando a uma taxa alarmantemente rápida.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hipoventilação</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>O paciente está respirando a uma taxa alarmantemente lenta.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Falta de Ar</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>A respiração do paciente é difícil e fraca.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alcalose</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Acidose</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Lesão Pulmonar induzida por Radiação</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Pneumotórax</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>Dano nos Pulmões</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>Insuficiência Pulmonar</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Pulmões Removidos</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>Os pulmões foram removidos cirurgicamente.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Dano nos Rins</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Falência Renal</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Rins Removidos</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>Os rins foram removidos cirurgicamente.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Dano Ósseo</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Morte Óssea</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Crescimento Ósseo Estimulado</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>O crescimento ósseo foi estimulado. Para curar a morte óssea, essa aflição precisa estar em todas as partes do corpo.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Dano no Fígado</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Insuficiência Hepática</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Fígado Removido</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>O fígado foi removido cirurgicamente.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Incisão Cirúrgica</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Uma incisão foi feita por um bisturi.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Sangamentro Estancado</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Sangramentos cirúrgicos foram estancados.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Artéria Bloqueada por Balão</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>O sangramento da artéria foi interrompido, mas o fluxo sanguíneo para a extremidade está severamente reduzido.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>Aorta Bloqueada por Balão</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>A aorta parou de sangrar, mas o fluxo sanguíneo para suas extremidades e órgãos desapareceu.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>Tala</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>A fratura foi imobilizada.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Enfaixado</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Protege da infecção, estabiliza as dislocações. O movimento é ligeiramente reduzido.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>Bandagem Suja</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>Usado para proteger de infecções, mas agora faz o oposto.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>Gesso</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>Cura e protege de fraturas. O movimento é reduzido. Remova usando tesouras médicas.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>Pomada</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>Uma camada de gel antibiótico protege e limpa a ferida de qualquer germe.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>Agulha</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Normaliza a pressão na cavidade pleural.</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Úmero Direito Fraturado</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Seu braço direito está quebrado.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Úmero Esquerdo Fraturado</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Seu braço esquerdo está quebrado.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Fêmur Direito Fraturado</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Sua perna direita está quebrada.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Fêmur Esquerdo Fraturado</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Sua perna esquerda está quebrada.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Costelas Fraturadas</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>Uma ou mais costelas estão quebradas.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Crânio Fraturado</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Seu crânio está quebrado.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Pescoço Fraturado</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Seu pescoço está quebrado.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>Amputação Traumática</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>Grande parte do tecido do braço direito foi arrancado.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>Amputação Traumática</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>Grande parte do tecido do braço esquerdo foi arrancado.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>Amputação Traumática</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>Grande parte do tecido da perna direita foi arrancado.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>Amputação Traumática</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>Grande parte do tecido da perna esquerda foi arrancado.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>Amputação Traumática</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>Grande parte do tecido da cabeça foi arrancado.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputação</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>O braço direito foi amputado cirurgicamente.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputação</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>O braço esquerdo foi amputado cirurgicamente.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputação</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>A perna direita foi amputada cirurgicamente.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>Amputação</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>A perna esquerda foi amputada cirurgicamente.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputação</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>A cabeça foi amputada cirurgicamente.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Lesão na Medula Espinal</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>O paciente fica paralisado e não sente o corpo.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Morreu de Paralisia</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>Você morreu de paralisia.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Dislocação</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>A articulação não devia estar dessa forma...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Dislocação</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>A articulação não devia estar dessa forma...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Dislocação</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>A articulação não devia estar dessa forma...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Dislocação</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>A articulação não devia estar dessa forma...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Sangramento na Artéria Femoral</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>Uma artéria foi danificada e está causando perda de sangue grave.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Sangramento na Artéria Femoral</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>Uma artéria foi danificada e está causando perda de sangue grave.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Sangramento na Artéria Braquial</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>Uma artéria foi danificada e está causando perda de sangue grave.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Sangramento na Artéria Braquial</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>Uma artéria foi danificada e está causando perda de sangue grave.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Ruptura da Aorta</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Sangramento da Artéria Carótida</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>Uma artéria foi danificada e está causando perda de sangue grave.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Ferida Suturada</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>As feridas foram suturadas.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Imunidade</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Ferida Infectada</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Infeção Sanguínea</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Necrose</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Morreu de uma ferida necrótica.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>Você morreu de necrose.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Gangrena</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>A extremidade encolheu e se tornou preta.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrenalina</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>Anti-Coágulo</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>Tiamina</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afsaline>Soro Fisiológico</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Solução de Ringer</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Manitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antibióticos</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>Imunossupressores</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>Choque de Hemotransfusão</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Corpo Estranho</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>Tamponamento Cardíaco</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>Sangramento Interno</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Tosse</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>O paciente está tossindo periodicamente.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Palidez</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>A pele do paciente está pálida.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Tontura</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>O paciente está expressando tontura.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Visão Embaçada</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>O paciente está expressando visão turva.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Confusão</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>O paciente parece desorientado e confuso.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Dor de Cabeça</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>O paciente está expressando uma dor de cabeça.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Inchaço nas Pernas</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>As pernas do paciente estão inchadas.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Fraqueza</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>O paciente está expressando fraqueza nas extremidades.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Sibilo</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>A respiração do paciente está produzindo um assobio agudo.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Vômito</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>O paciente está vomitando periodicamente.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Vomitando Sangue</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>O paciente está vomitando sangue periodicamente.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Febre</afflictionname.fever>
|
||||
<afflictiondescription.fever>A temperatura corporal do paciente está elevada.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Desconforto Abdominal</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>O paciente está expressando desconforto abdominal.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>Inchaço</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>O abdômen do paciente está inchado.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Icterícia</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>A pele do paciente ficou com um tom de amarelo.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Suando</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>O paciente está suando excessivamente.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>Palpitações</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>O paciente está expressando palpitações.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Inconsciência</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>O paciente está inconsciente.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>Inflamação</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>A área está vermelha, inchada e quente.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Espasmo</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>O paciente não consegue controlar o comportamento do membro.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Dependência</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>O paciente está feliz o suficiente... desde que consiga o que quer.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>Em chamas!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>O paciente está queimando vivo! Pegue um extintor!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Dor no Peito</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>O paciente está expressando uma dor aguda e penetrante no peito.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Dor Abdominal</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>O paciente está expressando dor persistente em seu abdômen.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Dor Intensa</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>O paciente está expressando dor intensa na área afetada.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Náusea</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>A pele está úmida e o paciente está enjoado.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Falta de Lua</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Lua não está rodando. Isso significa que neurotrauma e quaisquer outros mods que o usem não funcionarão. Por favor, leia as páginas da oficina de mods que você planeja usar.</afflictiondescription.luabotomy>
|
||||
<afflictionname.traumaticshock>Choque Traumático</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>O paciente sente dor intensa e estresse.</afflictiondescription.traumaticshock>
|
||||
<afflictionname.analgesia>Analgesia</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Insensibilidade à dor.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Anestesia</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>O paciente tem amnésia e sedação induzidas por drogas.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>Queimadura de Primeiro Grau</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>A área é vermelha e causa dor ao toque.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>Queimadura de Segundo Grau</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>Há bolhas muito dolorosas espalhadas pela área afetada.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>Queimadura de Terceiro Grau</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>O paciente não sente dor na área, agora dura e sem pele.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Incisão Cirúrgica</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>O paciente foi aberto.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Sangramento Estancado</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Sangramento causado pela incisão foi parado.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Pele Retraída</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>A pele está sendo mantida aberta por um conjunto de afastadores.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Ossos Furados</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>Os ossos foram preparados para procedimentos ortopédicos.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Incisão Suturada</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>A incisão foi fechada através de suturas.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Ossos Serrados</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>O osso foi cortado.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>Vivo</connection.aliveout>
|
||||
<connection.consciousout>Consciente</connection.consciousout>
|
||||
<connection.nameout>Nome_do_paciente</connection.nameout>
|
||||
<connection.vitalityout>Vitalidade</connection.vitalityout>
|
||||
<connection.heartrateout>Frequência_cardíaca</connection.heartrateout>
|
||||
<connection.breathingrateout>Taxa_de_respiração</connection.breathingrateout>
|
||||
<connection.bloodpressureout>Pressão_sanguínea</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>Oxigênação_no_Sangue</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>Neurotrauma</connection.neurotraumaout>
|
||||
<connection.organdamageout>Danos_aos_Órgãos</connection.organdamageout>
|
||||
<connection.insurgeryout>Em_cirurgia</connection.insurgeryout>
|
||||
<connection.causeofdeathout>Causa_da_morte</connection.causeofdeathout>
|
||||
<connection.bloodphout>Blood_pH</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Sala de Cirurgia</roomname.surgical>
|
||||
<!-- A1.8 -->
|
||||
</infotexts>
|
162
Neurotrauma/Localization/Russian/Russian.xml
Normal file
162
Neurotrauma/Localization/Russian/Russian.xml
Normal file
File diff suppressed because one or more lines are too long
520
Neurotrauma/Localization/Spanish/Spanish.xml
Normal file
520
Neurotrauma/Localization/Spanish/Spanish.xml
Normal file
@@ -0,0 +1,520 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="Latinamerican Spanish" nowhitespace="false" translatedname="Español Latinoamericano">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>Disfibrilador Manual</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>Un dispositivo médico que administra una descarga eléctrica al corazón para estabilizar las arritmias cardíacas. Requiere una amplia formación médica. Usar en un paciente con paro cardíaco.</entitydescription.defibrillator>
|
||||
<entityname.aed>Desfibrilador externo automatico</entityname.aed>
|
||||
<entitydescription.aed>Un dispositivo médico que administra una descarga eléctrica al corazón para estabilizar las arritmias cardíacas. Requiere poca o ninguna formación médica. Usar en un paciente con paro cardíaco.</entitydescription.aed>
|
||||
<entityname.bvm>Bolsa Ambú</entityname.bvm>
|
||||
<entitydescription.bvm>Una máscara con válvula de bolsa (MVB) es un dispositivo portátil que se usa comúnmente para proporcionar ventilación con presión positiva a pacientes que no respiran o que no respiran adecuadamente.</entitydescription.bvm>
|
||||
<entityname.autocpr>Auto Pulso</entityname.autocpr>
|
||||
<entitydescription.autocpr>Un dispositivo de reanimación cardiopulmonar automático, portátil y alimentado por batería.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Analizador hematológico</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>analizador de sangre Completamente automatizado. Puede imprimir tipos de sangre en tarjetas de donantes en blanco.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Tarjeta de donante en blanco</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Tarjeta de donacion vacía. Usada en el Analizador hematológico.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>Tijeras para traumatismos</entityname.traumashears>
|
||||
<entitydescription.traumashears>Una herramienta utilizada para quitar vendajes y yesos..</entitydescription.traumashears>
|
||||
<entityname.wheelchair>Silla de Ruedas</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>Te hace dependiente de tus brazos en vez de tus piernas para moverte.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>Tiburón azul</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>Escáner de Salud</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Se utiliza para diagnosticar las causas subyacentes de los síntomas.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Equipar esto hará que quedes inconsciente. ¿Está seguro?</stasisbagequipconfirmation>
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>Bisturí</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>Herramienta que se usa para hacer incisiones durante una cirugía.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Hemostato</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>Herramienta que se utiliza para pinzar vasos sanguíneos durante una cirugía.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Retractores de piel</entityname.advretractors>
|
||||
<entitydescription.advretractors>Herramienta utilizada para retraer la piel durante una cirugía.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Pinzas</entityname.tweezers>
|
||||
<entitydescription.tweezers>Una pequeña herramienta que permite la extracción de balas, así como tejido dañado y necrótico.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>sierra quirúrgica</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>Herramienta que se usa para cortar huesos.</entitydescription.surgerysaw>
|
||||
<entityname.suture>Sutura</entityname.suture>
|
||||
<entitydescription.suture>Suturas biodegradables para coser heridas e incisiones quirúrgicas por igual.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Taladro Quirúrgico</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>Herramienta utilizada para taladrar huesos.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Implantes de osteosíntesis</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Implantes de titanio utilizados en una cirugía osteosintética para reparar fracturas.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Implantes de médula espinal</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Implantes de titanio utilizados para curar la parálisis causada por fracturas de cuello.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Mesa de cirugía</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>Una mesa de cirugía que tiene ventilación artificial básica incorporada.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Bisturí de obtención de órganos: Hígado</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>Un bisturí especializado para la extracción de hígados..</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Bisturí de obtención de órganos: Riñones</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>Un bisturí especializado para la extracción de riñones..</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Bisturí de obtención de órganos: Pulmones</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>Un bisturí especializado para la extracción de los pulmones.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Bisturí de obtención de órganos: Corazón</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>Un bisturí especializado para la extracción del corazón.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>Bisturí de obtención de órganos: Cerebro</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>Un bisturí especializado para la extracción del cerebro.</entitydescription.organscalpel_brain>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>manitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>Un tipo de alcohol de azúcar. se utiliza para ayudar a la recuperación de un neurotrauma. Puede causar daño a los órganos.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>Estreptoquinasa</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>Una enzima trombolítica que descompone los coágulos de sangre. Se utiliza para curar los ataques al corazón. Disminuye la coagulación de la sangre.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>Azatioprina</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>Un agente inmunosupresor para la prevención del rechazo de órganos.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>Tiamina</entityname.thiamine>
|
||||
<entitydescription.thiamine>También conocidas como vitamina B1, estas píldoras ayudarán en la curación de órganos.</entitydescription.thiamine>
|
||||
<entityname.ointment>Ungüento antibiótico</entityname.ointment>
|
||||
<entitydescription.ointment>Gel altamente antiséptico que favorece la recuperación tanto de quemaduras como de infecciones menores.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Balón endovascular</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>Un globo insertado en las arterias principales después de su ruptura. Cortará el flujo de sangre, pero detendrá el sangrado.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Stent médico</entityname.medstent>
|
||||
<entitydescription.medstent>Un tubo de plástico insertado en la aorta después de un balón endovascular luego de una ruptura aórtica.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Torniquete</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>Un dispositivo que aplica presión a una extremidad y, por lo tanto, reduce el flujo sanguíneo. Suele utilizarse en caso de hemorragias importantes en las extremidades. No debe usarse en la cabeza.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drenaje</entityname.drainage>
|
||||
<entitydescription.drainage>Drena el aire de la cavidad pleural durante la cirugía correctiva del neumotórax.</entitydescription.drainage>
|
||||
<entityname.needle>Aguja</entityname.needle>
|
||||
<entitydescription.needle>Una aguja con una válvula de descompresión para hacer que el aire o el líquido salgan de la cavidad pleural o del pericardio.</entitydescription.needle>
|
||||
<entityname.ringerssolution>Solución de Ringer</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>Una solución de varias sales disueltas en agua con el fin de tratar la presión arterial baja o la pérdida de líquidos. Isotónico a la sangre.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Antiséptico</entityname.antiseptic>
|
||||
<!-- <entitydescription.antiseptic></entitydescription.antiseptic> -->
|
||||
<entityname.antisepticspray>Aerosol antiséptico</entityname.antisepticspray>
|
||||
<!-- <entitydescription.antisepticspray></entitydescription.antisepticspray> -->
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>Un medicamento de acción corta que resulta en una disminución del nivel de conciencia y falta de memoria para los eventos. Sus usos incluyen el inicio y mantenimiento de la anestesia general.</entitydescription.propofol>
|
||||
<entityname.gypsum>Yeso</entityname.gypsum>
|
||||
<entitydescription.gypsum>Polvo mineral fino que se utiliza para enyesar fracturas en las extremidades. Aplique un vendaje primero.</entitydescription.gypsum>
|
||||
<!--<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Paquete de sangre vacío</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>Un paquete de sangre vacío para la extracción de sangre.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Paquete de sangre O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Administrable a: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Paquete de sangre O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>Una bolsa de sangre que se puede utilizar en cualquier paciente.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Paquete de sangre A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Administrable a: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Paquete de sangre B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Administrable a: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Paquete de sangre AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Administrable a: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Paquete de sangre A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Administrable a: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Paquete de sangre B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Administrable a: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Paquete de sangre AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Administrable a: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Paquete de sangre O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>Un paquete de sangre que se puede utilizar en cualquier paciente.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Tarjeta de donante O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Puede tomar sangre de: O-
|
||||
Puede dar sangre a: todos.</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Tarjeta de donante O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Puede tomar sangre de: O-, O+
|
||||
Puede dar sangre a: O+, A+, B+, AB+.</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Tarjeta de donante A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Puede tomar sangre de: O-, A-
|
||||
Puede dar sangre a: A-, A+, AB-, AB+.</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Tarjeta de donante A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Puede tomar sangre de: O-, O+, A-, A+
|
||||
Puede dar sangre a: A+, AB+.</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Tarjeta de donante B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Puede tomar sangre de: O-, B-
|
||||
Puede dar sangre a: B-, B+, AB-, AB+.</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Tarjeta de donante B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Puede tomar sangre de: O-, O+, B-, B+
|
||||
Puede dar sangre a: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Tarjeta de donante AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Puede tomar sangre de: O-, A-, B-, AB-
|
||||
Puede dar sangre a: AB-, AB+.</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Tarjeta de donante AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Puede tomar sangre de: todos
|
||||
Puede dar sangre a: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Contenedor medico</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Puede almacenar medicamentos e instrumentos médicos.</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>Caja de herramientas de cirugía</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>Puede almacenar muchos artículos pequeños que se usan durante la cirugía.</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>Caja refrigerada</entityname.organcrate>
|
||||
<entitydescription.organcrate>Un lugar para almacenar sus preciados órganos listos para trasplante.</entitydescription.organcrate>
|
||||
<entityname.organtoolbox>Contenedor refrigerado</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>A place to store your precious transplant-ready organs.</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Bolsa para cadáveres</entityname.bodybag>
|
||||
<entitydescription.bodybag>Te permite arrastrar personas más rápido.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>bolsa de estasis</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Impide que se lleven a cabo la mayoría de los procesos biológicos.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Brazo derecho</entityname.rarm>
|
||||
<entitydescription.rarm>Un brazo derecho amputado. Se puede volver a colocar quirúrgicamente.</entitydescription.rarm>
|
||||
<entityname.larm>Brazo izquierdo</entityname.larm>
|
||||
<entitydescription.larm>Un brazo izquierdo amputado. Se puede volver a colocar quirúrgicamente.</entitydescription.larm>
|
||||
<entityname.rleg>Pierna derecha</entityname.rleg>
|
||||
<entitydescription.rleg>Una pierna derecha amputada. Se puede volver a colocar quirúrgicamente.</entitydescription.rleg>
|
||||
<entityname.lleg>Pierna izquierda</entityname.lleg>
|
||||
<entitydescription.lleg>Una pierna izquierda cercenada. Se puede volver a colocar quirúrgicamente.</entitydescription.lleg>
|
||||
<entityname.rarmp>Prótesis biónica del brazo derecho</entityname.rarmp>
|
||||
<entitydescription.rarmp>Un brazo derecho biónico. Se puede utilizar para tratar la amputación.</entitydescription.rarmp>
|
||||
<entityname.larmp>Prótesis biónica del brazo izquierdo</entityname.larmp>
|
||||
<entitydescription.larmp>Un brazo izquierdo biónico. Se puede utilizar para tratar la amputación.</entitydescription.larmp>
|
||||
<entityname.rlegp>Prótesis biónica de pierna derecha</entityname.rlegp>
|
||||
<entitydescription.rlegp>Una pierna derecha biónica. Se puede utilizar para tratar la amputación.</entitydescription.rlegp>
|
||||
<entityname.llegp>Prótesis biónica de pierna izquierda</entityname.llegp>
|
||||
<entitydescription.llegp>Una pierna izquierda biónica. Se puede utilizar para tratar la amputación.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Trasplante de hígado</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Trasplante de hígado</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Trasplante de hígado</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Trasplante de hígado</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Trasplante de hígado</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Trasplante de hígado</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Trasplante de pulmón</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Trasplante de pulmón</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Trasplante de pulmón</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Trasplante de pulmón</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Trasplante de pulmón</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Trasplante de pulmón</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Transplante de riñón</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Transplante de riñón</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Transplante de riñón</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Transplante de riñón</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Transplante de riñón</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Transplante de riñón</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Transplante de corazón</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Transplante de corazón</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Transplante de corazón</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Transplante de corazón</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Transplante de corazón</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Transplante de corazón</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>Trasplante de cerebro</entityname.braintransplant>
|
||||
<entityname.armlock1>Mano derecha que no funciona</entityname.armlock1>
|
||||
<entityname.armlock2>Mano izquierda que no funciona</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Aumento de la frecuencia cardíaca</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>El corazón late de una manera alarmantemente rápida.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>Latido del corazón irregular</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>El corazón late de forma agitada y temblorosa.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>Paro cardiaco</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest>Sin pulso.</afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Ataque al corazón</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Daño al corazón</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Insuficiencia cardiaca</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Corazón extirpado</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>El corazón ha sido extirpado quirúrgicamente.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Neurotrauma</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Muerte por neurotrauma</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>Has muerto de neurotrauma.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>Derrame cerebral</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Convulsion</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Coma</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>Cerebro removido</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>El cerebro ha sido extirpado quirúrgicamente.</afflictiondescription.brainremoved>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Presión arterial</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>Hipoxemia</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Paro respiratorio</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>El paciente no está respirando.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hiperventilación</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>El paciente está respirando a un ritmo alarmantemente rápido.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hipoventilación</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>El paciente está respirando a un ritmo alarmantemente lento.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Dificultad para respirar</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>La respiración del paciente es trabajosa y superficial.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alcalosis</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Acidosis</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Lesión pulmonar inducida por radiación</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Neumotórax</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>daño pulmonar</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>insuficiencia pulmonar</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Pulmones extirpados</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>Los pulmones han sido extirpados quirúrgicamente.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Daño en el riñón</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Insuficiencia renal</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Riñones extirpados</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>Los riñones han sido extirpados quirúrgicamente.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Daño óseo</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Muerte ósea</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Crecimiento óseo estimulado</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>Se ha estimulado el crecimiento óseo. Para curar la muerte ósea, esta aflicción debe estar en todas las partes del cuerpo.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Daño hepático</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Insuficiencia hepática</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Hígado extirpado</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>El hígado ha sido extirpado quirúrgicamente.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Incisión de cirugía</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Se ha hecho una incisión con un bisturí.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Sangrado pinzado</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Los sangrados quirúrgicos han sido restañados.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Arterias pinzadas</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>Se ha detenido el sangrado de la arteria, pero el flujo de sangre a la extremidad se reduce severamente.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>Aorta hinchada</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>La aorta ha dejado de sangrar, pero el flujo de sangre a sus extremidades y órganos se ha ido.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>Entablillar</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>La fractura ha sido entablillada.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Vendado</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Protege de infecciones, estabiliza dislocaciones. El movimiento se ralentiza ligeramente.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>vendaje sucio</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>Solía proteger de infecciones, pero ahora hace lo contrario.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>Escayola</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>Cura y protege de fracturas. El movimiento se ralentiza. Retire con tijeras para traumatismos.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>Ungüento</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>Una capa de gel antibiótico protege y limpia la herida de cualquier germen.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>Aguja</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Normaliza la presión en la cavidad pleural</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Húmero derecho fracturado</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Tu brazo derecho está roto.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Húmero izquierdo fracturado</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Tu brazo izquierdo está roto.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Fémur derecho fracturado</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Tu pierna derecha está rota.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Fémur izquierdo fracturado</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Tu pierna izquierda está rota.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Costillas fracturadas</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>Una o más de sus costillas están rotas.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Cráneo fracturado</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Tu cráneo está roto.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Cuello fracturado</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Tu cuello está roto.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>amputación traumática</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>La mayor parte del tejido del brazo derecho fue arrancado.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>amputación traumática</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>La mayor parte del tejido del brazo izquierdo fue arrancado.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>amputación traumática</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>La mayor parte del tejido de la pierna derecha fue arrancado.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>amputación traumática</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>La mayor parte del tejido de la pierna izquierda fue arrancado.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>amputación traumática</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>La mayor parte del tejido de la cabeza fue arrancado.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputación</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>El brazo derecho fue amputado quirúrgicamente.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputación</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>El brazo izquierdo fue amputado quirúrgicamente.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputación</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>La pierna derecha fue amputada quirúrgicamente.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>AAmputación</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>La pierna izquierda fue amputada quirúrgicamente.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputación</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>La cabeza fue amputada quirúrgicamente.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Lesión de la médula espinal</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>El paciente está paralizado y no siente el cuerpo.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Murió de parálisis</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>Has muerto de parálisis.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Dislocación</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>No se supone que la articulación se doble de esta manera...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Dislocación</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>No se supone que la articulación se doble de esta manera...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Dislocación</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>No se supone que la articulación se doble de esta manera...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Dislocación</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>No se supone que la articulación se doble de esta manera...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Sangrado de la arteria femoral</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>Una arteria ha sido dañada y está causando una pérdida de sangre severa.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Sangrado de la arteria femoral</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>Una arteria ha sido dañada y está causando una pérdida de sangre severa.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Sangrado de la arteria braquial</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>Una arteria ha sido dañada y está causando una pérdida de sangre severa.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Sangrado de la arteria braquial</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>Una arteria ha sido dañada y está causando una pérdida de sangre severa..</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Ruptura aórtica</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Sangrado de la arteria carótida</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>Una arteria ha sido dañada y está causando una pérdida de sangre severa.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Herida cosida</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>Las heridas han sido suturadas.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Inmunidad</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Herida infectada</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Septicemia</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Necrosis</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Murió de una herida necrótica.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>Has muerto de necrosis.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Gangrena</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>La extremidad se ha encogido y se ha vuelto negra.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrenalina</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>Anticoagulante</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>Tiamina</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afsaline>Salina</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Solución de Ringer</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Manitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antibióticos</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>Inmunosupresores</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>Choque de hemotransfusión</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Cuerpo extraño</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>Taponamiento cardíaco</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>Hemorragia interna</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Tos</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>El paciente está tosiendo periódicamente.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Piel pálida</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>La piel del paciente es pálida.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Aturdimiento</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>El paciente está expresando aturdimiento.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Visión borrosa</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>El paciente está expresando visión borrosa.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Confusión</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>El paciente parece desorientado y confundido.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Dolor de cabeza</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>El paciente está expresando un dolor de cabeza.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Hinchazón de la pierna</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>Las piernas del paciente están hinchadas.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Debilidad</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>El paciente está expresando debilidad en las extremidades.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Sibilancias</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>La respiración del paciente produce un ruido agudo.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Vómitos</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>El paciente está vomitando periódicamente.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Vómitos de sangre</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>El paciente está vomitando sangre periódicamente.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Fiebre</afflictionname.fever>
|
||||
<afflictiondescription.fever>La temperatura corporal del paciente está elevada.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Malestar abdominal</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>El paciente está expresando molestias abdominales.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>hinchazón</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>El abdomen del paciente está hinchado.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Ictericia</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>La piel del paciente se ha vuelto de un enfermizo tono amarillo.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Transpiración</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>El paciente está sudando excesivamente.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>palpitaciones</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>El paciente está expresando palpitaciones.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Inconsciencia</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>El paciente está inconsciente.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>Inflamación</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>El área está roja, hinchada y caliente.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Espasmo</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>El paciente no puede controlar el comportamiento errático de la extremidad.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Mono</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>El paciente es lo suficientemente feliz... siempre y cuando obtenga lo que necesita.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>¡En llamas!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>¡El paciente se está quemando vivo! ¡Coge un extintor!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Dolor de pecho</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>El paciente expresa un dolor agudo y penetrante en el pecho.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Dolor abdominal</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>El paciente está expresando dolor persistente en su abdomen.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Dolor Intenso</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>El paciente expresa dolor intenso en la zona afectada.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Náuseas</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>La piel está húmeda y el paciente tiene náuseas.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Sin lua</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Lua no está corriendo. Eso significa que neurotrauma y cualquier otra modificación que lo use no funcionará. Lea las páginas del taller de las modificaciones que planea usar.</afflictiondescription.luabotomy>
|
||||
<afflictionname.traumaticshock>Choque traumático</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>El paciente experimenta dolor intenso y estrés.</afflictiondescription.traumaticshock>
|
||||
<afflictionname.analgesia>Analgesia</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Insensibilidad al dolor.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Anestesia</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>El paciente tiene amnesia y sedación inducida por fármacos.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>Quemadura de primer grado</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>El área está roja y dolorosa al tacto.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>Quemadura de segundo grado</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>Hay ampollas muy dolorosas que ensucian el área afectada.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>Quemadura de tercer grado</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>El paciente no siente dolor en el área ahora correosa y rígida.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Incisión de cirugía</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>El paciente ha sido abierto.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Sangrado pinzado</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Se ha detenido el sangrado causado por la incisión.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Piel retraída</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>La piel se mantiene abierta mediante un conjunto de retractores.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Huesos perforados</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>Los huesos han sido preparados para procedimientos ortopédicos.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Incisión cosida</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>Se ha cerrado una incisión con suturas.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Huesos aserrados</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>El hueso ha sido cortado.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>Vivo</connection.aliveout>
|
||||
<connection.consciousout>Consciente</connection.consciousout>
|
||||
<connection.nameout>Nombre_del_paciente</connection.nameout>
|
||||
<connection.vitalityout>Vitalidad</connection.vitalityout>
|
||||
<connection.heartrateout>RitmoCardiaco</connection.heartrateout>
|
||||
<connection.breathingrateout>FrecuenciaRespiratoria</connection.breathingrateout>
|
||||
<connection.bloodpressureout>PresiónArterial</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>Oxígeno_en_sangre</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>Neurotrauma</connection.neurotraumaout>
|
||||
<connection.organdamageout>Daño_de_órganos</connection.organdamageout>
|
||||
<connection.insurgeryout>En_cirugia</connection.insurgeryout>
|
||||
<connection.causeofdeathout>Causa_de_la_muerte</connection.causeofdeathout>
|
||||
<connection.bloodphout>Sangre_pH</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Quirúrgico</roomname.surgical>
|
||||
<!-- A1.8 -->
|
||||
<afflictionname.afpressuredrug>Reductores de presión sanguínea</afflictionname.afpressuredrug>
|
||||
<entityname.pressuremeds>Nitroprusiato de sodio</entityname.pressuremeds>
|
||||
<entitydescription.pressuremeds>Medicamento que se usa para bajar la presión sanguínea</entitydescription.pressuremeds>
|
||||
<entityname.medstartercrate>Caja de inicio médica</entityname.medstartercrate>
|
||||
<entitydescription.medstartercrate>Una caja que contiene todos los elementos esenciales, convenientemente empaquetados en una sola receta de elaboración.</entitydescription.medstartercrate>
|
||||
</infotexts>
|
520
Neurotrauma/Localization/Turkish/Turkish.xml
Normal file
520
Neurotrauma/Localization/Turkish/Turkish.xml
Normal file
@@ -0,0 +1,520 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<infotexts language="Turkish" nowhitespace="false" translatedname="Türkçe">
|
||||
<!-- ITEMS -->
|
||||
<!-- /// Gear /// -->
|
||||
<entityname.defibrillator>Manuel Defibrilatör</entityname.defibrillator>
|
||||
<entitydescription.defibrillator>Kardiyak aritmileri stabilize etmek için kalbe elektrik şoku veren tıbbi bir cihaz. Kapsamlı tıp eğitimi gerektirir.</entitydescription.defibrillator>
|
||||
<entityname.aed>Otomatik Harici Defibrilatör</entityname.aed>
|
||||
<entitydescription.aed>Kardiyak aritmileri stabilize etmek için kalbe elektrik şoku veren tıbbi bir cihaz. Kullanımı için herhangi bir eğitime ihtiyaç yoktur.</entitydescription.aed>
|
||||
<entityname.bvm>Ambu Torbası</entityname.bvm>
|
||||
<entitydescription.bvm>Balon Valf Maskesi (BVM), nefes almayan veya yeterince nefes almayan hastalara pozitif basınçlı ventilasyon sağlamak için yaygın olarak kullanılan bir cihazdır.</entitydescription.bvm>
|
||||
<entityname.autocpr>Otopulse</entityname.autocpr>
|
||||
<entitydescription.autocpr>Otomatik, taşınabilir, pille çalışan bir kardiyopulmoner canlandırma cihazı.</entitydescription.autocpr>
|
||||
<entityname.bloodanalyzer>Hematoloji Analizörü</entityname.bloodanalyzer>
|
||||
<entitydescription.bloodanalyzer>Kan analizcisi. Tam otomatik. Boş bağış kartlarına kan gruplarını yazdırabilir.</entitydescription.bloodanalyzer>
|
||||
<entityname.bloodcollector>Boş Bağış Kartı</entityname.bloodcollector>
|
||||
<entitydescription.bloodcollector>Boş bağışçı kartı. Hematoloji analizörü tarafından kullanılır.</entitydescription.bloodcollector>
|
||||
<entityname.traumashears>Travma Makası</entityname.traumashears>
|
||||
<entitydescription.traumashears>Bandaj ve alçıları kesmek için kullanılan bir alet.</entitydescription.traumashears>
|
||||
<entityname.wheelchair>Tekerlekli Sandalye</entityname.wheelchair>
|
||||
<entitydescription.wheelchair>Hareket için bacaklarınız yerine kollarınıza bağımlı olmanızı sağlar.</entitydescription.wheelchair>
|
||||
<entityname.blahaj>Mavi köpek balığı</entityname.blahaj>
|
||||
<Override>
|
||||
<entityname.healthscanner>Sağlık Tarayıcısı</entityname.healthscanner>
|
||||
<entitydescription.healthscanner>Semptomların altında yatan nedenleri teşhis etmek için kullanılır.</entitydescription.healthscanner>
|
||||
</Override>
|
||||
<stasisbagequipconfirmation>Bunu kuşanmak bilincini kaybetmene neden olacak. Emin misin?</stasisbagequipconfirmation>
|
||||
<!-- /// Surgery /// -->
|
||||
<entityname.advscalpel>Neşter</entityname.advscalpel>
|
||||
<entitydescription.advscalpel>Ameliyat sırasında kesi yapmak için kullanılan bir alet.</entitydescription.advscalpel>
|
||||
<entityname.advhemostat>Hemostat</entityname.advhemostat>
|
||||
<entitydescription.advhemostat>Ameliyat sırasında kan damarlarını sıkıştırmak için kullanılan bir alet.</entitydescription.advhemostat>
|
||||
<entityname.advretractors>Deri retraktörü</entityname.advretractors>
|
||||
<entitydescription.advretractors>Ameliyat sırasında deriyi açmak kullanılan bir alet.</entitydescription.advretractors>
|
||||
<entityname.tweezers>Cımbız</entityname.tweezers>
|
||||
<entitydescription.tweezers>Mermilerin yanı sıra hasarlı ve nekrotik dokuların çıkarılmasını sağlayan küçük bir alet.</entitydescription.tweezers>
|
||||
<entityname.surgerysaw>Cerrahi testere</entityname.surgerysaw>
|
||||
<entitydescription.surgerysaw>Kemikleri kesmek için kullanılan bir alet.</entitydescription.surgerysaw>
|
||||
<entityname.suture>Sütür</entityname.suture>
|
||||
<entitydescription.suture>Yaraları ve cerrahi insizyonları dikmek için biyolojik olarak parçalanabilen sütürler.</entitydescription.suture>
|
||||
<entityname.surgicaldrill>Cerrahi Matkap</entityname.surgicaldrill>
|
||||
<entitydescription.surgicaldrill>Kemikleri delmeye yarayan alet.</entitydescription.surgicaldrill>
|
||||
<entityname.osteosynthesisimplants>Osteosentez implantları</entityname.osteosynthesisimplants>
|
||||
<entitydescription.osteosynthesisimplants>Osteosentetik cerrahide kırıkları onarmak için kullanılan titanyum implantlar.</entitydescription.osteosynthesisimplants>
|
||||
<entityname.spinalimplant>Omurilik implantları</entityname.spinalimplant>
|
||||
<entitydescription.spinalimplant>Boyun kırıklarının neden olduğu felçleri iyileştirmek için kullanılan titanyum implantlar.</entitydescription.spinalimplant>
|
||||
<entityname.operatingtable>Ameliyat Masası</entityname.operatingtable>
|
||||
<entitydescription.operatingtable>Yerleşik temel yapay havalandırmaya sahip bir ameliyat masası.</entitydescription.operatingtable>
|
||||
<entityname.organscalpel_liver>Organ tedarik neşteri: Karaciğer</entityname.organscalpel_liver>
|
||||
<entitydescription.organscalpel_liver>Karaciğer dokusunu kesmek için özel üretilen neşter.</entitydescription.organscalpel_liver>
|
||||
<entityname.organscalpel_kidneys>Organ tedarik neşteri:Böbrek</entityname.organscalpel_kidneys>
|
||||
<entitydescription.organscalpel_kidneys>Böbrek dokusunu kesmek için özel üretilen neşter..</entitydescription.organscalpel_kidneys>
|
||||
<entityname.organscalpel_lungs>Organ Tedarik Neşteri:Akciğer</entityname.organscalpel_lungs>
|
||||
<entitydescription.organscalpel_lungs>Akciğer dokusunu kesmek için özel üretilen neşter.</entitydescription.organscalpel_lungs>
|
||||
<entityname.organscalpel_heart>Organ Tedarik Neşteri: Kalp</entityname.organscalpel_heart>
|
||||
<entitydescription.organscalpel_heart>Kalp dokusunu kesmek için özel üretilen neşter.</entitydescription.organscalpel_heart>
|
||||
<entityname.organscalpel_brain>Organ Tedarik Neşteri: Beyin</entityname.organscalpel_brain>
|
||||
<entitydescription.organscalpel_brain>Beyin dokusunu kesmek için özel üretilen neşter.</entitydescription.organscalpel_brain>
|
||||
<!--<entityname.multiscalpel>Multipurpose scalpel</entityname.multiscalpel>
|
||||
<entitydescription.multiscalpel>A scalpel you can choose what to do with, be it make an incision, extract organs, remove bandages, or do malpractice.</entitydescription.multiscalpel>
|
||||
<multiscalpel.incision>Mode: Surgery incision</multiscalpel.incision>
|
||||
<multiscalpel.kidneys>Mode: Extract kidneys</multiscalpel.kidneys>
|
||||
<multiscalpel.liver>Mode: Extract liver</multiscalpel.liver>
|
||||
<multiscalpel.lungs>Mode: Extract lungs</multiscalpel.lungs>
|
||||
<multiscalpel.heart>Mode: Extract heart</multiscalpel.heart>
|
||||
<multiscalpel.brain>Mode: Extract brain</multiscalpel.brain>
|
||||
<multiscalpel.bandage>Mode: Remove bandages and casts / malpractice</multiscalpel.bandage>
|
||||
<multiscalpel.speedflex>Mode: Adaptive organ extraction. Use on head for brain, left arm for kidneys, torso for liver, right arm for heart, left leg for lungs.</multiscalpel.speedflex>
|
||||
|
||||
<multiscalpel.btn.incision>Incision</multiscalpel.btn.incision>
|
||||
<multiscalpel.btn.kidneys>Kidneys</multiscalpel.btn.kidneys>
|
||||
<multiscalpel.btn.liver>Liver</multiscalpel.btn.liver>
|
||||
<multiscalpel.btn.lungs>Lungs</multiscalpel.btn.lungs>
|
||||
<multiscalpel.btn.heart>Heart</multiscalpel.btn.heart>
|
||||
<multiscalpel.btn.brain>Brain</multiscalpel.btn.brain>
|
||||
<multiscalpel.btn.bandage>Bandages, casts, malpractice</multiscalpel.btn.bandage>
|
||||
<multiscalpel.btn.speedflex>Adaptive organ extraction</multiscalpel.btn.speedflex>-->
|
||||
<!-- /// Treatments /// -->
|
||||
<entityname.mannitol>Mannitol</entityname.mannitol>
|
||||
<entitydescription.mannitol>Bir çeşit şeker alkolü. Nörotravmadan iyileşmeye yardımcı olmak için kullanılır. Organ hasarına neden olabilir.</entitydescription.mannitol>
|
||||
<entityname.streptokinase>Streptokinaz</entityname.streptokinase>
|
||||
<entitydescription.streptokinase>Kan pıhtılarını parçalayan trombolitik bir enzim. Kalp krizlerini tedavi etmek için kullanılır. Kan pıhtılaşmasını azaltır.</entitydescription.streptokinase>
|
||||
<entityname.immunosuppressant>Azatioprin</entityname.immunosuppressant>
|
||||
<entitydescription.immunosuppressant>Organ reddinin önlenmesi için bir immünosupresif ajan.</entitydescription.immunosuppressant>
|
||||
<entityname.thiamine>Tiyamin</entityname.thiamine>
|
||||
<entitydescription.thiamine>Aksi halde B1 vitamini olarak bilinen bu haplar organ iyileşmesine yardımcı olacaktır.</entitydescription.thiamine>
|
||||
<entityname.ointment>Antibiyotik Merhem</entityname.ointment>
|
||||
<entitydescription.ointment>Yanıkların yanı sıra küçük enfeksiyonlardan iyileşmeyi destekleyen oldukça antiseptik bir jel.</entitydescription.ointment>
|
||||
<entityname.endovascballoon>Endovasküler</entityname.endovascballoon>
|
||||
<entitydescription.endovascballoon>Yırtılmalarının ardından büyük arterlere yerleştirilen bir balon. Kan akışını kesecek, ancak kanamayı durduracaktır.</entitydescription.endovascballoon>
|
||||
<entityname.medstent>Medikal stent</entityname.medstent>
|
||||
<entitydescription.medstent>Aort yırtılmasını takiben endovasküler balondan sonra aorta yerleştirilen plastik bir tüp.</entitydescription.medstent>
|
||||
<entityname.tourniquet>Turnike</entityname.tourniquet>
|
||||
<entitydescription.tourniquet>Bir uzva basınç uygulayan ve böylece kan akışını azaltan bir cihaz. Genellikle ekstremitelerde majör kanamalarda kullanılır. Baş bölgesinde kullanılmamalıdır.</entitydescription.tourniquet>
|
||||
<entityname.drainage>Drainage</entityname.drainage>
|
||||
<entitydescription.drainage>Pnömotoraks için düzeltici cerrahi sırasında plevral boşluktan havayı boşaltır.</entitydescription.drainage>
|
||||
<entityname.needle>Dekompresyon İğnesi</entityname.needle>
|
||||
<entitydescription.needle>Plevral boşluktan veya perikarddan hava veya sıvının boşalmasını sağlamak için dekompresyon valfli bir iğne</entitydescription.needle>
|
||||
<entityname.ringerssolution>Ringer Çözeltisi</entityname.ringerssolution>
|
||||
<entitydescription.ringerssolution>Düşük kan basıncını veya sıvı kaybını tedavi etmek amacıyla suda çözülmüş birkaç tuzun bir çözeltisi. Kan için izotonik.</entitydescription.ringerssolution>
|
||||
<entityname.antiseptic>Antiseptik</entityname.antiseptic>
|
||||
<!-- <entitydescription.antiseptic></entitydescription.antiseptic> -->
|
||||
<entityname.antisepticspray>Antiseptik Sprey</entityname.antisepticspray>
|
||||
<!-- <entitydescription.antisepticspray></entitydescription.antisepticspray> -->
|
||||
<entityname.propofol>Propofol</entityname.propofol>
|
||||
<entitydescription.propofol>Bilinç düzeyinde azalmaya ve olaylar için hafıza eksikliğine neden olan kısa etkili bir ilaç. Kullanımları genel anestezinin başlatılması ve sürdürülmesini içerir.</entitydescription.propofol>
|
||||
<entityname.gypsum>Alçıtaşı</entityname.gypsum>
|
||||
<entitydescription.gypsum>Bir alçıda uç kısımlardaki kırıkları kapatmak için kullanılan ince bir mineral tozu. Önce bir bandaj uygulayın.</entitydescription.gypsum>
|
||||
<!--<entityname.gelipack></entityname.gelipack>
|
||||
<entitydescription.gelipack></entitydescription.gelipack>-->
|
||||
<!-- /// Blood stuff /// -->
|
||||
<!--<entityname.bloodrefinery>Blood Refinery</entityname.bloodrefinery>-->
|
||||
<!-- <entitydescription.bloodrefinery></entitydescription.bloodrefinery> -->
|
||||
<entityname.emptybloodpack>Empty Blood Pack</entityname.emptybloodpack>
|
||||
<entitydescription.emptybloodpack>An empty blood pack for the drawing of blood.</entitydescription.emptybloodpack>
|
||||
<entityname.bloodpackoplus>Blood Pack O+</entityname.bloodpackoplus>
|
||||
<entitydescription.bloodpackoplus>Administerable to: O+, A+, B+, AB+</entitydescription.bloodpackoplus>
|
||||
<entityname.bloodpackominus>Blood Pack O-</entityname.bloodpackominus>
|
||||
<entitydescription.bloodpackominus>A blood pack that can be used on any patient.</entitydescription.bloodpackominus>
|
||||
<entityname.bloodpackaplus>Blood Pack A+</entityname.bloodpackaplus>
|
||||
<entitydescription.bloodpackaplus>Administerable to: A+, AB+</entitydescription.bloodpackaplus>
|
||||
<entityname.bloodpackbplus>Blood Pack B+</entityname.bloodpackbplus>
|
||||
<entitydescription.bloodpackbplus>Administerable to: B+, AB+</entitydescription.bloodpackbplus>
|
||||
<entityname.bloodpackabplus>Blood Pack AB+</entityname.bloodpackabplus>
|
||||
<entitydescription.bloodpackabplus>Administerable to: AB+</entitydescription.bloodpackabplus>
|
||||
<entityname.bloodpackaminus>Blood Pack A-</entityname.bloodpackaminus>
|
||||
<entitydescription.bloodpackaminus>Administerable to: A-, A+, AB-, AB+</entitydescription.bloodpackaminus>
|
||||
<entityname.bloodpackbminus>Blood Pack B-</entityname.bloodpackbminus>
|
||||
<entitydescription.bloodpackbminus>Administerable to: B-, B+, AB-, AB+</entitydescription.bloodpackbminus>
|
||||
<entityname.bloodpackabminus>Blood Pack AB-</entityname.bloodpackabminus>
|
||||
<entitydescription.bloodpackabminus>Administerable to: AB-, AB+</entitydescription.bloodpackabminus>
|
||||
<Override>
|
||||
<entityname.antibloodloss2>Blood Pack O-</entityname.antibloodloss2>
|
||||
<entitydescription.antibloodloss2>A blood pack that can be used on any patient.</entitydescription.antibloodloss2>
|
||||
</Override>
|
||||
<entityname.ominuscard>Donor card O-</entityname.ominuscard>
|
||||
<entitydescription.ominuscard>Can take blood from: O-
|
||||
Can give blood to: all of them</entitydescription.ominuscard>
|
||||
<entityname.opluscard>Donor card O+</entityname.opluscard>
|
||||
<entitydescription.opluscard>Can take blood from: O-, O+
|
||||
Can give blood to: O+, A+, B+, AB+</entitydescription.opluscard>
|
||||
<entityname.aminuscard>Donor card A-</entityname.aminuscard>
|
||||
<entitydescription.aminuscard>Can take blood from: O-, A-
|
||||
Can give blood to: A-, A+, AB-, AB+</entitydescription.aminuscard>
|
||||
<entityname.apluscard>Donor card A+</entityname.apluscard>
|
||||
<entitydescription.apluscard>Can take blood from: O-, O+, A-, A+
|
||||
Can give blood to: A+, AB+</entitydescription.apluscard>
|
||||
<entityname.bminuscard>Donor card B-</entityname.bminuscard>
|
||||
<entitydescription.bminuscard>Can take blood from: O-, B-
|
||||
Can give blood to: B-, B+, AB-, AB+</entitydescription.bminuscard>
|
||||
<entityname.bpluscard>Donor card B+</entityname.bpluscard>
|
||||
<entitydescription.bpluscard>Can take blood from: O-, O+, B-, B+
|
||||
Can give blood to: B+, AB+</entitydescription.bpluscard>
|
||||
<entityname.abminuscard>Donor card AB-</entityname.abminuscard>
|
||||
<entitydescription.abminuscard>Can take blood from: O-, A-, B-, AB-
|
||||
Can give blood to: AB-, AB+</entitydescription.abminuscard>
|
||||
<entityname.abpluscard>Donor card AB+</entityname.abpluscard>
|
||||
<entitydescription.abpluscard>Can take blood from: all of them
|
||||
Can give blood to: AB+</entitydescription.abpluscard>
|
||||
<!-- /// New containers /// -->
|
||||
<entityname.medtoolbox>Medical Container</entityname.medtoolbox>
|
||||
<entitydescription.medtoolbox>Can store medicine and medical instruments</entitydescription.medtoolbox>
|
||||
<entityname.surgerytoolbox>Surgery Toolbox</entityname.surgerytoolbox>
|
||||
<entitydescription.surgerytoolbox>Can store many small items that are used during surgery</entitydescription.surgerytoolbox>
|
||||
<entityname.organcrate>Refrigerated Crate</entityname.organcrate>
|
||||
<entitydescription.organcrate>A place to store your precious transplant-ready organs</entitydescription.organcrate>
|
||||
<entityname.organtoolbox>Refrigerated container</entityname.organtoolbox>
|
||||
<entitydescription.organtoolbox>A place to store your precious transplant-ready organs</entitydescription.organtoolbox>
|
||||
<entityname.bodybag>Body bag</entityname.bodybag>
|
||||
<entitydescription.bodybag>Lets you drag people faster.</entitydescription.bodybag>
|
||||
<entityname.stasisbag>Stasis Bag</entityname.stasisbag>
|
||||
<entitydescription.stasisbag>Çoğu biyolojik sürecin gerçekleşmesini durdurur.</entitydescription.stasisbag>
|
||||
<!-- /// Limbs and organs /// -->
|
||||
<entityname.rarm>Right arm</entityname.rarm>
|
||||
<entitydescription.rarm>A severed right arm. Can be surgically reattached.</entitydescription.rarm>
|
||||
<entityname.larm>Left arm</entityname.larm>
|
||||
<entitydescription.larm>A severed left arm. Can be surgically reattached.</entitydescription.larm>
|
||||
<entityname.rleg>Right leg</entityname.rleg>
|
||||
<entitydescription.rleg>A severed right leg. Can be surgically reattached.</entitydescription.rleg>
|
||||
<entityname.lleg>Left leg</entityname.lleg>
|
||||
<entitydescription.lleg>A severed left leg. Can be surgically reattached.</entitydescription.lleg>
|
||||
<entityname.rarmp>Right arm bionic prosthesis</entityname.rarmp>
|
||||
<entitydescription.rarmp>A bionic right arm. Can be used to treat amputation.</entitydescription.rarmp>
|
||||
<entityname.larmp>Left arm bionic prosthesis</entityname.larmp>
|
||||
<entitydescription.larmp>A bionic left arm. Can be used to treat amputation.</entitydescription.larmp>
|
||||
<entityname.rlegp>Right leg bionic prosthesis</entityname.rlegp>
|
||||
<entitydescription.rlegp>A bionic right leg. Can be used to treat amputation.</entitydescription.rlegp>
|
||||
<entityname.llegp>Left leg bionic prosthesis</entityname.llegp>
|
||||
<entitydescription.llegp>A bionic left leg. Can be used to treat amputation.</entitydescription.llegp>
|
||||
<entityname.livertransplant>Liver transplant</entityname.livertransplant>
|
||||
<entityname.livertransplant_q1>Liver transplant</entityname.livertransplant_q1>
|
||||
<entityname.livertransplant_q2>Liver transplant</entityname.livertransplant_q2>
|
||||
<entityname.livertransplant_q3>Liver transplant</entityname.livertransplant_q3>
|
||||
<entityname.livertransplant_q4>Liver transplant</entityname.livertransplant_q4>
|
||||
<entityname.livertransplant_q5>Liver transplant</entityname.livertransplant_q5>
|
||||
<entityname.lungtransplant>Lung transplant</entityname.lungtransplant>
|
||||
<entityname.lungtransplant_q1>Lung transplant</entityname.lungtransplant_q1>
|
||||
<entityname.lungtransplant_q2>Lung transplant</entityname.lungtransplant_q2>
|
||||
<entityname.lungtransplant_q3>Lung transplant</entityname.lungtransplant_q3>
|
||||
<entityname.lungtransplant_q4>Lung transplant</entityname.lungtransplant_q4>
|
||||
<entityname.lungtransplant_q5>Lung transplant</entityname.lungtransplant_q5>
|
||||
<entityname.kidneytransplant>Kidney transplant</entityname.kidneytransplant>
|
||||
<entityname.kidneytransplant_q1>Kidney transplant</entityname.kidneytransplant_q1>
|
||||
<entityname.kidneytransplant_q2>Kidney transplant</entityname.kidneytransplant_q2>
|
||||
<entityname.kidneytransplant_q3>Kidney transplant</entityname.kidneytransplant_q3>
|
||||
<entityname.kidneytransplant_q4>Kidney transplant</entityname.kidneytransplant_q4>
|
||||
<entityname.kidneytransplant_q5>Kidney transplant</entityname.kidneytransplant_q5>
|
||||
<entityname.hearttransplant>Heart transplant</entityname.hearttransplant>
|
||||
<entityname.hearttransplant_q1>Heart transplant</entityname.hearttransplant_q1>
|
||||
<entityname.hearttransplant_q2>Heart transplant</entityname.hearttransplant_q2>
|
||||
<entityname.hearttransplant_q3>Heart transplant</entityname.hearttransplant_q3>
|
||||
<entityname.hearttransplant_q4>Heart transplant</entityname.hearttransplant_q4>
|
||||
<entityname.hearttransplant_q5>Heart transplant</entityname.hearttransplant_q5>
|
||||
<entityname.braintransplant>Brain transplant</entityname.braintransplant>
|
||||
<entityname.armlock1>Non-working right hand</entityname.armlock1>
|
||||
<entityname.armlock2>Non-working left hand</entityname.armlock2>
|
||||
<!-- AFFLICTIONS -->
|
||||
<!-- TEMPLATE -->
|
||||
<!-- <afflictionname.organdamage></afflictionname.organdamage> -->
|
||||
<!-- <afflictiondescription.organdamage></afflictiondescription.organdamage> -->
|
||||
<!-- <afflictioncauseofdeath.organdamage></afflictioncauseofdeath.organdamage> -->
|
||||
<!-- <afflictioncauseofdeathself.organdamage></afflictioncauseofdeathself.organdamage> -->
|
||||
<!-- /// Heart /// -->
|
||||
<afflictionname.tachycardia>Artan Kalp Atış Hızı</afflictionname.tachycardia>
|
||||
<afflictiondescription.tachycardia>Kalp, ürkütücü bir hızla atıyor.</afflictiondescription.tachycardia>
|
||||
<afflictionname.fibrillation>Düzensiz kalp atışı</afflictionname.fibrillation>
|
||||
<afflictiondescription.fibrillation>Kalp çarpıntılı, titrek bir şekilde atıyor.</afflictiondescription.fibrillation>
|
||||
<afflictionname.cardiacarrest>Kalp Durması</afflictionname.cardiacarrest>
|
||||
<afflictiondescription.cardiacarrest></afflictiondescription.cardiacarrest>
|
||||
<afflictionname.heartattack>Kalp Krizi</afflictionname.heartattack>
|
||||
<afflictiondescription.heartattack></afflictiondescription.heartattack>
|
||||
<afflictionname.heartdamage>Kalp Hasarı</afflictionname.heartdamage>
|
||||
<afflictiondescription.heartdamage></afflictiondescription.heartdamage>
|
||||
<afflictionname.heartfailure>Kalp İflası</afflictionname.heartfailure>
|
||||
<afflictiondescription.heartfailure></afflictiondescription.heartfailure>
|
||||
<afflictionname.heartremoved>Kalpsiz</afflictionname.heartremoved>
|
||||
<afflictiondescription.heartremoved>Kalp cerrahi olarak çıkarıldı.</afflictiondescription.heartremoved>
|
||||
<!-- /// Brain /// -->
|
||||
<afflictionname.cerebralhypoxia>Nörotravma</afflictionname.cerebralhypoxia>
|
||||
<afflictiondescription.cerebralhypoxia></afflictiondescription.cerebralhypoxia>
|
||||
<afflictioncauseofdeath.cerebralhypoxia>Nörotravmadan öldü</afflictioncauseofdeath.cerebralhypoxia>
|
||||
<afflictioncauseofdeathself.cerebralhypoxia>Nörotravmadan öldün.</afflictioncauseofdeathself.cerebralhypoxia>
|
||||
<afflictionname.stroke>İnme</afflictionname.stroke>
|
||||
<afflictiondescription.stroke></afflictiondescription.stroke>
|
||||
<afflictionname.seizure>Nöbet</afflictionname.seizure>
|
||||
<afflictiondescription.seizure></afflictiondescription.seizure>
|
||||
<afflictionname.coma>Koma</afflictionname.coma>
|
||||
<afflictiondescription.coma></afflictiondescription.coma>
|
||||
<afflictionname.brainremoved>Beyinsiz</afflictionname.brainremoved>
|
||||
<afflictiondescription.brainremoved>Beyin cerrahi olarak çıkarıldı.</afflictiondescription.brainremoved>
|
||||
<afflictionname.traumaticshock>Travmatic şok</afflictionname.traumaticshock>
|
||||
<afflictiondescription.traumaticshock>Ameliyat böyle yapılmamalı, Bir şeyler kesinlikle yanlış!</afflictiondescription.traumaticshock>
|
||||
<!-- /// Blood /// -->
|
||||
<afflictionname.bloodpressure>Tansiyon</afflictionname.bloodpressure>
|
||||
<afflictiondescription.bloodpressure></afflictiondescription.bloodpressure>
|
||||
<afflictionname.hypoxemia>hipoksemi</afflictionname.hypoxemia>
|
||||
<afflictiondescription.hypoxemia></afflictiondescription.hypoxemia>
|
||||
<!-- /// Lungs /// -->
|
||||
<afflictionname.respiratoryarrest>Solunum durması</afflictionname.respiratoryarrest>
|
||||
<afflictiondescription.respiratoryarrest>Hasta nefes almıyor.</afflictiondescription.respiratoryarrest>
|
||||
<afflictionname.hyperventilation>Hiperventilasyon</afflictionname.hyperventilation>
|
||||
<afflictiondescription.hyperventilation>Hasta ürkütücü bir hızla nefes alıyor.</afflictiondescription.hyperventilation>
|
||||
<afflictionname.hypoventilation>Hipoventilasyon</afflictionname.hypoventilation>
|
||||
<afflictiondescription.hypoventilation>Hasta endişe verici derecede yavaş bir hızda nefes alıyor.</afflictiondescription.hypoventilation>
|
||||
<afflictionname.dyspnea>Nefes Darlığı</afflictionname.dyspnea>
|
||||
<afflictiondescription.dyspnea>Hastanın nefes alması zor ve sığ.</afflictiondescription.dyspnea>
|
||||
<afflictionname.alkalosis>Alkaloz</afflictionname.alkalosis>
|
||||
<afflictiondescription.alkalosis></afflictiondescription.alkalosis>
|
||||
<afflictionname.acidosis>Asidoz</afflictionname.acidosis>
|
||||
<afflictiondescription.acidosis></afflictiondescription.acidosis>
|
||||
<afflictionname.rili>Radyasyona bağlı akciğer hasarı</afflictionname.rili>
|
||||
<afflictiondescription.rili></afflictiondescription.rili>
|
||||
<afflictionname.pneumothorax>Pnömotoraks</afflictionname.pneumothorax>
|
||||
<afflictiondescription.pneumothorax></afflictiondescription.pneumothorax>
|
||||
<afflictionname.lungdamage>Akciğer Hasarı</afflictionname.lungdamage>
|
||||
<afflictiondescription.lungdamage></afflictiondescription.lungdamage>
|
||||
<afflictionname.lungfailure>Akciğer İflası</afflictionname.lungfailure>
|
||||
<afflictiondescription.lungfailure></afflictiondescription.lungfailure>
|
||||
<afflictionname.lungremoved>Akciğersiz</afflictionname.lungremoved>
|
||||
<afflictiondescription.lungremoved>Akciğerler cerrahi olarak çıkarıldı.</afflictiondescription.lungremoved>
|
||||
<!-- /// kidneys /// -->
|
||||
<afflictionname.kidneydamage>Böbrek Hasarı</afflictionname.kidneydamage>
|
||||
<afflictiondescription.kidneydamage></afflictiondescription.kidneydamage>
|
||||
<afflictionname.kidneyfailure>Böbrek İflası</afflictionname.kidneyfailure>
|
||||
<afflictiondescription.kidneyfailure></afflictiondescription.kidneyfailure>
|
||||
<afflictionname.kidneyremoved>Böbreksiz</afflictionname.kidneyremoved>
|
||||
<afflictiondescription.kidneyremoved>Böbrekler cerrahi olarak çıkarıldı.</afflictiondescription.kidneyremoved>
|
||||
<!-- /// bones /// -->
|
||||
<afflictionname.bonedamage>Kemik Hasarı</afflictionname.bonedamage>
|
||||
<afflictiondescription.bone></afflictiondescription.bone>
|
||||
<afflictionname.bonedeath>Kemik Ölümü</afflictionname.bonedeath>
|
||||
<afflictiondescription.bonedeath></afflictiondescription.bonedeath>
|
||||
<afflictionname.bonegrowth>Uyarılmış kemik büyümesi</afflictionname.bonegrowth>
|
||||
<afflictiondescription.bonegrowth>Kemik büyümesi uyarıldı. Kemik ölümünü iyileştirmek için bu rahatsızlığın her vücut parçasında olması gerekir.</afflictiondescription.bonegrowth>
|
||||
<!-- /// liver /// -->
|
||||
<afflictionname.liverdamage>Karaciğer Hasarı</afflictionname.liverdamage>
|
||||
<afflictiondescription.liverdamage></afflictiondescription.liverdamage>
|
||||
<afflictionname.liverfailure>Karaciğer İflası</afflictionname.liverfailure>
|
||||
<afflictiondescription.liverfailure></afflictiondescription.liverfailure>
|
||||
<afflictionname.liverremoved>Karaciğersiz</afflictionname.liverremoved>
|
||||
<afflictiondescription.liverremoved>Karaciğer cerrahi olarak çıkarıldı.</afflictiondescription.liverremoved>
|
||||
<!-- /// surgery and related /// -->
|
||||
<afflictionname.surgeryincision>Cerrahi insizyon</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Bir neşter ile bir kesi yapıldı.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Klemplenmiş Kanama</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>Cerrahi kanamalar durduruldu.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.arteriesclamp>Klemplenmiş Arter</afflictionname.arteriesclamp>
|
||||
<afflictiondescription.arteriesclamp>Arter kanaması durduruldu, ancak ekstremiteye giden kan akışı ciddi şekilde azaldı.</afflictiondescription.arteriesclamp>
|
||||
<afflictionname.balloonedaorta>Balonlu Aort</afflictionname.balloonedaorta>
|
||||
<afflictiondescription.balloonedaorta>Aort kanamayı durdurdu, ancak ekstremitelerinize ve organlarınıza giden kan akışı kesildi.</afflictiondescription.balloonedaorta>
|
||||
<afflictionname.boneclamp>Atel</afflictionname.boneclamp>
|
||||
<afflictiondescription.boneclamp>Kırık atellendi.</afflictiondescription.boneclamp>
|
||||
<afflictionname.bandaged>Bandaj</afflictionname.bandaged>
|
||||
<afflictiondescription.bandaged>Enfeksiyondan korur, çıkıkları stabilize eder. Hareket biraz yavaşlar.</afflictiondescription.bandaged>
|
||||
<afflictionname.dirtybandage>Kirli Bandaj</afflictionname.dirtybandage>
|
||||
<afflictiondescription.dirtybandage>Enfeksiyonlardan korumak için kullanılırken şimdi tam tersini yapıyor.</afflictiondescription.dirtybandage>
|
||||
<afflictionname.gypsumcast>Alçı</afflictionname.gypsumcast>
|
||||
<afflictiondescription.gypsumcast>Kırıkları iyileştirir ve korur. Hareket yavaşlar. Travma makası kullanarak çıkarın.</afflictiondescription.gypsumcast>
|
||||
<afflictionname.ointmented>Merhem</afflictionname.ointmented>
|
||||
<afflictiondescription.ointmented>Bir antibiyotik jel tabakası, yarayı herhangi bir mikroptan korur ve temizler.</afflictiondescription.ointmented>
|
||||
<afflictionname.needlec>İğne</afflictionname.needlec>
|
||||
<afflictiondescription.needlec>Plevral boşluktaki basıncı normalleştirir</afflictiondescription.needlec>
|
||||
<!--<afflictionname.iced></afflictionname.iced>
|
||||
<afflictiondescription.iced></afflictiondescription.iced>-->
|
||||
<!-- fractures, amputations, dislocations and bleeding arteries-->
|
||||
<afflictionname.ra_fracture>Kırık sağ humerus</afflictionname.ra_fracture>
|
||||
<afflictiondescription.ra_fracture>Sağ kolun kırık.</afflictiondescription.ra_fracture>
|
||||
<afflictionname.la_fracture>Kırık sol humerus</afflictionname.la_fracture>
|
||||
<afflictiondescription.la_fracture>Sol Kolun kırık.</afflictiondescription.la_fracture>
|
||||
<afflictionname.rl_fracture>Kırık sağ Uyluk</afflictionname.rl_fracture>
|
||||
<afflictiondescription.rl_fracture>Sağ bacağın kırık.</afflictiondescription.rl_fracture>
|
||||
<afflictionname.ll_fracture>Kırık sol Uyluk</afflictionname.ll_fracture>
|
||||
<afflictiondescription.ll_fracture>Sol bacağın kırık.</afflictiondescription.ll_fracture>
|
||||
<afflictionname.t_fracture>Kırık Kaburga</afflictionname.t_fracture>
|
||||
<afflictiondescription.t_fracture>Bir veya daha fazla kaburgan kırık.</afflictiondescription.t_fracture>
|
||||
<afflictionname.h_fracture>Kırık Kafatası</afflictionname.h_fracture>
|
||||
<afflictiondescription.h_fracture>Kafatasın kırık.</afflictiondescription.h_fracture>
|
||||
<afflictionname.n_fracture>Kırık Boyun</afflictionname.n_fracture>
|
||||
<afflictiondescription.n_fracture>Boynun kırık.</afflictiondescription.n_fracture>
|
||||
<afflictionname.tra_amputation>Travmatik Amputasyon</afflictionname.tra_amputation>
|
||||
<afflictiondescription.tra_amputation>Most of the tissue of the right arm was torn off.</afflictiondescription.tra_amputation>
|
||||
<afflictionname.tla_amputation>Travmatik Amputasyon</afflictionname.tla_amputation>
|
||||
<afflictiondescription.tla_amputation>Most of the tissue of the left arm was torn off.</afflictiondescription.tla_amputation>
|
||||
<afflictionname.trl_amputation>Travmatik Amputasyon</afflictionname.trl_amputation>
|
||||
<afflictiondescription.trl_amputation>Most of the tissue of the right leg was torn off.</afflictiondescription.trl_amputation>
|
||||
<afflictionname.tll_amputation>Travmatik Amputasyon</afflictionname.tll_amputation>
|
||||
<afflictiondescription.tll_amputation>Most of the tissue of the left leg was torn off.</afflictiondescription.tll_amputation>
|
||||
<afflictionname.th_amputation>Travmatik Amputasyon</afflictionname.th_amputation>
|
||||
<afflictiondescription.th_amputation>Most of the tissue of the head was torn off.</afflictiondescription.th_amputation>
|
||||
<afflictionname.sra_amputation>Amputasyon</afflictionname.sra_amputation>
|
||||
<afflictiondescription.sra_amputation>The right arm was surgically amputated.</afflictiondescription.sra_amputation>
|
||||
<afflictionname.sla_amputation>Amputasyon</afflictionname.sla_amputation>
|
||||
<afflictiondescription.sla_amputation>The left arm was surgically amputated.</afflictiondescription.sla_amputation>
|
||||
<afflictionname.srl_amputation>Amputasyon</afflictionname.srl_amputation>
|
||||
<afflictiondescription.srl_amputation>The right leg was surgically amputated.</afflictiondescription.srl_amputation>
|
||||
<afflictionname.sll_amputation>Amputasyon</afflictionname.sll_amputation>
|
||||
<afflictiondescription.sll_amputation>The left leg was surgically amputated.</afflictiondescription.sll_amputation>
|
||||
<afflictionname.sh_amputation>Amputasyon</afflictionname.sh_amputation>
|
||||
<afflictiondescription.sh_amputation>The head was surgically amputated.</afflictiondescription.sh_amputation>
|
||||
<afflictionname.t_paralysis>Omurilik Hasarı</afflictionname.t_paralysis>
|
||||
<afflictiondescription.t_paralysis>Hasta felç ve vücudunu hissetmiyor.</afflictiondescription.t_paralysis>
|
||||
<afflictioncauseofdeath.t_paralysis>Felçten Öldü</afflictioncauseofdeath.t_paralysis>
|
||||
<afflictioncauseofdeathself.t_paralysis>Felç sebebiyle öldün.</afflictioncauseofdeathself.t_paralysis>
|
||||
<afflictionname.dislocation1>Çıkık</afflictionname.dislocation1>
|
||||
<afflictiondescription.dislocation1>Eklemin bu şekilde bükülmemesi gerekiyor...</afflictiondescription.dislocation1>
|
||||
<afflictionname.dislocation2>Çıkık</afflictionname.dislocation2>
|
||||
<afflictiondescription.dislocation2>Eklemin bu şekilde bükülmemesi gerekiyor...</afflictiondescription.dislocation2>
|
||||
<afflictionname.dislocation3>Çıkık</afflictionname.dislocation3>
|
||||
<afflictiondescription.dislocation3>Eklemin bu şekilde bükülmemesi gerekiyor...</afflictiondescription.dislocation3>
|
||||
<afflictionname.dislocation4>Çıkık</afflictionname.dislocation4>
|
||||
<afflictiondescription.dislocation4>Eklemin bu şekilde bükülmemesi gerekiyor...</afflictiondescription.dislocation4>
|
||||
<afflictionname.ll_arterialcut>Femoral arter kanaması</afflictionname.ll_arterialcut>
|
||||
<afflictiondescription.ll_arterialcut>Bir arter hasar görmüş ve ciddi kan kaybına neden oluyor.</afflictiondescription.ll_arterialcut>
|
||||
<afflictionname.rl_arterialcut>Femoral arter kanaması</afflictionname.rl_arterialcut>
|
||||
<afflictiondescription.rl_arterialcut>Bir arter hasar görmüş ve ciddi kan kaybına neden oluyor.</afflictiondescription.rl_arterialcut>
|
||||
<afflictionname.la_arterialcut>Brakiyal arter kanaması</afflictionname.la_arterialcut>
|
||||
<afflictiondescription.la_arterialcut>Bir arter hasar görmüş ve ciddi kan kaybına neden oluyor.</afflictiondescription.la_arterialcut>
|
||||
<afflictionname.ra_arterialcut>Brakiyal arter kanaması</afflictionname.ra_arterialcut>
|
||||
<afflictiondescription.ra_arterialcut>Bir arter hasar görmüş ve ciddi kan kaybına neden oluyor.</afflictiondescription.ra_arterialcut>
|
||||
<afflictionname.t_arterialcut>Aort Yırtılması</afflictionname.t_arterialcut>
|
||||
<afflictionname.h_arterialcut>Karotis arter kanaması</afflictionname.h_arterialcut>
|
||||
<afflictiondescription.h_arterialcut>Bir arter hasar görmüş ve ciddi kan kaybına neden oluyor.</afflictiondescription.h_arterialcut>
|
||||
<afflictionname.suturedw>Dikişli Yara</afflictionname.suturedw>
|
||||
<afflictiondescription.suturedw>Yaralar dikilerek kapatıldı.</afflictiondescription.suturedw>
|
||||
<afflictionname.immunity>Bağışıklık</afflictionname.immunity>
|
||||
<afflictiondescription.immunity></afflictiondescription.immunity>
|
||||
<afflictionname.infectedwound>Enfekte Yara</afflictionname.infectedwound>
|
||||
<afflictiondescription.infectedwound></afflictiondescription.infectedwound>
|
||||
<afflictionname.sepsis>Septisemi</afflictionname.sepsis>
|
||||
<afflictiondescription.sepsis></afflictiondescription.sepsis>
|
||||
<afflictionname.necrosis>Necroz</afflictionname.necrosis>
|
||||
<afflictiondescription.necrosis></afflictiondescription.necrosis>
|
||||
<afflictioncauseofdeath.necrosis>Nekrotik Yaradan öldü.</afflictioncauseofdeath.necrosis>
|
||||
<afflictioncauseofdeathself.necrosis>Nekrozdan öldün.</afflictioncauseofdeathself.necrosis>
|
||||
<afflictionname.gangrene>Gangren</afflictionname.gangrene>
|
||||
<afflictiondescription.gangrene>Ekstremite küçüldü ve siyaha döndü.</afflictiondescription.gangrene>
|
||||
<afflictionname.afadrenaline>Adrenalin</afflictionname.afadrenaline>
|
||||
<afflictiondescription.afadrenaline></afflictiondescription.afadrenaline>
|
||||
<afflictionname.afstreptokinase>Pıhtı Önleyici</afflictionname.afstreptokinase>
|
||||
<afflictiondescription.afstreptokinase></afflictiondescription.afstreptokinase>
|
||||
<afflictionname.afthiamine>Tiyamin</afflictionname.afthiamine>
|
||||
<afflictiondescription.afthiamine></afflictiondescription.afthiamine>
|
||||
<afflictionname.afsaline>Salin</afflictionname.afsaline>
|
||||
<afflictiondescription.afsaline></afflictiondescription.afsaline>
|
||||
<afflictionname.afringerssolution>Ringer Çözeltisi</afflictionname.afringerssolution>
|
||||
<afflictiondescription.afringerssolution></afflictiondescription.afringerssolution>
|
||||
<afflictionname.afmannitol>Mannitol</afflictionname.afmannitol>
|
||||
<afflictiondescription.afmannitol></afflictiondescription.afmannitol>
|
||||
<afflictionname.afantibiotics>Antibiyotik</afflictionname.afantibiotics>
|
||||
<afflictiondescription.afantibiotics></afflictiondescription.afantibiotics>
|
||||
<afflictionname.afimmunosuppressant>İmmünosupresanlar</afflictionname.afimmunosuppressant>
|
||||
<afflictiondescription.afimmunosuppressant></afflictiondescription.afimmunosuppressant>
|
||||
<afflictionname.hemotransfusionshock>Hemotransfüzyon şoku</afflictionname.hemotransfusionshock>
|
||||
<afflictiondescription.hemotransfusionshock></afflictiondescription.hemotransfusionshock>
|
||||
<afflictionname.foreignbody>Yabancı cisim</afflictionname.foreignbody>
|
||||
<afflictiondescription.foreignbody></afflictiondescription.foreignbody>
|
||||
<afflictionname.tamponade>kardiyak tamponad</afflictionname.tamponade>
|
||||
<afflictiondescription.tamponade></afflictiondescription.tamponade>
|
||||
<afflictionname.internalbleeding>İç Kanama</afflictionname.internalbleeding>
|
||||
<afflictiondescription.internalbleeding></afflictiondescription.internalbleeding>
|
||||
<!-- /// symptoms /// -->
|
||||
<afflictionname.sym_cough>Öksürük</afflictionname.sym_cough>
|
||||
<afflictiondescription.sym_cough>The patient is coughing periodically.</afflictiondescription.sym_cough>
|
||||
<afflictionname.sym_paleskin>Soluk Ten</afflictionname.sym_paleskin>
|
||||
<afflictiondescription.sym_paleskin>The patients skin is pale.</afflictiondescription.sym_paleskin>
|
||||
<afflictionname.sym_lightheadedness>Baş Dönmesi</afflictionname.sym_lightheadedness>
|
||||
<afflictiondescription.sym_lightheadedness>The patient is expressing lightheadedness.</afflictiondescription.sym_lightheadedness>
|
||||
<afflictionname.sym_blurredvision>Bulanık Görme</afflictionname.sym_blurredvision>
|
||||
<afflictiondescription.sym_blurredvision>The patient is expressing blurred vision.</afflictiondescription.sym_blurredvision>
|
||||
<afflictionname.sym_confusion>Bilinç Bulanıklığı</afflictionname.sym_confusion>
|
||||
<afflictiondescription.sym_confusion>The patient seems disoriented and confused.</afflictiondescription.sym_confusion>
|
||||
<afflictionname.sym_headache>Baş Ağrısı</afflictionname.sym_headache>
|
||||
<afflictiondescription.sym_headache>The patient is expressing a headache.</afflictiondescription.sym_headache>
|
||||
<afflictionname.sym_legswelling>Bacak Şişmesi</afflictionname.sym_legswelling>
|
||||
<afflictiondescription.sym_legswelling>The patients legs are swollen.</afflictiondescription.sym_legswelling>
|
||||
<afflictionname.sym_weakness>Zayıflık</afflictionname.sym_weakness>
|
||||
<afflictiondescription.sym_weakness>The patient is expressing weakness in the extremities.</afflictiondescription.sym_weakness>
|
||||
<afflictionname.sym_wheezing>Hırıltı</afflictionname.sym_wheezing>
|
||||
<afflictiondescription.sym_wheezing>The patients breathing is producing a high-pitched noise.</afflictiondescription.sym_wheezing>
|
||||
<afflictionname.sym_vomiting>Kusma</afflictionname.sym_vomiting>
|
||||
<afflictiondescription.sym_vomiting>The patient is vomiting periodically.</afflictiondescription.sym_vomiting>
|
||||
<afflictionname.sym_hematemesis>Kan Kusma</afflictionname.sym_hematemesis>
|
||||
<afflictiondescription.sym_hematemesis>The patient is vomiting blood periodically.</afflictiondescription.sym_hematemesis>
|
||||
<afflictionname.fever>Yüksek Ateş</afflictionname.fever>
|
||||
<afflictiondescription.fever>The patients body temperature is elevated.</afflictiondescription.fever>
|
||||
<afflictionname.sym_abdomdiscomfort>Karın Rahatsızlığı</afflictionname.sym_abdomdiscomfort>
|
||||
<afflictiondescription.sym_abdomdiscomfort>The patient is expressing abdominal discomfort.</afflictiondescription.sym_abdomdiscomfort>
|
||||
<afflictionname.sym_bloating>Şişkinlik</afflictionname.sym_bloating>
|
||||
<afflictiondescription.sym_bloating>The patients abdomen is bloated.</afflictiondescription.sym_bloating>
|
||||
<afflictionname.sym_jaundice>Sarılık</afflictionname.sym_jaundice>
|
||||
<afflictiondescription.sym_jaundice>The patients skin has turned a sickly shade of yellow.</afflictiondescription.sym_jaundice>
|
||||
<afflictionname.sym_sweating>Terleme</afflictionname.sym_sweating>
|
||||
<afflictiondescription.sym_sweating>The patient is sweating excessively.</afflictiondescription.sym_sweating>
|
||||
<afflictionname.sym_palpitations>Çarpıntı</afflictionname.sym_palpitations>
|
||||
<afflictiondescription.sym_palpitations>The patient is expressing palpitations.</afflictiondescription.sym_palpitations>
|
||||
<afflictionname.sym_unconsciousness>Bilinç Kaybı</afflictionname.sym_unconsciousness>
|
||||
<afflictiondescription.sym_unconsciousness>The patient is unconscious.</afflictiondescription.sym_unconsciousness>
|
||||
<afflictionname.inflammation>İltihaplanma</afflictionname.inflammation>
|
||||
<afflictiondescription.inflammation>The area is red, swollen and warm.</afflictiondescription.inflammation>
|
||||
<afflictionname.spasm>Spazm</afflictionname.spasm>
|
||||
<afflictiondescription.spasm>The patient can't control the erratic behaviour of the limb.</afflictiondescription.spasm>
|
||||
<afflictionname.sym_craving>Arzu</afflictionname.sym_craving>
|
||||
<afflictiondescription.sym_craving>The patient is happy enough... so long as they get what they need.</afflictiondescription.sym_craving>
|
||||
<afflictionname.onfire>Yanıyor!</afflictionname.onfire>
|
||||
<afflictiondescription.onfire>The patient is burning alive! Grab an extinguisher!</afflictiondescription.onfire>
|
||||
<afflictionname.pain_chest>Göğüs Ağrısı</afflictionname.pain_chest>
|
||||
<afflictiondescription.pain_chest>The patient is expressing sharp, piercing pain in their chest.</afflictiondescription.pain_chest>
|
||||
<afflictionname.pain_abdominal>Karın Ağrısı</afflictionname.pain_abdominal>
|
||||
<afflictiondescription.pain_abdominal>The patient is expressing persistent pain in their abdomen.</afflictiondescription.pain_abdominal>
|
||||
<afflictionname.pain_extremity>Şiddetli Ağrı</afflictionname.pain_extremity>
|
||||
<afflictiondescription.pain_extremity>The patient is expressing intense pain in the affected area.</afflictiondescription.pain_extremity>
|
||||
<afflictionname.sym_nausea>Mide bulantısı</afflictionname.sym_nausea>
|
||||
<afflictiondescription.sym_nausea>The skin is clammy and the patient is nauseous.</afflictiondescription.sym_nausea>
|
||||
<afflictionname.luabotomy>Lualess</afflictionname.luabotomy>
|
||||
<afflictiondescription.luabotomy>Lua isn't running. That means neurotrauma and any other mods that use it won't work. Please read the workshop pages of mods you plan to use.</afflictiondescription.luabotomy>
|
||||
<afflictionname.analgesia>Analjezi</afflictionname.analgesia>
|
||||
<afflictiondescription.analgesia>Insensitivity to pain.</afflictiondescription.analgesia>
|
||||
<afflictionname.anesthesia>Anestezi</afflictionname.anesthesia>
|
||||
<afflictiondescription.anesthesia>The patient has drug-induced amnesia and sedation.</afflictiondescription.anesthesia>
|
||||
<afflictionname.burn_deg1>Birinci Derece Yanık</afflictionname.burn_deg1>
|
||||
<afflictiondescription.burn_deg1>The area is red and painful to the touch.</afflictiondescription.burn_deg1>
|
||||
<afflictionname.burn_deg2>İkinci Derece Yanık</afflictionname.burn_deg2>
|
||||
<afflictiondescription.burn_deg2>There are very painful blisters littering the affected area.</afflictiondescription.burn_deg2>
|
||||
<afflictionname.burn_deg3>Üçüncü Derece Yanık</afflictionname.burn_deg3>
|
||||
<afflictiondescription.burn_deg3>The patient doesn't feel pain in the now leathery, stiff area.</afflictiondescription.burn_deg3>
|
||||
<!-- /// Surgery /// -->
|
||||
<afflictionname.surgeryincision>Cerrahi İnsizyon</afflictionname.surgeryincision>
|
||||
<afflictiondescription.surgeryincision>Hastaya kesi yapıldı.</afflictiondescription.surgeryincision>
|
||||
<afflictionname.clampedbleeders>Klemplenmiş Kanama</afflictionname.clampedbleeders>
|
||||
<afflictiondescription.clampedbleeders>İnsizyondan kaynaklanan kanama durduruldu.</afflictiondescription.clampedbleeders>
|
||||
<afflictionname.retractedskin>Sıyrılmış Deri</afflictionname.retractedskin>
|
||||
<afflictiondescription.retractedskin>Deri retraktörler tarafından sıyrıldı.</afflictiondescription.retractedskin>
|
||||
<afflictionname.drilledbones>Delinmiş Kemik</afflictionname.drilledbones>
|
||||
<afflictiondescription.drilledbones>Kemikler ortopedik işlemler için hazırlanmıştır.</afflictiondescription.drilledbones>
|
||||
<afflictionname.suturedi>Dikişlenmiş İnsizyon</afflictionname.suturedi>
|
||||
<afflictiondescription.suturedi>Bir kesi dikişlerle kapatılmıştır.</afflictiondescription.suturedi>
|
||||
<afflictionname.bonecut>Kemik Kesildi</afflictionname.bonecut>
|
||||
<afflictiondescription.bonecut>Kemik testere yardımıyla kesildi.</afflictiondescription.bonecut>
|
||||
<!-- /// SIGNALS /// -->
|
||||
<connection.aliveout>Alive</connection.aliveout>
|
||||
<connection.consciousout>Conscious</connection.consciousout>
|
||||
<connection.nameout>Patient_name</connection.nameout>
|
||||
<connection.vitalityout>Vitality</connection.vitalityout>
|
||||
<connection.heartrateout>Heartrate</connection.heartrateout>
|
||||
<connection.breathingrateout>Breathingrate</connection.breathingrateout>
|
||||
<connection.bloodpressureout>Bloodpressure</connection.bloodpressureout>
|
||||
<connection.bloodoxygenout>Bloodoxygen</connection.bloodoxygenout>
|
||||
<connection.neurotraumaout>Neurotrauma</connection.neurotraumaout>
|
||||
<connection.organdamageout>Organdamage</connection.organdamageout>
|
||||
<connection.insurgeryout>In_surgery</connection.insurgeryout>
|
||||
<connection.causeofdeathout>Cause_of_death</connection.causeofdeathout>
|
||||
<connection.bloodphout>Kan_pH</connection.bloodphout>
|
||||
<!-- misc -->
|
||||
<roomname.surgical>Cerrahi</roomname.surgical>
|
||||
<!-- A1.8 -->
|
||||
<afflictionname.afpressuredrug>Tansiyon Düşürücü</afflictionname.afpressuredrug>
|
||||
<entityname.pressuremeds>Sodyum Nitroprussid</entityname.pressuremeds>
|
||||
<entitydescription.pressuremeds>Tansiyonu düşürmek için kullanılan bir ilaç.</entitydescription.pressuremeds>
|
||||
<entityname.medstartercrate>Tıbbi Başlangıç Sandığı</entityname.medstartercrate>
|
||||
<entitydescription.medstartercrate>Tüm temel unsurları içeren, tek bir üretim tarifine uygun şekilde paketlenmiş bir sandık.</entitydescription.medstartercrate>
|
||||
</infotexts>
|
100
Neurotrauma/Lua/Autorun/init.lua
Normal file
100
Neurotrauma/Lua/Autorun/init.lua
Normal file
@@ -0,0 +1,100 @@
|
||||
--if Game.IsMultiplayer and CLIENT then return end
|
||||
|
||||
NT = {} -- Neurotrauma
|
||||
NT.Name = "Neurotrauma"
|
||||
NT.Version = "A1.12.1"
|
||||
NT.VersionNum = 01120100
|
||||
NT.Path = table.pack(...)[1]
|
||||
|
||||
dofile(NT.Path .. "/Lua/Scripts/helperfunctions.lua")
|
||||
|
||||
-- all things config
|
||||
dofile(NT.Path .. "/Lua/Scripts/configdata.lua")
|
||||
|
||||
-- server-side code (also run in singleplayer)
|
||||
if (Game.IsMultiplayer and SERVER) or not Game.IsMultiplayer then
|
||||
-- Version and expansion display
|
||||
Timer.Wait(function()
|
||||
Timer.Wait(function()
|
||||
local runstring = "\n/// Running Neurotrauma V " .. NT.Version .. " ///\n"
|
||||
|
||||
-- add dashes
|
||||
local linelength = string.len(runstring) + 4
|
||||
local i = 0
|
||||
while i < linelength do
|
||||
runstring = runstring .. "-"
|
||||
i = i + 1
|
||||
end
|
||||
local hasAddons = #NTC.RegisteredExpansions > 0
|
||||
|
||||
-- add expansions
|
||||
for val in NTC.RegisteredExpansions do
|
||||
runstring = runstring .. "\n+ " .. (val.Name or "Unnamed expansion") .. " V " .. (val.Version or "???")
|
||||
if val.MinNTVersion ~= nil and NT.VersionNum < (val.MinNTVersionNum or 1) then
|
||||
runstring = runstring
|
||||
.. "\n-- WARNING! Neurotrauma version "
|
||||
.. val.MinNTVersion
|
||||
.. " or higher required!"
|
||||
end
|
||||
end
|
||||
|
||||
-- No expansions
|
||||
runstring = runstring .. "\n"
|
||||
if not hasAddons then
|
||||
runstring = runstring .. "- Not running any expansions\n"
|
||||
end
|
||||
|
||||
print(runstring)
|
||||
end, 1)
|
||||
end, 1)
|
||||
|
||||
--dofile(NT.Path .. "/Lua/Scripts/Server/characterpatches.lua")
|
||||
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/ntcompat.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/blood.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/humanupdate.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/ondamaged.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/items.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/onfire.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/cpr.lua")
|
||||
--dofile(NT.Path.."/Lua/Scripts/Server/surgerytable.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/fuckbots.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/lootcrates.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/multiscalpel.lua") -- its important for this to run after items.lua
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/falldamage.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/screams.lua")
|
||||
dofile(NT.Path .. "/Lua/Scripts/Server/modconflict.lua")
|
||||
|
||||
dofile(NT.Path .. "/Lua/Scripts/testing.lua")
|
||||
end
|
||||
|
||||
-- server-side code only
|
||||
if SERVER then
|
||||
Networking.Receive("NT.ConfigUpdate", function(msg, sender)
|
||||
if not sender.HasPermission(ClientPermissions.ManageSettings) then
|
||||
return
|
||||
end
|
||||
NTConfig.ReceiveConfig(msg)
|
||||
NTConfig.SaveConfig()
|
||||
end)
|
||||
|
||||
Networking.Receive("NT.ConfigRequest", function(msg, sender)
|
||||
if not sender then
|
||||
return
|
||||
end
|
||||
NTConfig.SendConfig(sender)
|
||||
end)
|
||||
end
|
||||
|
||||
-- client-side code
|
||||
if CLIENT then
|
||||
dofile(NT.Path .. "/Lua/Scripts/Client/configgui.lua")
|
||||
end
|
||||
|
||||
-- Shared and singleplayer code
|
||||
dofile(NT.Path .. "/Lua/Scripts/Shared/surgerytable.lua") -- Heelge: fix for https://github.com/OlegBSTU/Neurotrauma/issues/15
|
||||
--dofile(NT.Path .. "/Lua/Scripts/Shared/pronecolliderfix.lua") -- Heelge: fix collider on prone (thx Lua man), but it has 2 ms perf drop so commented out
|
||||
|
||||
-- Consent Required Extended with adjustments
|
||||
-- mod page: https://steamcommunity.com/sharedfiles/filedetails/?id=2892602084
|
||||
dofile(NT.Path .. "/Lua/ConsentRequiredExtended/init.lua")
|
146
Neurotrauma/Lua/ConsentRequiredExtended/Api.lua
Normal file
146
Neurotrauma/Lua/ConsentRequiredExtended/Api.lua
Normal file
@@ -0,0 +1,146 @@
|
||||
-- Consent Required API
|
||||
-- Any Lua script can access this API by adding this line:
|
||||
-- local Api = require "com.github.cintique.ConsentRequired.Api"
|
||||
local Environment = require("ConsentRequiredExtended.Util.Environment")
|
||||
local Barotrauma = require("ConsentRequiredExtended.Util.Barotrauma")
|
||||
|
||||
local _ENV = Environment.PrepareEnvironment(_ENV)
|
||||
|
||||
-- Table of identifiers (strings) of items that when used
|
||||
-- as a treatment on an NPC from a different team,
|
||||
-- causes that NPC (and their allies) to become hostile
|
||||
-- towards the player.
|
||||
local affectedItems = {}
|
||||
|
||||
---Adds an item (by identifier string) to `affectedItems`.
|
||||
---@param identifier string
|
||||
function AddAffectedItem(identifier)
|
||||
table.insert(affectedItems, identifier)
|
||||
end
|
||||
|
||||
LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.AbandonedOutpostMission"], "requireRescue")
|
||||
|
||||
-- Character type doesn't have tags we can assign a custom "rescuetarget" tag to
|
||||
-- So instead we just hold characters which need rescue in a table and compare their entity IDs
|
||||
-- This table is only resfreshed on roundstart
|
||||
local rescuetargets = {}
|
||||
|
||||
---Returns a boolean indicating whether a given item is affected or not.
|
||||
---@param identifier string The identifier of the item that we are testing.
|
||||
---@return boolean isAffected True if the item is affected, false otherwise.
|
||||
function IsItemAffected(identifier)
|
||||
for _, item in pairs(affectedItems) do
|
||||
if item == identifier or HF.StartsWith(identifier, item) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local ADD_ATTACKER_DAMAGE = 130 -- Heelge: this used to max out negative rep gain, now only around 4 negative rep, any less negative rep is too forgiving.
|
||||
|
||||
---@param aiChar Barotrauma_Character The AI character to be made hostile.
|
||||
---@param instigator Barotrauma_Character The character to be the target of the AI's wrath.
|
||||
function makeHostile(aiChar, instigator)
|
||||
aiChar.AIController.OnAttacked(instigator, Barotrauma.AttackResult.NewAttackResultFromDamage(ADD_ATTACKER_DAMAGE))
|
||||
aiChar.AddAttacker(instigator, ADD_ATTACKER_DAMAGE)
|
||||
end
|
||||
|
||||
---@param char1 Barotrauma_Character Character one.
|
||||
---@param char2 Barotrauma_Character Character two.
|
||||
---@return boolean charactersAreOnSameTeam True if characters one & two are on the same team, false otherwise.
|
||||
function isOnSameTeam(char1, char2)
|
||||
local team1 = char1.TeamID
|
||||
local team2 = char2.TeamID
|
||||
return team1 == team2
|
||||
end
|
||||
|
||||
---Updates current rescue targets list, separate so we dont cycle thru all missions every time we apply item to chacter. Use IsRescueTarget(target) after this.
|
||||
function UpdateRescueTargets()
|
||||
rescuetargets = {}
|
||||
for mission in Game.GameSession.Missions do
|
||||
if LuaUserData.IsTargetType(mission.Prefab.MissionClass, "Barotrauma.AbandonedOutpostMission") then
|
||||
for character in mission.requireRescue do
|
||||
rescuetargets[character.ID] = character
|
||||
--table.insert(rescuetargets, character)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- print('rescue targets =')
|
||||
-- for char in rescuetargets do print(char.Name) end
|
||||
end
|
||||
|
||||
---@param target Barotrauma_Character The character we want to confirm as being rescued
|
||||
---@return boolean consent True if target is rescue mission target, false otherwise
|
||||
function IsRescueTarget(target)
|
||||
-- for char in rescuetargets do
|
||||
-- if target.ID == char.ID then return true end
|
||||
-- end
|
||||
if rescuetargets[target.ID] ~= nil then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
---@param user Barotrauma_Character The character who desires consent.
|
||||
---@param target Barotrauma_Character The character who gives consent
|
||||
---@return boolean consent True if consent is given, false otherwise.
|
||||
function hasConsent(user, target)
|
||||
return isOnSameTeam(user, target) or target.IsEscorted or IsRescueTarget(target) -- No longer needs to be shared.
|
||||
end
|
||||
|
||||
---@param aiChar Barotrauma_Character The (AI but not necessarily) character whose sight is being tested.
|
||||
---@param target Barotrauma_Character The character to be seen.
|
||||
---@return boolean aiCanSeeTarget True if the AI can see the target character.
|
||||
function canAiSeeTarget(aiChar, target)
|
||||
-- I'll just use what Barotrauma uses for witness line of sight
|
||||
local aiVisibleHulls = aiChar.GetVisibleHulls()
|
||||
local targetCurrentHull = target.CurrentHull
|
||||
for _, visibleHull in pairs(aiVisibleHulls) do
|
||||
if targetCurrentHull == visibleHull then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
---@param user Barotrauma_Character The character of the instigator being witnessed.
|
||||
---@param victim Barotrauma_Character The character of the victim of the crime being witnessed.
|
||||
---@return Barotrauma_Character[] Characters that have witnessed the crime.
|
||||
function getWitnessesToCrime(user, victim)
|
||||
local witnesses = {}
|
||||
for _, char in pairs(Character.CharacterList) do
|
||||
if
|
||||
not char.Removed
|
||||
and not char.IsUnconscious
|
||||
and char.IsBot
|
||||
and char.IsHuman
|
||||
and isOnSameTeam(char, victim)
|
||||
then
|
||||
local isWitnessingUser = canAiSeeTarget(char, user)
|
||||
if isWitnessingUser then
|
||||
table.insert(witnesses, char)
|
||||
end
|
||||
end
|
||||
end
|
||||
return witnesses
|
||||
end
|
||||
|
||||
---@param user Barotrauma_Character The character that is applying the affected item.
|
||||
---@param target Barotrauma_Character The character of the target of the affected item's application.
|
||||
function onAffectedItemApplied(user, target)
|
||||
if not hasConsent(user, target) and target.IsBot and target.IsHuman then
|
||||
if not target.IsIncapacitated and target.Stun <= 10 then
|
||||
makeHostile(target, user)
|
||||
else
|
||||
-- Vanilla Barotrauma Human AI doesn't care what you do to their unconscious teammates, even shooting them in the head
|
||||
-- Let's fix that for this particular case of mistreatment
|
||||
local witnesses = getWitnessesToCrime(user, target)
|
||||
for _, witness in pairs(witnesses) do
|
||||
makeHostile(witness, user)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Environment.Export(_ENV)
|
64
Neurotrauma/Lua/ConsentRequiredExtended/Config.lua
Normal file
64
Neurotrauma/Lua/ConsentRequiredExtended/Config.lua
Normal file
@@ -0,0 +1,64 @@
|
||||
-- User edited configuration file.
|
||||
local Environment = require("ConsentRequiredExtended.Util.Environment")
|
||||
|
||||
local _ENV = Environment.PrepareEnvironment(_ENV)
|
||||
|
||||
--------- Start editing here ---------
|
||||
|
||||
AffectedItems = {
|
||||
-- Neurotrauma
|
||||
-- "healthscanner", --健康扫描仪 -- whats a tiny bit of radiation damage between friends?
|
||||
"bloodanalyzer", --血液分析仪
|
||||
"opium", --药用鸦片
|
||||
"antidama1", --吗啡
|
||||
"antidama2", --芬太尼
|
||||
"antibleeding3", --抗生素凝膠
|
||||
"propofol", -- 异丙酚
|
||||
"mannitol", -- 甘露醇
|
||||
"pressuremeds", -- 压力药物
|
||||
"multiscalpel", -- 多功能手术刀
|
||||
"advscalpel", -- 手术刀
|
||||
"advhemostat", -- 止血钳
|
||||
"advretractors", -- 皮肤牵引器
|
||||
"tweezers", -- 镊子
|
||||
"surgicaldrill", -- 骨钻
|
||||
"surgerysaw", -- 手术锯
|
||||
"organscalpel_liver", -- 器官切割刀:肝脏
|
||||
"organscalpel_lungs", -- 器官切割刀:肺
|
||||
"organscalpel_kidneys", -- 器官切割刀:肾脏
|
||||
"organscalpel_heart", -- 器官切割刀:心脏
|
||||
"organscalpel_brain", -- 器官切割刀:大脑
|
||||
"emptybloodpack", -- 空血袋
|
||||
"bloodpack",
|
||||
"alienblood", -- 异星血浆
|
||||
"tourniquet", -- 止血带
|
||||
"defibrillator", -- 手动除颤器
|
||||
"aed", -- 智能除颤器
|
||||
"bvm", -- 人工呼吸器
|
||||
"antibiotics", -- 广谱抗生素
|
||||
"sulphuricacid", -- 硫酸
|
||||
"divingknife", -- 潜水刀
|
||||
"divingknifedementonite", -- 攝魂潛水刀
|
||||
"divingknifehardened", -- 硬化潛水刀
|
||||
"crowbar", -- 潜水刀
|
||||
"crowbardementonite", -- 攝魂撬棍
|
||||
"crowbarhardened", -- 硬化撬棍
|
||||
"stasisbag", -- 冷藏袋
|
||||
"autocpr", -- 全自动CPR
|
||||
-- NeuroEyes
|
||||
"organscalpel_eyes", -- 器官切割刀:眼睛
|
||||
-- blahaj 布罗艾鲨鱼
|
||||
-- "blahaj", -- 布罗艾鲨鱼 -- Blahaj never hurt anyone
|
||||
-- "blahajplus", -- 大鲨鲨
|
||||
"blahajplusplus", -- 超大鲨鲨
|
||||
-- Pharmacy 制药大师
|
||||
"custompill", -- 自制药丸
|
||||
"custompill_horsepill", -- 大药丸
|
||||
"custompill_tablets", -- 药片
|
||||
-- vanilla 原版
|
||||
"toyhammer", -- 玩具锤子
|
||||
}
|
||||
|
||||
--------- Stop editing here ---------
|
||||
|
||||
return Environment.Export(_ENV)
|
31
Neurotrauma/Lua/ConsentRequiredExtended/Main.lua
Normal file
31
Neurotrauma/Lua/ConsentRequiredExtended/Main.lua
Normal file
@@ -0,0 +1,31 @@
|
||||
-- Do not take my blood or organs without my consent, thanks.
|
||||
-- Causes AI to get angry at you if you use certain medical items on them.
|
||||
-- These items are those related to organ and blood removal.
|
||||
-- This mod is meant to be accompanied by Neurotrauma, and aims to
|
||||
-- resolve the issue of being freely able to steal blood/organs from
|
||||
-- neutral NPCs (e.g. outposts, VIPs) without them getting mad at you.
|
||||
local Api = require("ConsentRequiredExtended.Api")
|
||||
local OnItemApplied = require("ConsentRequiredExtended.OnItemApplied")
|
||||
local onMeleeWeaponHandleImpact = require("ConsentRequiredExtended.onMeleeWeaponHandleImpact")
|
||||
local Config = require("ConsentRequiredExtended.Config")
|
||||
|
||||
local LUA_EVENT_ITEM_APPLYTREATMENT = "item.ApplyTreatment"
|
||||
local HOOK_NAME_ITEM_APPLYTREATMENT = "ConsentRequiredExtended.onItemApplyTreatment"
|
||||
|
||||
local LUA_EVENT_MELEEWEAPON_HANDLEIMPACT = "meleeWeapon.handleImpact"
|
||||
local HOOK_NAME_MELEEWEAPON_HANDLEIMPACT = "ConsentRequiredExtended.onMeleeWeaponHandleImpact"
|
||||
|
||||
local LUA_EVENT_ROUNDSTART = "roundStart"
|
||||
local HOOK_NAME_UPDATE_RESCUETARGETS = "ConsentRequiredExtended.onUpdateRescueTargets"
|
||||
|
||||
-- Set up affected items from config.
|
||||
for _, affectedItem in pairs(Config.AffectedItems) do
|
||||
Api.AddAffectedItem(affectedItem)
|
||||
end
|
||||
|
||||
Hook.Add(LUA_EVENT_ITEM_APPLYTREATMENT, HOOK_NAME_ITEM_APPLYTREATMENT, OnItemApplied)
|
||||
|
||||
-- damn meleeWeapon
|
||||
Hook.Add(LUA_EVENT_MELEEWEAPON_HANDLEIMPACT, HOOK_NAME_MELEEWEAPON_HANDLEIMPACT, onMeleeWeaponHandleImpact)
|
||||
|
||||
Hook.Add(LUA_EVENT_ROUNDSTART, HOOK_NAME_UPDATE_RESCUETARGETS, Api.UpdateRescueTargets)
|
20
Neurotrauma/Lua/ConsentRequiredExtended/OnItemApplied.lua
Normal file
20
Neurotrauma/Lua/ConsentRequiredExtended/OnItemApplied.lua
Normal file
@@ -0,0 +1,20 @@
|
||||
local Api = require("ConsentRequiredExtended.Api")
|
||||
|
||||
local function isItemAffected(identifier)
|
||||
return Api.IsItemAffected(identifier)
|
||||
end
|
||||
|
||||
---@param item Barotrauma_Item Item being applied.
|
||||
---@param user Barotrauma_Character The character that is applying the item.
|
||||
---@param target Barotrauma_Character The character of the target of the item's application.
|
||||
local function OnItemApplied(item, user, target)
|
||||
if not NTConfig.Get("NTCRE_ConsentRequired", true) then
|
||||
return
|
||||
end
|
||||
local itemIdentifier = item.Prefab.Identifier.Value
|
||||
if isItemAffected(itemIdentifier) then
|
||||
Api.onAffectedItemApplied(user, target)
|
||||
end
|
||||
end
|
||||
|
||||
return OnItemApplied
|
90
Neurotrauma/Lua/ConsentRequiredExtended/Util/Barotrauma.lua
Normal file
90
Neurotrauma/Lua/ConsentRequiredExtended/Util/Barotrauma.lua
Normal file
@@ -0,0 +1,90 @@
|
||||
-- Functions for interfacing with Barotrauma.
|
||||
|
||||
local Environment = require 'ConsentRequiredExtended.Util.Environment'
|
||||
local _ENV = Environment.PrepareEnvironment(_ENV)
|
||||
|
||||
-- local Clr = require 'ConsentRequiredExtended.Util.Clr'
|
||||
-- local UserData = require 'ConsentRequiredExtended.Util.UserData'
|
||||
|
||||
---Functions related to working with Barotrauma.AttackResult.
|
||||
AttackResult = {}
|
||||
|
||||
---Initialise AttackResults.
|
||||
-- local function Init_AttackResult()
|
||||
-- -- Registrations.
|
||||
-- UserData.RegisterStandardType("System.Reflection.FieldInfo")
|
||||
|
||||
-- -- Construct a List<Affliction> generic type.
|
||||
-- local afflictionsListClrType = Clr.CreateConstructedGenericType("System.Collections.Generic.List`1", "Barotrauma.Affliction")
|
||||
-- local attackResultAfflictionsField = Clr.GetRawClrType("Barotrauma.AttackResult").GetField("Afflictions")
|
||||
|
||||
-- ---Instantiates a new AttackResult with damage and empty afflictions.
|
||||
-- ---@param damage number An amount of damage.
|
||||
-- function AttackResult.NewAttackResultFromDamage(damage)
|
||||
-- -- Instantiate a new AttackResult.
|
||||
-- local attackResult = _G.AttackResult(damage, nil)
|
||||
|
||||
-- -- Instantiate an empty List<Afflictions> (this is to prevent NREs),
|
||||
-- -- and set it to attackResult.Afflictions. This is a readonly field,
|
||||
-- -- hence the use of reflection.
|
||||
-- local afflictionsList = UserData.FromClrType({}, afflictionsListClrType)
|
||||
-- attackResultAfflictionsField.SetValue(attackResult, afflictionsList)
|
||||
|
||||
-- return attackResult
|
||||
-- end
|
||||
-- end
|
||||
|
||||
---Initialise AttackResults without needing to register system.type and reflections
|
||||
local function Init_AttackResult()
|
||||
-- Registrations.
|
||||
LuaUserData.MakePropertyAccessible(Descriptors['Barotrauma.AttackResult'], 'Damage')
|
||||
|
||||
---Instantiates a new AttackResult with damage and empty afflictions.
|
||||
---@param damage number An amount of damage.
|
||||
function AttackResult.NewAttackResultFromDamage(damage)
|
||||
-- I have not noticed any NREs from affliction list being null
|
||||
-- but just in case here is version which intializes with empty list
|
||||
-- Also uncomment MakePropertyAccessible Damage above
|
||||
local attackResult = _G.AttackResult({}, nil, {})
|
||||
attackResult.Damage = damage
|
||||
|
||||
--local attackResult = _G.AttackResult(damage)
|
||||
|
||||
return attackResult
|
||||
end
|
||||
end
|
||||
|
||||
---Runs at start-up, handles registrations, etc.
|
||||
function Init()
|
||||
Init_AttackResult()
|
||||
end
|
||||
|
||||
function Test()
|
||||
local errors = {}
|
||||
local function AssertEquals(testDescription, expected, got)
|
||||
if expected ~= got then
|
||||
local errorString = string.format(
|
||||
"Test Error: %s\n\texpected = %s\n\tgot = %s",
|
||||
testDescription,
|
||||
tostring(expected),
|
||||
tostring(got)
|
||||
)
|
||||
table.insert(errors, errorString)
|
||||
end
|
||||
end
|
||||
local atkRes = AttackResult.NewAttackResultFromDamage(10)
|
||||
AssertEquals("atkRes.Damage", 10, atkRes.Damage)
|
||||
AssertEquals("atkRes.Afflictions is null", true, atkRes.Afflictions ~= nil)
|
||||
AssertEquals("#atkRes.Afflictions is non-zero", 0, #atkRes.Afflictions)
|
||||
|
||||
if #errors == 0 then
|
||||
print("Tests successful")
|
||||
else
|
||||
for _, err in pairs(errors) do
|
||||
print(err)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Init()
|
||||
return Environment.Export(_ENV)
|
74
Neurotrauma/Lua/ConsentRequiredExtended/Util/Clr.lua
Normal file
74
Neurotrauma/Lua/ConsentRequiredExtended/Util/Clr.lua
Normal file
@@ -0,0 +1,74 @@
|
||||
-- Functions for working with CLR types.
|
||||
|
||||
local Environment = require 'ConsentRequiredExtended.Util.Environment'
|
||||
local _ENV = Environment.PrepareEnvironment(_ENV)
|
||||
|
||||
local UserData = require 'ConsentRequiredExtended.Util.UserData'
|
||||
|
||||
---Construct ClrType wrapper table for CLR types.
|
||||
---@param underlyingType userdata The underlying type (CLR type: System.Type).
|
||||
---@return ClrType Wrapper table for working with CLR types.
|
||||
local function New(underlyingType)
|
||||
---@class ClrType
|
||||
local clrType = {}
|
||||
|
||||
---Instantiate an object for the given CLR type.
|
||||
---@return any An instance of the CLR type. Actual Lua type depends on MoonSharp conversions.
|
||||
function clrType:Instantiate()
|
||||
-- TODO: Implement args.
|
||||
return underlyingType.Assembly.CreateInstance(underlyingType.FullName)
|
||||
end
|
||||
|
||||
---Get the underlying type as a raw CLR type object.
|
||||
---@return userdata The raw underlying type (CLR type: System.Type).
|
||||
function clrType:GetUnderlyingType()
|
||||
return underlyingType
|
||||
end
|
||||
|
||||
---Get the full name of the CLR type.
|
||||
---@return string The full name of the type.
|
||||
function clrType:GetFullName()
|
||||
return underlyingType.FullName
|
||||
end
|
||||
|
||||
return clrType
|
||||
end
|
||||
|
||||
---Create a constructed generic type.
|
||||
---@param genericTypeName string The name of the generic type to construct and register.
|
||||
---@vararg string
|
||||
---@return ClrType The constructed generic type.
|
||||
function CreateConstructedGenericType(genericTypeName, ...)
|
||||
local genericTypeArgumentsString = table.pack(...)
|
||||
|
||||
local genericTypeArgumentsType = {}
|
||||
for _, typeString in pairs(genericTypeArgumentsString) do
|
||||
table.insert(genericTypeArgumentsType, GetRawClrType(typeString))
|
||||
end
|
||||
|
||||
local genericTypeDefinition = GetRawClrType(genericTypeName)
|
||||
local constructedGenericType = genericTypeDefinition.MakeGenericType(table.unpack(genericTypeArgumentsType))
|
||||
return New(constructedGenericType)
|
||||
end
|
||||
|
||||
---Get a System.Type object from a type name.
|
||||
---@param typeName string Name of the type.
|
||||
---@return userdata The type object (CLR type: System.Type).
|
||||
function GetRawClrType(typeName)
|
||||
return LuaUserData.GetType(typeName)
|
||||
end
|
||||
|
||||
---Get a ClrType instance wrapping a Type object that matches the type name.
|
||||
---@param typeName string Name of the type.
|
||||
---@return ClrType The CLR type.
|
||||
function GetClrType(typeName)
|
||||
return New(GetRawClrType(typeName))
|
||||
end
|
||||
|
||||
local function Init()
|
||||
UserData.RegisterStandardType("System.Type")
|
||||
UserData.RegisterStandardType("System.Reflection.RuntimeAssembly")
|
||||
end
|
||||
|
||||
Init()
|
||||
return Environment.Export(_ENV)
|
32
Neurotrauma/Lua/ConsentRequiredExtended/Util/Environment.lua
Normal file
32
Neurotrauma/Lua/ConsentRequiredExtended/Util/Environment.lua
Normal file
@@ -0,0 +1,32 @@
|
||||
-- Functions for managing the mod's environment.
|
||||
|
||||
---Isolate a function or module's environment from Global.
|
||||
---@param env table The _ENV table.
|
||||
local function prepareEnvironment(env)
|
||||
return setmetatable(
|
||||
{},
|
||||
{
|
||||
__index = _G,
|
||||
}
|
||||
)
|
||||
end
|
||||
|
||||
local _ENV = prepareEnvironment(_ENV)
|
||||
|
||||
PrepareEnvironment = prepareEnvironment
|
||||
|
||||
---Create an empty table whose metatable indexes non-local variables declared within
|
||||
---a function/module's environment, and is immutable to any changes.
|
||||
---@param env table The _ENV table.
|
||||
---@return table Empty table that interfaces with _ENV.
|
||||
function Export(env)
|
||||
return setmetatable(
|
||||
{},
|
||||
{
|
||||
__index = function(t, k) return env[k] end,
|
||||
__newindex = function() error("Attempted to modify a protected table.") end
|
||||
}
|
||||
)
|
||||
end
|
||||
|
||||
return Export(_ENV)
|
35
Neurotrauma/Lua/ConsentRequiredExtended/Util/UserData.lua
Normal file
35
Neurotrauma/Lua/ConsentRequiredExtended/Util/UserData.lua
Normal file
@@ -0,0 +1,35 @@
|
||||
-- Functions for creating userdata.
|
||||
|
||||
local Environment = require 'ConsentRequiredExtended.Util.Environment'
|
||||
local _ENV = Environment.PrepareEnvironment(_ENV)
|
||||
|
||||
---Create a userdata that references the type in a static context.
|
||||
---@param clrTypeName string The name of the type to point to.
|
||||
---@return userdata A userdata that references the type in a static context.
|
||||
function FromStringStatic(clrTypeName)
|
||||
LuaUserData.CreateStatic(clrTypeName)
|
||||
end
|
||||
|
||||
---Create a userdata that references the type described by a ClrType in a static context.
|
||||
---@param clrType ClrType ClrType that describes the type being referenced.
|
||||
---@return userdata A userdata that references the type in a static context.
|
||||
function FromClrTypeStatic(clrType)
|
||||
return FromStringStatic(clrType:GetFullName())
|
||||
end
|
||||
|
||||
---Create a userdata that references an instance of a CLR type with conversion.
|
||||
---@param value any A Lua value to convert to a CLR object of the given type and wrap up in a userdata.
|
||||
---@param clrType ClrType The CLR type to instantiate and wrap in the userdata.
|
||||
---@return userdata A userdata that references the an instance of the CLR type.
|
||||
function FromClrType(value, clrType)
|
||||
return LuaUserData.CreateUserDataFromType(value, clrType:GetUnderlyingType())
|
||||
end
|
||||
|
||||
---Register standard types with MoonSharp. For generics use RegisterClrType.ConstructedGenericType.
|
||||
---@param typeName string Name of the type to register.
|
||||
function RegisterStandardType(typeName)
|
||||
local desc = LuaUserData.RegisterType(typeName)
|
||||
_G.Descriptors[typeName] = desc
|
||||
end
|
||||
|
||||
return Environment.Export(_ENV)
|
16
Neurotrauma/Lua/ConsentRequiredExtended/init.lua
Normal file
16
Neurotrauma/Lua/ConsentRequiredExtended/init.lua
Normal file
@@ -0,0 +1,16 @@
|
||||
local SRC_NAMESPACE = "ConsentRequiredExtended."
|
||||
local MAIN = "Main"
|
||||
local LUA_EVENT_LOADED = "loaded"
|
||||
local HOOK_NAME_ON_LOADED = "ConsentRequiredExtended.onLoaded"
|
||||
|
||||
local function onLoaded()
|
||||
-- Only run client side if not multiplayer
|
||||
---@diagnostic disable-next-line: undefined-global
|
||||
-- if Game.IsMultiplayer and CLIENT then return end
|
||||
|
||||
local requireStr = SRC_NAMESPACE .. MAIN
|
||||
|
||||
require(requireStr)
|
||||
end
|
||||
|
||||
Hook.Add(LUA_EVENT_LOADED, HOOK_NAME_ON_LOADED, onLoaded)
|
@@ -0,0 +1,38 @@
|
||||
local Api = require("ConsentRequiredExtended.Api")
|
||||
|
||||
local function isItemAffected(identifier)
|
||||
return Api.IsItemAffected(identifier)
|
||||
end
|
||||
|
||||
---@param meleeweapon Weapon target
|
||||
---@param target The target of the hit could be a limb or just a character.
|
||||
local function onMeleeWeaponHandleImpact(meleeweapon, target)
|
||||
if not NTConfig.Get("NTCRE_ConsentRequired", true) then
|
||||
return
|
||||
end
|
||||
if meleeweapon == nil or target == nil then
|
||||
return
|
||||
end
|
||||
local itemIdentifier = meleeweapon.item.Prefab.Identifier.Value
|
||||
if isItemAffected(itemIdentifier) then
|
||||
local user = meleeweapon.picker
|
||||
if user == nil then
|
||||
return
|
||||
end
|
||||
local targetUserData = target.UserData
|
||||
if targetUserData == nil then
|
||||
return
|
||||
end
|
||||
local targetUser = nil
|
||||
if LuaUserData.IsTargetType(targetUserData, "Barotrauma.Limb") then
|
||||
targetUser = targetUserData.character
|
||||
elseif LuaUserData.IsTargetType(targetUserData, "Barotrauma.Character") then
|
||||
targetUser = targetUserData
|
||||
end
|
||||
if targetUser ~= nil then
|
||||
Api.onAffectedItemApplied(user, targetUser)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return onMeleeWeaponHandleImpact
|
56
Neurotrauma/Lua/Scripts/Client/MultiLineTextBox.lua
Normal file
56
Neurotrauma/Lua/Scripts/Client/MultiLineTextBox.lua
Normal file
@@ -0,0 +1,56 @@
|
||||
-- why barotrauma's GUI libraries don't have this implemented by default? this is stupid
|
||||
|
||||
local function updateServerMessageScrollBasedOnCaret(textBox, listBox)
|
||||
local caretY = textBox.CaretScreenPos.Y
|
||||
local bottomCaretExtent = textBox.Font.LineHeight * 1.5
|
||||
local topCaretExtent = -textBox.Font.LineHeight * 0.5
|
||||
|
||||
if caretY + bottomCaretExtent > listBox.Rect.Bottom then
|
||||
listBox.ScrollBar.BarScroll = (caretY - textBox.Rect.Top - listBox.Rect.Height + bottomCaretExtent)
|
||||
/ (textBox.Rect.Height - listBox.Rect.Height)
|
||||
elseif caretY + topCaretExtent < listBox.Rect.Top then
|
||||
listBox.ScrollBar.BarScroll = (caretY - textBox.Rect.Top + topCaretExtent)
|
||||
/ (textBox.Rect.Height - listBox.Rect.Height)
|
||||
end
|
||||
end
|
||||
|
||||
local function CreateMultiLineTextBox(rectransform, text, size)
|
||||
local multineListBox = GUI.ListBox(GUI.RectTransform(Vector2(1, size or 0.2), rectransform))
|
||||
|
||||
local textBox = GUI.TextBox(
|
||||
GUI.RectTransform(Vector2(1, 1), multineListBox.Content.RectTransform),
|
||||
text,
|
||||
nil,
|
||||
nil,
|
||||
nil,
|
||||
true,
|
||||
"GUITextBoxNoBorder"
|
||||
)
|
||||
|
||||
textBox.add_OnSelected(function()
|
||||
updateServerMessageScrollBasedOnCaret(textBox, multineListBox)
|
||||
end)
|
||||
|
||||
textBox.OnTextChangedDelegate = function()
|
||||
local textSize = textBox.Font.MeasureString(textBox.WrappedText)
|
||||
textBox.RectTransform.NonScaledSize =
|
||||
Point(textBox.RectTransform.NonScaledSize.X, math.max(multineListBox.Content.Rect.Height, textSize.Y + 10))
|
||||
multineListBox.UpdateScrollBarSize()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
textBox.OnEnterPressed = function()
|
||||
local str = textBox.Text
|
||||
local caretIndex = textBox.CaretIndex
|
||||
|
||||
textBox.Text = str:sub(1, caretIndex) .. "\n" .. str:sub(caretIndex + 1)
|
||||
textBox.CaretIndex = caretIndex + 1
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
return textBox
|
||||
end
|
||||
|
||||
return CreateMultiLineTextBox
|
242
Neurotrauma/Lua/Scripts/Client/configgui.lua
Normal file
242
Neurotrauma/Lua/Scripts/Client/configgui.lua
Normal file
@@ -0,0 +1,242 @@
|
||||
--easysettings by Evil Factory
|
||||
local easySettings = dofile(NT.Path .. "/Lua/Scripts/Client/easysettings.lua")
|
||||
local MultiLineTextBox = dofile(NT.Path .. "/Lua/Scripts/Client/MultiLineTextBox.lua")
|
||||
local GUIComponent = LuaUserData.CreateStatic("Barotrauma.GUIComponent")
|
||||
local configUI
|
||||
|
||||
local function CommaStringToTable(str)
|
||||
local tbl = {}
|
||||
|
||||
for word in string.gmatch(str, "([^,]+)") do
|
||||
table.insert(tbl, word)
|
||||
end
|
||||
|
||||
return tbl
|
||||
end
|
||||
|
||||
--calculate difficulty
|
||||
local function DetermineDifficulty()
|
||||
local difficulty = 0
|
||||
local defaultDifficulty = 0
|
||||
local res = ""
|
||||
|
||||
for key, entry in pairs(NTConfig.Entries) do
|
||||
if entry.difficultyCharacteristics then
|
||||
local entryValue = entry.value
|
||||
local entryValueDefault = entry.default
|
||||
local diffMultiplier = 1
|
||||
if entry.type == "bool" then
|
||||
entryValue = HF.BoolToNum(entry.value)
|
||||
entryValueDefault = HF.BoolToNum(entry.default)
|
||||
end
|
||||
if entry.difficultyCharacteristics.multiplier then
|
||||
diffMultiplier = entry.difficultyCharacteristics.multiplier
|
||||
end
|
||||
|
||||
defaultDifficulty = defaultDifficulty + entryValueDefault * diffMultiplier
|
||||
difficulty = difficulty + math.min(entryValue * diffMultiplier, entry.difficultyCharacteristics.max or 1)
|
||||
end
|
||||
end
|
||||
|
||||
-- normalize to 10
|
||||
difficulty = difficulty / defaultDifficulty * 10
|
||||
|
||||
if difficulty > 23 then
|
||||
res = "Impossible"
|
||||
elseif difficulty > 16 then
|
||||
res = "Very hard"
|
||||
elseif difficulty > 11 then
|
||||
res = "Hard"
|
||||
elseif difficulty > 8 then
|
||||
res = "Normal"
|
||||
elseif difficulty > 6 then
|
||||
res = "Easy"
|
||||
elseif difficulty > 4 then
|
||||
res = "Very easy"
|
||||
elseif difficulty > 2 then
|
||||
res = "Barely different"
|
||||
else
|
||||
res = "Vanilla but sutures"
|
||||
end
|
||||
|
||||
res = res .. " (" .. HF.Round(difficulty, 1) .. ")"
|
||||
return res
|
||||
end
|
||||
|
||||
--bulk of the GUI code
|
||||
local function ConstructUI(parent)
|
||||
local list = easySettings.BasicList(parent)
|
||||
|
||||
--info text
|
||||
local userBlock = GUI.TextBlock(
|
||||
GUI.RectTransform(Vector2(1, 0.2), list.Content.RectTransform),
|
||||
"Server config can be changed by owner or a client with manage settings permission. If the server doesn't allow writing into the config folder, then it must be edited manually.",
|
||||
Color(200, 255, 255),
|
||||
nil,
|
||||
GUI.Alignment.Center,
|
||||
true,
|
||||
nil,
|
||||
Color(0, 0, 0)
|
||||
)
|
||||
local difficultyBlock = GUI.TextBlock(
|
||||
GUI.RectTransform(Vector2(1, 0.1), list.Content.RectTransform),
|
||||
"",
|
||||
Color(200, 255, 255),
|
||||
nil,
|
||||
GUI.Alignment.Center,
|
||||
true,
|
||||
nil,
|
||||
Color(0, 0, 0)
|
||||
)
|
||||
|
||||
--set difficulty text (why does this even exist in the first place)
|
||||
local function OnChanged()
|
||||
difficultyRate = "Calculated difficulty rating: " .. DetermineDifficulty()
|
||||
difficultyBlock.Text = difficultyRate
|
||||
end
|
||||
OnChanged()
|
||||
|
||||
--empty space
|
||||
--GUI.TextBlock(GUI.RectTransform(Vector2(0.2, 0.1), list.Content.RectTransform), "", Color(255,255,255), nil, GUI.Alignment.Center, true, nil, Color(0,0,0))
|
||||
|
||||
-- procedurally construct config UI
|
||||
for key, entry in pairs(NTConfig.Entries) do
|
||||
if entry.type == "float" then
|
||||
-- scalar value
|
||||
--grab range
|
||||
local minrange = ""
|
||||
local maxrange = ""
|
||||
local count = 0
|
||||
for _, rangegrab in pairs(entry.range) do
|
||||
if count == 0 then
|
||||
minrange = rangegrab
|
||||
end
|
||||
if count == 1 then
|
||||
maxrange = rangegrab
|
||||
end
|
||||
count = count + 1
|
||||
end
|
||||
|
||||
local rect = GUI.RectTransform(Vector2(1, 0.05), list.Content.RectTransform)
|
||||
local textBlock = GUI.TextBlock(
|
||||
rect,
|
||||
entry.name .. " (" .. minrange .. "-" .. maxrange .. ")",
|
||||
Color(230, 230, 170),
|
||||
nil,
|
||||
GUI.Alignment.Center,
|
||||
true,
|
||||
nil,
|
||||
Color(0, 0, 0)
|
||||
)
|
||||
if entry.description then
|
||||
textBlock.ToolTip = entry.description
|
||||
end
|
||||
local scalar =
|
||||
GUI.NumberInput(GUI.RectTransform(Vector2(1, 0.08), list.Content.RectTransform), NumberType.Float)
|
||||
local key2 = key
|
||||
scalar.valueStep = 0.1
|
||||
scalar.MinValueFloat = 0
|
||||
scalar.MaxValueFloat = 100
|
||||
if entry.range then
|
||||
scalar.MinValueFloat = entry.range[1]
|
||||
scalar.MaxValueFloat = entry.range[2]
|
||||
end
|
||||
scalar.FloatValue = NTConfig.Get(key2, 1)
|
||||
scalar.OnValueChanged = function()
|
||||
NTConfig.Set(key2, scalar.FloatValue)
|
||||
OnChanged()
|
||||
end
|
||||
elseif entry.type == "string" then
|
||||
--user string input
|
||||
local style = ""
|
||||
--get custom style
|
||||
if entry.style ~= nil then
|
||||
style = " (" .. entry.style .. ")"
|
||||
end
|
||||
|
||||
local rect = GUI.RectTransform(Vector2(1, 0.05), list.Content.RectTransform)
|
||||
local textBlock = GUI.TextBlock(
|
||||
rect,
|
||||
entry.name .. style,
|
||||
Color(230, 230, 170),
|
||||
nil,
|
||||
GUI.Alignment.Center,
|
||||
true,
|
||||
nil,
|
||||
Color(0, 0, 0)
|
||||
)
|
||||
if entry.description then
|
||||
textBlock.ToolTip = entry.description
|
||||
end
|
||||
|
||||
local stringinput = MultiLineTextBox(list.Content.RectTransform, "", entry.boxsize)
|
||||
|
||||
stringinput.Text = table.concat(entry.value, ",")
|
||||
|
||||
stringinput.OnTextChangedDelegate = function(textBox)
|
||||
entry.value = CommaStringToTable(textBox.Text)
|
||||
end
|
||||
elseif entry.type == "bool" then
|
||||
-- toggle
|
||||
local rect = GUI.RectTransform(Vector2(1, 0.2), list.Content.RectTransform)
|
||||
local toggle = GUI.TickBox(rect, entry.name)
|
||||
if entry.description then
|
||||
toggle.ToolTip = entry.description
|
||||
end
|
||||
local key2 = key
|
||||
toggle.Selected = NTConfig.Get(key2, false)
|
||||
toggle.OnSelected = function()
|
||||
NTConfig.Set(key2, toggle.State == GUIComponent.ComponentState.Selected)
|
||||
OnChanged()
|
||||
end
|
||||
elseif entry.type == "category" then
|
||||
-- visual separation
|
||||
GUI.TextBlock(
|
||||
GUI.RectTransform(Vector2(1, 0.05), list.Content.RectTransform),
|
||||
entry.name,
|
||||
Color(255, 255, 255),
|
||||
nil,
|
||||
GUI.Alignment.Center,
|
||||
true,
|
||||
nil,
|
||||
Color(0, 0, 0)
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
--empty space as last tickbox was getting cutoff
|
||||
GUI.TextBlock(
|
||||
GUI.RectTransform(Vector2(1, 0.05), list.Content.RectTransform),
|
||||
"",
|
||||
Color(255, 255, 255),
|
||||
nil,
|
||||
GUI.Alignment.Center,
|
||||
true,
|
||||
nil,
|
||||
Color(0, 0, 0)
|
||||
)
|
||||
|
||||
if Game.IsMultiplayer and not Game.Client.HasPermission(ClientPermissions.ManageSettings) then
|
||||
for guicomponent in list.GetAllChildren() do
|
||||
guicomponent.enabled = false
|
||||
end
|
||||
end
|
||||
|
||||
return list
|
||||
end
|
||||
|
||||
Networking.Receive("NT.ConfigUpdate", function(msg)
|
||||
NTConfig.ReceiveConfig(msg)
|
||||
local parent = configUI.Parent.Parent
|
||||
configUI.RectTransform.Parent = nil
|
||||
configUI = nil
|
||||
configUI = ConstructUI(parent)
|
||||
end)
|
||||
|
||||
easySettings.AddMenu("Neurotrauma", function(parent)
|
||||
if Game.IsMultiplayer then
|
||||
local msg = Networking.Start("NT.ConfigRequest")
|
||||
Networking.Send(msg)
|
||||
end
|
||||
configUI = ConstructUI(parent)
|
||||
end)
|
170
Neurotrauma/Lua/Scripts/Client/easysettings.lua
Normal file
170
Neurotrauma/Lua/Scripts/Client/easysettings.lua
Normal file
@@ -0,0 +1,170 @@
|
||||
--original code by Evil Factory,
|
||||
--adapted to NT
|
||||
local easySettings = {}
|
||||
|
||||
easySettings.Settings = {}
|
||||
|
||||
local GUIComponent = LuaUserData.CreateStatic("Barotrauma.GUIComponent")
|
||||
|
||||
local function GetChildren(comp)
|
||||
local tbl = {}
|
||||
for value in comp.GetAllChildren() do
|
||||
table.insert(tbl, value)
|
||||
end
|
||||
return tbl
|
||||
end
|
||||
|
||||
Hook.Patch("Barotrauma.GUI", "TogglePauseMenu", {}, function()
|
||||
if GUI.GUI.PauseMenuOpen then
|
||||
local frame = GUI.GUI.PauseMenu
|
||||
|
||||
local list = GetChildren(GetChildren(frame)[2])[1]
|
||||
|
||||
for key, value in pairs(easySettings.Settings) do
|
||||
local button = GUI.Button(
|
||||
GUI.RectTransform(Vector2(1, 0.1), list.RectTransform),
|
||||
value.Name,
|
||||
GUI.Alignment.Center,
|
||||
"GUIButtonSmall"
|
||||
)
|
||||
|
||||
button.OnClicked = function()
|
||||
value.OnOpen(frame)
|
||||
end
|
||||
end
|
||||
end
|
||||
end, Hook.HookMethodType.After)
|
||||
|
||||
easySettings.SaveTable = function(path, tbl)
|
||||
File.Write(path, json.serialize(tbl))
|
||||
end
|
||||
easySettings.LoadTable = function(path)
|
||||
if not File.Exists(path) then
|
||||
return {}
|
||||
end
|
||||
|
||||
return json.parse(File.Read(path))
|
||||
end
|
||||
|
||||
easySettings.AddMenu = function(name, onOpen)
|
||||
table.insert(easySettings.Settings, { Name = name, OnOpen = onOpen })
|
||||
end
|
||||
|
||||
easySettings.BasicList = function(parent, size)
|
||||
local menuContent = GUI.Frame(GUI.RectTransform(size or Vector2(0.3, 0.6), parent.RectTransform, GUI.Anchor.Center))
|
||||
local menuList = GUI.ListBox(GUI.RectTransform(Vector2(1, 0.95), menuContent.RectTransform, GUI.Anchor.TopCenter))
|
||||
|
||||
easySettings.SaveButton(menuContent)
|
||||
easySettings.CloseButton(menuContent)
|
||||
easySettings.ResetButton(menuContent)
|
||||
|
||||
return menuList
|
||||
end
|
||||
|
||||
easySettings.TickBox = function(parent, text, onSelected, state)
|
||||
if state == nil then
|
||||
state = true
|
||||
end
|
||||
|
||||
local tickBox = GUI.TickBox(GUI.RectTransform(Vector2(1, 0.2), parent.RectTransform), text)
|
||||
tickBox.Selected = state
|
||||
tickBox.OnSelected = function()
|
||||
onSelected(tickBox.State == GUIComponent.ComponentState.Selected)
|
||||
end
|
||||
|
||||
return tickBox
|
||||
end
|
||||
|
||||
easySettings.Slider = function(parent, min, max, onSelected, value)
|
||||
local scrollBar = GUI.ScrollBar(GUI.RectTransform(Vector2(1, 0.1), parent.RectTransform), 0.1, nil, "GUISlider")
|
||||
scrollBar.Range = Vector2(min, max)
|
||||
scrollBar.BarScrollValue = value or max / 2
|
||||
scrollBar.OnMoved = function()
|
||||
onSelected(scrollBar.BarScrollValue)
|
||||
end
|
||||
|
||||
return scrollBar
|
||||
end
|
||||
|
||||
--save and exit
|
||||
easySettings.SaveButton = function(parent)
|
||||
local button = GUI.Button(
|
||||
GUI.RectTransform(Vector2(0.33, 0.05), parent.RectTransform, GUI.Anchor.BottomLeft),
|
||||
"Save and Exit",
|
||||
GUI.Alignment.Center,
|
||||
"GUIButton"
|
||||
)
|
||||
|
||||
button.OnClicked = function()
|
||||
if Game.IsMultiplayer and Game.Client.HasPermission(ClientPermissions.ManageSettings) then
|
||||
NTConfig.SendConfig()
|
||||
elseif Game.IsSingleplayer then
|
||||
NTConfig.SaveConfig()
|
||||
end
|
||||
GUI.GUI.TogglePauseMenu()
|
||||
end
|
||||
|
||||
return button
|
||||
end
|
||||
|
||||
--discard and exit
|
||||
easySettings.CloseButton = function(parent)
|
||||
local button = GUI.Button(
|
||||
GUI.RectTransform(Vector2(0.33, 0.05), parent.RectTransform, GUI.Anchor.BottomCenter),
|
||||
"Discard and Exit",
|
||||
GUI.Alignment.Center,
|
||||
"GUIButton"
|
||||
)
|
||||
|
||||
button.OnClicked = function()
|
||||
GUI.GUI.TogglePauseMenu()
|
||||
NTConfig.LoadConfig()
|
||||
end
|
||||
|
||||
return button
|
||||
end
|
||||
|
||||
--reset and exit
|
||||
easySettings.ResetButton = function(parent)
|
||||
local button = GUI.Button(
|
||||
GUI.RectTransform(Vector2(0.33, 0.05), parent.RectTransform, GUI.Anchor.BottomRight),
|
||||
"Reset Config",
|
||||
GUI.Alignment.Center,
|
||||
"GUIButton"
|
||||
)
|
||||
|
||||
button.OnClicked = function()
|
||||
if
|
||||
Game.IsSingleplayer or (Game.IsMultiplayer and Game.Client.HasPermission(ClientPermissions.ManageSettings))
|
||||
then
|
||||
easySettings.ResetMessage(parent)
|
||||
end
|
||||
end
|
||||
return button
|
||||
end
|
||||
|
||||
easySettings.ResetMessage = function(parent)
|
||||
local ResetMessage = GUI.MessageBox(
|
||||
"Reset neurotrauma settings",
|
||||
"Are you sure you want to reset neurotrauma settings to default values?",
|
||||
{ "Yes", "No" }
|
||||
)
|
||||
ResetMessage.DrawOnTop = true
|
||||
ResetMessage.Text.TextAlignment = GUI.Alignment.Center
|
||||
ResetMessage.Buttons[1].OnClicked = function()
|
||||
NTConfig.ResetConfig()
|
||||
if Game.IsMultiplayer and Game.Client.HasPermission(ClientPermissions.ManageSettings) then
|
||||
NTConfig.SendConfig()
|
||||
elseif Game.IsSingleplayer then
|
||||
NTConfig.SaveConfig()
|
||||
end
|
||||
GUI.GUI.TogglePauseMenu()
|
||||
ResetMessage.Close()
|
||||
end
|
||||
ResetMessage.Buttons[2].OnClicked = function()
|
||||
ResetMessage.Close()
|
||||
end
|
||||
return ResetMessage
|
||||
end
|
||||
|
||||
return easySettings
|
182
Neurotrauma/Lua/Scripts/Server/blood.lua
Normal file
182
Neurotrauma/Lua/Scripts/Server/blood.lua
Normal file
@@ -0,0 +1,182 @@
|
||||
-- Neurotrauma blood types functions
|
||||
-- Hooks Lua event "characterCreated" to create a randomized blood type for spawned character and sets their immunity to 100
|
||||
---@diagnostic disable: lowercase-global, undefined-global
|
||||
NT.BLOODTYPE = { -- blood types and chance in percent
|
||||
{ "ominus", 7 },
|
||||
{ "oplus", 37 },
|
||||
{ "aminus", 6 },
|
||||
{ "aplus", 36 },
|
||||
{ "bminus", 2 },
|
||||
{ "bplus", 8 },
|
||||
{ "abminus", 1 },
|
||||
{ "abplus", 3 },
|
||||
}
|
||||
NT.setBlood = {}
|
||||
NT.foundAny = false
|
||||
|
||||
-- Insert all blood types in one table for RandomizeBlood()
|
||||
for index, value in ipairs(NT.BLOODTYPE) do
|
||||
-- print(index," : ",value[1],", ",value[2],"%")
|
||||
table.insert(NT.setBlood, index, { value[2], value[1] })
|
||||
end
|
||||
|
||||
-- Applies math.random() blood type.
|
||||
-- returns the applied bloodtype as an affliction identifier
|
||||
function NT.RandomizeBlood(character)
|
||||
rand = math.random(0, 99)
|
||||
local i = 0
|
||||
for index, value in ipairs(NT.setBlood) do
|
||||
i = i + value[1]
|
||||
if i > rand then
|
||||
HF.SetAffliction(character, value[2], 100)
|
||||
return value[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Hook.Add("characterCreated", "NT.BloodAndImmunity", function(createdCharacter)
|
||||
Timer.Wait(function()
|
||||
if createdCharacter.IsHuman and not createdCharacter.IsDead then
|
||||
NT.TryRandomizeBlood(createdCharacter)
|
||||
|
||||
-- add immunity
|
||||
local conditional2 = createdCharacter.CharacterHealth.GetAffliction("immunity")
|
||||
if conditional2 == nil then
|
||||
HF.SetAffliction(createdCharacter, "immunity", 100)
|
||||
end
|
||||
end
|
||||
end, 1000)
|
||||
end)
|
||||
|
||||
-- applies a new bloodtype only if the character doesnt already have one
|
||||
function NT.TryRandomizeBlood(character)
|
||||
NT.GetBloodtype(character)
|
||||
end
|
||||
|
||||
-- returns the bloodtype of the character as an affliction identifier string
|
||||
-- generates blood type if none present
|
||||
function NT.GetBloodtype(character)
|
||||
for index, affliction in ipairs(NT.BLOODTYPE) do
|
||||
local conditional = character.CharacterHealth.GetAffliction(affliction[1])
|
||||
|
||||
if conditional ~= nil and conditional.Strength > 0 then
|
||||
return affliction[1] -- TODO: give out abplus (AB+) to enemy team for blood infusions
|
||||
end
|
||||
end
|
||||
|
||||
return NT.RandomizeBlood(character)
|
||||
end
|
||||
|
||||
function NT.HasBloodtype(character)
|
||||
for index, affliction in ipairs(NT.BLOODTYPE) do
|
||||
local conditional = character.CharacterHealth.GetAffliction(affliction[1])
|
||||
|
||||
if conditional ~= nil and conditional.Strength > 0 then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
Hook.Add("OnInsertedIntoBloodAnalyzer", "NT.BloodAnalyzer", function(effect, deltaTime, item, targets, position)
|
||||
-- Hematology Analyzer (bloodanalyzer) can scan inserted blood bags
|
||||
local owner = item.GetRootInventoryOwner()
|
||||
if owner == nil then return end
|
||||
if not LuaUserData.IsTargetType(owner, "Barotrauma.Character") then return end
|
||||
if not owner.IsPlayer then return end
|
||||
|
||||
local character = owner
|
||||
local contained = item.OwnInventory.GetItemAt(0)
|
||||
|
||||
local BaseColor = "127,255,255"
|
||||
local NameColor = "127,255,255"
|
||||
local LowColor = "127,255,255"
|
||||
local HighColor = "127,255,255"
|
||||
local VitalColor = "127,255,255"
|
||||
|
||||
if NTConfig.Get("NTSCAN_enablecoloredscanner", 1) then
|
||||
BaseColor = table.concat(NTConfig.Get("NTSCAN_basecolor", 1), ",")
|
||||
NameColor = table.concat(NTConfig.Get("NTSCAN_namecolor", 1), ",")
|
||||
LowColor = table.concat(NTConfig.Get("NTSCAN_lowcolor", 1), ",")
|
||||
HighColor = table.concat(NTConfig.Get("NTSCAN_highcolor", 1), ",")
|
||||
VitalColor = table.concat(NTConfig.Get("NTSCAN_vitalcolor", 1), ",")
|
||||
end
|
||||
|
||||
-- NT adds bloodbag; NT Blood Work or 'Real Sonar Medical Item Recipes Patch for Neurotrauma' add allblood, lets check for either
|
||||
if contained ~= nil and (contained.HasTag("bloodbag") or contained.HasTag("allblood")) then
|
||||
HF.GiveItem(character, "ntsfx_syringe")
|
||||
Timer.Wait(function()
|
||||
if item == nil or character == nil or item.OwnInventory.GetItemAt(0) ~= contained then
|
||||
return
|
||||
end
|
||||
|
||||
local identifier = contained.Prefab.Identifier.Value
|
||||
local packtype = "o-"
|
||||
if identifier ~= "antibloodloss2" then
|
||||
packtype = string.sub(identifier, string.len("bloodpack") + 1)
|
||||
end
|
||||
local bloodTypeDisplay = string.gsub(packtype, "abc", "c")
|
||||
bloodTypeDisplay = string.gsub(bloodTypeDisplay, "plus", "+")
|
||||
bloodTypeDisplay = string.gsub(bloodTypeDisplay, "minus", "-")
|
||||
bloodTypeDisplay = string.upper(bloodTypeDisplay)
|
||||
|
||||
local readoutString = "‖color:"
|
||||
.. BaseColor
|
||||
.. "‖"
|
||||
.. "Bloodpack: "
|
||||
.. "‖color:end‖"
|
||||
.. "‖color:"
|
||||
.. NameColor
|
||||
.. "‖"
|
||||
.. bloodTypeDisplay
|
||||
.. "‖color:end‖"
|
||||
-- check if acidosis, alkalosis or sepsis
|
||||
local tags = HF.SplitString(contained.Tags, ",")
|
||||
local defects = ""
|
||||
for tag in tags do
|
||||
if tag == "sepsis" then
|
||||
defects = defects .. "‖color:" .. VitalColor .. "‖" .. "\nSepsis detected" .. "‖color:end‖"
|
||||
end
|
||||
|
||||
if HF.StartsWith(tag, "acid") then
|
||||
local split = HF.SplitString(tag, ":")
|
||||
if split[2] ~= nil then
|
||||
defects = defects
|
||||
.. "‖color:"
|
||||
.. HighColor
|
||||
.. "‖"
|
||||
.. "\nAcidosis: "
|
||||
.. tonumber(split[2])
|
||||
.. "%"
|
||||
.. "‖color:end‖"
|
||||
end
|
||||
elseif HF.StartsWith(tag, "alkal") then
|
||||
local split = HF.SplitString(tag, ":")
|
||||
if split[2] ~= nil then
|
||||
defects = defects
|
||||
.. "‖color:"
|
||||
.. HighColor
|
||||
.. "‖"
|
||||
.. "\nAlkalosis: "
|
||||
.. tonumber(split[2])
|
||||
.. "%"
|
||||
.. "‖color:end‖"
|
||||
end
|
||||
end
|
||||
end
|
||||
if defects ~= "" then
|
||||
readoutString = readoutString .. defects
|
||||
else
|
||||
readoutString = readoutString
|
||||
.. "‖color:"
|
||||
.. LowColor
|
||||
.. "‖"
|
||||
.. "\nNo blood defects"
|
||||
.. "‖color:end‖"
|
||||
end
|
||||
|
||||
HF.DMClient(HF.CharacterToClient(character), readoutString, Color(127, 255, 255, 255))
|
||||
end, 1500)
|
||||
end
|
||||
end)
|
32
Neurotrauma/Lua/Scripts/Server/characterpatches.lua
Normal file
32
Neurotrauma/Lua/Scripts/Server/characterpatches.lua
Normal file
@@ -0,0 +1,32 @@
|
||||
-- Hooks CalculateMovementPenalty method of Barotrauma.Character
|
||||
-- when painless enough, disable weapon sway / movement hindrance limb penalties
|
||||
-- !!! Lags the game, skipping this file, and there is no Lua perf tracker to potentially fix, screw it for now
|
||||
|
||||
-- Disable movement penalties for painless characters
|
||||
-- Has about 2 ms performance drop on a many character save
|
||||
Hook.Patch("Barotrauma.Character", "CalculateMovementPenalty", function(instance, ptable)
|
||||
if HF.HasAffliction(instance, "analgesia", 20) then
|
||||
ptable.PreventExecution = true
|
||||
return 0
|
||||
end
|
||||
end, Hook.HookMethodType.Before)
|
||||
|
||||
-- Disable aim penalties for painless characters
|
||||
Hook.Patch("Barotrauma.AnimController", "GetAimWobble", function(instance, ptable)
|
||||
if HF.HasAffliction(instance.Character, "analgesia", 20) then
|
||||
ptable.PreventExecution = true
|
||||
return 0
|
||||
end
|
||||
end, Hook.HookMethodType.Before)
|
||||
|
||||
-- Patch to cause unconscious from the game rather than stun
|
||||
-- Lags the game by 6 times (on the same save)
|
||||
Hook.Patch("Barotrauma.CharacterHealth", "get_IsUnconscious", function(instance, ptable)
|
||||
local isUnconscious = HF.HasAffliction(instance.Character, "sym_unconsciousness")
|
||||
ptable.PreventExecution = true
|
||||
return instance.Character.IsDead
|
||||
or (
|
||||
(instance.Character.Vitality <= 0.0 or isUnconscious)
|
||||
and not instance.Character.HasAbilityFlag(AbilityFlags.AlwaysStayConscious)
|
||||
)
|
||||
end, Hook.HookMethodType.After)
|
112
Neurotrauma/Lua/Scripts/Server/convertbloodpacks.lua
Normal file
112
Neurotrauma/Lua/Scripts/Server/convertbloodpacks.lua
Normal file
@@ -0,0 +1,112 @@
|
||||
-- THIS FILE IS NO LONGER IN USE
|
||||
-- the defunct item in question has been removed from the mod
|
||||
-- i'm keeping it here for...safekeeping i guess
|
||||
|
||||
LuaUserData.RegisterTypeBarotrauma("PurchasedItem")
|
||||
LuaUserData.RegisterType("System.Xml.Linq.XElement")
|
||||
|
||||
local VANILLA_PREFAB_ID = "antibloodloss2"
|
||||
local DEFUNCT_PREFAB_ID = "bloodpackominus"
|
||||
|
||||
-- Removes vanilla bloodpacks from cached stores in case the user installed
|
||||
-- this mod mid-campaign.
|
||||
-- NOTE: stores that had their stocks generated before installing this mod
|
||||
-- won't have any new medical items added.
|
||||
Hook.HookMethod("Barotrauma.Location", "LoadStores", function(instance, ptable)
|
||||
if instance.Stores == nil then
|
||||
return
|
||||
end
|
||||
|
||||
for storeId, store in pairs(instance.Stores) do
|
||||
for _, purchasedItem in pairs(store.Stock) do
|
||||
local itemId = purchasedItem.ItemPrefabIdentifier
|
||||
if itemId == DEFUNCT_PREFAB_ID then
|
||||
-- print("Removing defunct bloodpack (qty " .. purchasedItem.Quantity .. ") from " .. tostring(storeId))
|
||||
store.RemoveStock({ purchasedItem })
|
||||
end
|
||||
end
|
||||
end
|
||||
end, Hook.HookMethodType.After)
|
||||
|
||||
-- Replaces all vanilla bloodpack items with O- blood
|
||||
local function replaceItems()
|
||||
local ntBloodPrefab = ItemPrefab.Prefabs[DEFUNCT_PREFAB_ID]
|
||||
local vanillaBloodPrefab = ItemPrefab.Prefabs[VANILLA_PREFAB_ID]
|
||||
if ntBloodPrefab == nil then
|
||||
print("ERROR: couldn't find " .. DEFUNCT_PREFAB_ID)
|
||||
return
|
||||
end
|
||||
|
||||
for _, item in pairs(Item.ItemList) do
|
||||
local id = tostring(item.Prefab.Identifier)
|
||||
if id == DEFUNCT_PREFAB_ID then
|
||||
-- Don't replace decorative blood packs
|
||||
if item.NonInteractable then
|
||||
return
|
||||
end
|
||||
|
||||
local pos = item.WorldPosition
|
||||
local inv = item.ParentInventory
|
||||
local condition = item.ConditionPercentage
|
||||
local quality = item.Quality
|
||||
-- print("replacing blood pack (pos=" .. tostring(pos) .. ", inv=" .. tostring(inv) .. ")")
|
||||
|
||||
local slotIdx = -1
|
||||
if inv ~= nil then
|
||||
slotIdx = inv.FindIndex(item)
|
||||
if slotIdx < 0 then
|
||||
print(
|
||||
"ERROR: couldn't find item ("
|
||||
.. tostring(item)
|
||||
.. ", pos "
|
||||
.. tostring(pos)
|
||||
.. ") in inventory ("
|
||||
.. tostring(inv)
|
||||
.. ")"
|
||||
)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- We call `Drop()` first in case the inventory is full because
|
||||
-- `AddEntityToRemoveQueue` may not remove the item before we
|
||||
-- insert the new one, causing the inventory to overflow.
|
||||
item.Drop()
|
||||
Entity.Spawner.AddEntityToRemoveQueue(item)
|
||||
|
||||
Entity.Spawner.AddItemToSpawnQueue(vanillaBloodPrefab, pos, condition, quality, function(newItem)
|
||||
newItem.Rotation = item.Rotation
|
||||
-- Stolen items stay stolen
|
||||
newItem.AllowStealing = item.AllowStealing
|
||||
newItem.OriginalOutpost = item.OriginalOutpost
|
||||
|
||||
if inv ~= nil then
|
||||
if not inv.TryPutItem(newItem, slotIdx, false, true, nil) then
|
||||
print(
|
||||
"ERROR: failed to replace neurotrauma bloodpack ("
|
||||
.. tostring(item)
|
||||
.. ", pos "
|
||||
.. tostring(pos)
|
||||
.. ", slotIdx "
|
||||
.. tostring(slotIdx)
|
||||
.. ", inv "
|
||||
.. tostring(inv)
|
||||
.. ") with new item: "
|
||||
.. tostring(newItem)
|
||||
)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Hook.Add("roundStart", "NT.ConvertBloodPacks", function()
|
||||
replaceItems()
|
||||
end)
|
||||
|
||||
-- Hook.Add("chatMessage", "NT.BloodPackTesting", function(msg, client)
|
||||
-- if (msg == "convertblood") then
|
||||
-- replaceItems()
|
||||
-- end
|
||||
-- end)
|
41
Neurotrauma/Lua/Scripts/Server/cpr.lua
Normal file
41
Neurotrauma/Lua/Scripts/Server/cpr.lua
Normal file
@@ -0,0 +1,41 @@
|
||||
-- Hooks Lua event "human.CPRSuccess" to prevent fractures from ragdoll jank, and
|
||||
-- apply NT affliction cpr_buff or cause rib fractures in Hooked Lua event "human.CPRFailed"
|
||||
Hook.Add("human.CPRSuccess", "NT.CPRSuccess", function(animcontroller)
|
||||
if
|
||||
animcontroller == nil
|
||||
or animcontroller.Character == nil
|
||||
or animcontroller.Character.SelectedCharacter == nil
|
||||
then
|
||||
return
|
||||
end
|
||||
local character = animcontroller.Character.SelectedCharacter
|
||||
|
||||
if not HF.HasAffliction(character, "cpr_buff_auto") then
|
||||
HF.AddAffliction(character, "cpr_buff", 2)
|
||||
end
|
||||
HF.AddAffliction(character, "cpr_fracturebuff", 2) -- prevent fractures during CPR (fuck baro physics)
|
||||
end)
|
||||
|
||||
Hook.Add("human.CPRFailed", "NT.CPRFailed", function(animcontroller)
|
||||
if
|
||||
animcontroller == nil
|
||||
or animcontroller.Character == nil
|
||||
or animcontroller.Character.SelectedCharacter == nil
|
||||
then
|
||||
return
|
||||
end
|
||||
local character = animcontroller.Character.SelectedCharacter
|
||||
|
||||
HF.AddAffliction(character, "cpr_fracturebuff", 2) -- prevent fractures during CPR (fuck baro physics)
|
||||
HF.AddAfflictionLimb(character, "blunttrauma", LimbType.Torso, 0.3)
|
||||
if
|
||||
HF.Chance(
|
||||
NTConfig.Get("NT_fractureChance", 1)
|
||||
* NTConfig.Get("NT_CPRFractureChance", 1)
|
||||
* 0.2
|
||||
/ HF.GetSkillLevel(animcontroller.Character, "medical")
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "t_fracture", 1)
|
||||
end
|
||||
end)
|
312
Neurotrauma/Lua/Scripts/Server/falldamage.lua
Normal file
312
Neurotrauma/Lua/Scripts/Server/falldamage.lua
Normal file
@@ -0,0 +1,312 @@
|
||||
-- Hooks Lua event "changeFallDamage" to cause more damage and NT afflictions like fractures and artery cuts on extremities depending on severity
|
||||
local limbtypes = {
|
||||
LimbType.Torso,
|
||||
LimbType.Head,
|
||||
LimbType.LeftArm,
|
||||
LimbType.RightArm,
|
||||
LimbType.LeftLeg,
|
||||
LimbType.RightLeg,
|
||||
}
|
||||
local function HasLungs(c)
|
||||
return not HF.HasAffliction(c, "lungremoved")
|
||||
end
|
||||
|
||||
local function getCalculatedReductionSuit(armor, strength, limbtype)
|
||||
if armor == nil then
|
||||
return 0
|
||||
end
|
||||
local reduction = 0
|
||||
|
||||
if armor.HasTag("deepdivinglarge") or armor.HasTag("deepdiving") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "blunttrauma") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
elseif armor.HasTag("clothing") and armor.HasTag("smallitem") and limbtype == LimbType.Torso then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "blunttrauma") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
end
|
||||
return reduction
|
||||
end
|
||||
local function getCalculatedReductionClothes(armor, strength, limbtype)
|
||||
if armor == nil then
|
||||
return 0
|
||||
end
|
||||
local reduction = 0
|
||||
if armor.HasTag("deepdiving") or armor.HasTag("diving") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "blunttrauma") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
elseif armor.HasTag("clothing") and armor.HasTag("smallitem") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "blunttrauma") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
end
|
||||
return reduction
|
||||
end
|
||||
local function getCalculatedReductionHelmet(armor, strength)
|
||||
if armor == nil then
|
||||
return 0
|
||||
end
|
||||
local reduction = 0
|
||||
|
||||
if armor.HasTag("smallitem") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "blunttrauma") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
end
|
||||
return reduction
|
||||
end
|
||||
local function getCalculatedConcussionReduction(armor, strength)
|
||||
if armor == nil then
|
||||
return 0
|
||||
end
|
||||
local reduction = 0
|
||||
|
||||
if armor.HasTag("deepdiving") or armor.HasTag("deepdivinglarge") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "concussion") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
elseif armor.HasTag("smallitem") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "concussion") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
end
|
||||
return reduction
|
||||
end
|
||||
Hook.Add("changeFallDamage", "NT.falldamage", function(impactDamage, character, impactPos, velocity)
|
||||
-- dont bother with creatures
|
||||
if not character.IsHuman then
|
||||
return
|
||||
end
|
||||
|
||||
-- dont apply fall damage in water
|
||||
if character.InWater then
|
||||
return 0
|
||||
end
|
||||
|
||||
-- dont apply fall damage when dragged by someone
|
||||
if character.SelectedBy ~= nil then
|
||||
return 0
|
||||
end
|
||||
|
||||
local velocityMagnitude = HF.Magnitude(velocity)
|
||||
velocityMagnitude = velocityMagnitude ^ 1.5
|
||||
|
||||
-- apply fall damage to all limbs based on fall direction
|
||||
local mainlimbPos = character.AnimController.MainLimb.WorldPosition
|
||||
|
||||
local limbDotResults = {}
|
||||
local minDotRes = 1000
|
||||
|
||||
for limb in character.AnimController.Limbs do
|
||||
for type in limbtypes do
|
||||
if limb.type == type then
|
||||
-- fetch the direction of each limb relative to the torso
|
||||
local limbPosition = limb.WorldPosition
|
||||
local posDif = limbPosition - mainlimbPos
|
||||
posDif.X = posDif.X / 100
|
||||
posDif.Y = posDif.Y / 100
|
||||
local posDifMagnitude = HF.Magnitude(posDif)
|
||||
if posDifMagnitude > 1 then
|
||||
posDif.Normalize()
|
||||
end
|
||||
|
||||
local normalizedVelocity = Vector2(velocity.X, velocity.Y)
|
||||
normalizedVelocity.Normalize()
|
||||
|
||||
-- compare those directions to the direction we're moving
|
||||
-- this will later be used to hurt the limbs facing impact more than the others
|
||||
local limbDot = Vector2.Dot(posDif, normalizedVelocity)
|
||||
limbDotResults[type] = limbDot
|
||||
if minDotRes > limbDot then
|
||||
minDotRes = limbDot
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- shift all weights out of the negatives
|
||||
-- increase the weight of all limbs if speed is high
|
||||
-- the effect of this is that, at higher speeds, all limbs take damage instead of mainly the ones facing the impact site
|
||||
for type, dotResult in pairs(limbDotResults) do
|
||||
limbDotResults[type] = dotResult - minDotRes + math.max(0, (velocityMagnitude - 30) / 10)
|
||||
end
|
||||
|
||||
-- count weight so we're able to distribute the damage fractionally
|
||||
local weightsum = 0
|
||||
for dotResult in limbDotResults do
|
||||
weightsum = weightsum + dotResult
|
||||
end
|
||||
|
||||
for type, dotResult in pairs(limbDotResults) do
|
||||
local relativeWeight = dotResult / weightsum
|
||||
|
||||
-- lets limit the numbers to the max value of blunttrauma so that resistances make sense
|
||||
local damageInflictedToThisLimb = math.min(
|
||||
relativeWeight * math.max(0, velocityMagnitude - 10) ^ 1.5 * NTConfig.Get("NT_falldamage", 1) * 0.5,
|
||||
200
|
||||
)
|
||||
NT.CauseFallDamage(character, type, damageInflictedToThisLimb)
|
||||
end
|
||||
|
||||
-- make the normal damage not run
|
||||
return 0
|
||||
end)
|
||||
NT.CauseFallDamage = function(character, limbtype, strength)
|
||||
local armor1 = character.Inventory.GetItemInLimbSlot(InvSlotType.OuterClothes)
|
||||
local armor2 = character.Inventory.GetItemInLimbSlot(InvSlotType.InnerClothes)
|
||||
if limbtype ~= LimbType.Head then
|
||||
strength = math.max(
|
||||
strength
|
||||
- getCalculatedReductionSuit(armor1, strength, limbtype)
|
||||
- getCalculatedReductionClothes(armor2, strength, limbtype),
|
||||
0
|
||||
)
|
||||
else
|
||||
armor2 = character.Inventory.GetItemInLimbSlot(InvSlotType.Head)
|
||||
strength = math.max(
|
||||
strength
|
||||
- getCalculatedReductionSuit(armor1, strength, limbtype)
|
||||
- getCalculatedReductionHelmet(armor2, strength, limbtype),
|
||||
0
|
||||
)
|
||||
end
|
||||
|
||||
-- additionally calculate the affliction reduced damage
|
||||
local prefab = AfflictionPrefab.Prefabs["blunttrauma"]
|
||||
local resistance = character.CharacterHealth.GetResistance(prefab, limbtype)
|
||||
if resistance >= 1 then
|
||||
return
|
||||
end
|
||||
strength = strength * (1 - resistance)
|
||||
HF.AddAfflictionLimb(character, "blunttrauma", limbtype, strength)
|
||||
|
||||
-- return earlier if the strength value is not high enough for damage checks
|
||||
if strength < 1 then
|
||||
return
|
||||
end
|
||||
|
||||
local fractureImmune = false
|
||||
|
||||
local injuryChanceMultiplier = NTConfig.Get("NT_falldamageSeriousInjuryChance", 1)
|
||||
|
||||
-- torso
|
||||
if not fractureImmune and strength >= 1 and limbtype == LimbType.Torso then
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 15)
|
||||
/ 100
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
* injuryChanceMultiplier
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
if
|
||||
HasLungs(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
strength
|
||||
/ 70
|
||||
* NTC.GetMultiplier(character, "pneumothoraxchance")
|
||||
* NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if not fractureImmune and strength >= 1 and limbtype == LimbType.Head then
|
||||
if strength >= 15 and HF.Chance(math.min(strength / 100, 0.7)) then
|
||||
HF.AddAfflictionResisted(
|
||||
character,
|
||||
"concussion",
|
||||
math.max(
|
||||
10
|
||||
- getCalculatedConcussionReduction(armor1, 10, limbtype)
|
||||
- getCalculatedConcussionReduction(armor2, 10, limbtype),
|
||||
0
|
||||
)
|
||||
)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 15) / 100, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
* injuryChanceMultiplier
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
strength >= 55
|
||||
and HF.Chance(
|
||||
math.min((strength - 55) / 100, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
* injuryChanceMultiplier
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "n_fracture", 5)
|
||||
end
|
||||
if strength >= 5 and HF.Chance(0.7) then
|
||||
HF.AddAffliction(character, "cerebralhypoxia", strength * HF.RandomRange(0.1, 0.4))
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if not fractureImmune and strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 15)
|
||||
/ 100
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
* injuryChanceMultiplier
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
if HF.Chance((strength - 2) / 60) then
|
||||
-- this is here to simulate open fractures
|
||||
NT.ArteryCutLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
HF.Clamp((strength - 5) / 120, 0, 0.5)
|
||||
* NTC.GetMultiplier(character, "dislocationchance")
|
||||
* NTConfig.Get("NT_dislocationChance", 1)
|
||||
* injuryChanceMultiplier
|
||||
) and not NT.LimbIsAmputated(character, limbtype)
|
||||
then
|
||||
NT.DislocateLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
end
|
23
Neurotrauma/Lua/Scripts/Server/fuckbots.lua
Normal file
23
Neurotrauma/Lua/Scripts/Server/fuckbots.lua
Normal file
@@ -0,0 +1,23 @@
|
||||
-- hopefully this stops bots from doing any rescuing at all.
|
||||
-- and also hopefully my assumption that this very specific thing
|
||||
-- about bots is what is causing them to eat frames is correct.
|
||||
|
||||
if NTConfig.Get("NT_disableBotAlgorithms", true) then
|
||||
Hook.Patch("Barotrauma.AIObjectiveRescueAll", "IsValidTarget", {
|
||||
"Barotrauma.Character",
|
||||
"Barotrauma.Character",
|
||||
"out System.Boolean",
|
||||
}, function(instance, ptable)
|
||||
-- TODO: some bot behavior
|
||||
-- make it hostile act if:
|
||||
-- surgery without corresponding ailments
|
||||
-- treatment without ailments
|
||||
|
||||
-- basic self treatments:
|
||||
-- find items to treat each other for blood loss or bleeding or suturable damage or fractures and dislocations
|
||||
-- ^ would possibly need items to have proper suitable treatments too, and yk bots dont spawn with enough meds...
|
||||
|
||||
ptable.PreventExecution = true
|
||||
return false
|
||||
end, Hook.HookMethodType.Before)
|
||||
end
|
2053
Neurotrauma/Lua/Scripts/Server/humanupdate.lua
Normal file
2053
Neurotrauma/Lua/Scripts/Server/humanupdate.lua
Normal file
File diff suppressed because it is too large
Load Diff
2304
Neurotrauma/Lua/Scripts/Server/items.lua
Normal file
2304
Neurotrauma/Lua/Scripts/Server/items.lua
Normal file
File diff suppressed because it is too large
Load Diff
101
Neurotrauma/Lua/Scripts/Server/lootcrates.lua
Normal file
101
Neurotrauma/Lua/Scripts/Server/lootcrates.lua
Normal file
@@ -0,0 +1,101 @@
|
||||
-- Spawns items inside medstartercrate
|
||||
-- Hooks XML Lua event "NT.medstartercrate.spawn" to create medstartercrate items and put them inside it
|
||||
Hook.Add(
|
||||
"NT.medstartercrate.spawn",
|
||||
"NT.medstartercrate.spawn",
|
||||
function(effect, deltaTime, item, targets, worldPosition)
|
||||
Timer.Wait(function()
|
||||
if item == nil then
|
||||
return
|
||||
end
|
||||
|
||||
-- check if the item already got populated before
|
||||
-- got broken somehow and is no longer needed, handled with oneshot="true" for the StatusEffect inside the medstartercrate item that calls this hook on spawn
|
||||
|
||||
-- local populated = item.HasTag("used")
|
||||
-- if populated then return end
|
||||
|
||||
-- add used tag
|
||||
|
||||
-- local tags = HF.SplitString(item.Tags,",")
|
||||
-- table.insert(tags,"used")
|
||||
-- local tagstring = ""
|
||||
-- for index, value in ipairs(tags) do
|
||||
-- tagstring = tagstring..value
|
||||
-- if index < #tags then tagstring=tagstring.."," end
|
||||
-- end
|
||||
-- item.Tags = tagstring
|
||||
|
||||
-- populate with goodies!!
|
||||
|
||||
if item.Scale == 0.5 then
|
||||
return
|
||||
end
|
||||
item.Scale = 0.5
|
||||
HF.SpawnItemPlusFunction("medtoolbox", function(params)
|
||||
HF.SpawnItemPlusFunction("defibrillator", nil, nil, params.item.OwnInventory, 0)
|
||||
HF.SpawnItemPlusFunction("autocpr", nil, nil, params.item.OwnInventory, 1)
|
||||
for i = 1, 2, 1 do
|
||||
HF.SpawnItemPlusFunction("tourniquet", nil, nil, params.item.OwnInventory, 2)
|
||||
end
|
||||
for i = 1, 2, 1 do
|
||||
HF.SpawnItemPlusFunction("ringerssolution", nil, nil, params.item.OwnInventory, 3)
|
||||
end
|
||||
HF.SpawnItemPlusFunction("surgicaldrill", nil, nil, params.item.OwnInventory, 4)
|
||||
HF.SpawnItemPlusFunction("surgerysaw", nil, nil, params.item.OwnInventory, 5)
|
||||
end, nil, item.OwnInventory, 0)
|
||||
|
||||
HF.SpawnItemPlusFunction("medtoolbox", function(params)
|
||||
HF.SpawnItemPlusFunction("antibleeding1", nil, nil, params.item.OwnInventory, 0)
|
||||
HF.SpawnItemPlusFunction("gypsum", nil, nil, params.item.OwnInventory, 1)
|
||||
HF.SpawnItemPlusFunction("opium", nil, nil, params.item.OwnInventory, 2)
|
||||
HF.SpawnItemPlusFunction("antibiotics", nil, nil, params.item.OwnInventory, 3)
|
||||
HF.SpawnItemPlusFunction("ointment", nil, nil, params.item.OwnInventory, 4)
|
||||
HF.SpawnItemPlusFunction("antisepticspray", function(params2)
|
||||
HF.SpawnItemPlusFunction("antiseptic", nil, nil, params2.item.OwnInventory, 0)
|
||||
end, nil, params.item.OwnInventory, 5)
|
||||
end, nil, item.OwnInventory, 1)
|
||||
|
||||
HF.SpawnItemPlusFunction("surgerytoolbox", function(params)
|
||||
HF.SpawnItemPlusFunction("advscalpel", nil, nil, params.item.OwnInventory, 0)
|
||||
HF.SpawnItemPlusFunction("advhemostat", nil, nil, params.item.OwnInventory, 1)
|
||||
HF.SpawnItemPlusFunction("advretractors", nil, nil, params.item.OwnInventory, 2)
|
||||
for i = 1, 16, 1 do
|
||||
HF.SpawnItemPlusFunction("suture", nil, nil, params.item.OwnInventory, 3)
|
||||
end
|
||||
HF.SpawnItemPlusFunction("tweezers", nil, nil, params.item.OwnInventory, 4)
|
||||
HF.SpawnItemPlusFunction("traumashears", nil, nil, params.item.OwnInventory, 5)
|
||||
HF.SpawnItemPlusFunction("drainage", nil, nil, params.item.OwnInventory, 6)
|
||||
HF.SpawnItemPlusFunction("needle", nil, nil, params.item.OwnInventory, 7)
|
||||
HF.SpawnItemPlusFunction("organscalpel_kidneys", nil, nil, params.item.OwnInventory, 8)
|
||||
HF.SpawnItemPlusFunction("organscalpel_liver", nil, nil, params.item.OwnInventory, 9)
|
||||
HF.SpawnItemPlusFunction("organscalpel_lungs", nil, nil, params.item.OwnInventory, 10)
|
||||
HF.SpawnItemPlusFunction("organscalpel_heart", nil, nil, params.item.OwnInventory, 11)
|
||||
end, nil, item.OwnInventory, 3)
|
||||
|
||||
HF.SpawnItemPlusFunction("bloodanalyzer", nil, nil, item.OwnInventory, 6)
|
||||
HF.SpawnItemPlusFunction("healthscanner", function(params)
|
||||
local prefab = ItemPrefab.GetItemPrefab("batterycell")
|
||||
Entity.Spawner.AddItemToSpawnQueue(prefab, params["item"].WorldPosition, nil, nil, function(batteryItem)
|
||||
params["item"].OwnInventory.TryPutItem(batteryItem)
|
||||
end)
|
||||
end, nil, item.OwnInventory, 7)
|
||||
end, 35)
|
||||
end
|
||||
)
|
||||
|
||||
Hook.Add("character.giveJobItems", "NT.giveHealthScannersBatteries", function(character)
|
||||
Timer.Wait(function()
|
||||
for item in character.Inventory.AllItems do
|
||||
local thisIdentifier = item.Prefab.Identifier.Value
|
||||
if thisIdentifier == "healthscanner" then
|
||||
if item.OwnInventory ~= nil and item.OwnInventory.GetItemAt(0) == nil then
|
||||
local prefab = ItemPrefab.GetItemPrefab("batterycell")
|
||||
Entity.Spawner.AddItemToSpawnQueue(prefab, character.WorldPosition, nil, nil, function(batteryItem)
|
||||
item.OwnInventory.TryPutItem(batteryItem, character)
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
end, 1000)
|
||||
end)
|
36
Neurotrauma/Lua/Scripts/Server/modconflict.lua
Normal file
36
Neurotrauma/Lua/Scripts/Server/modconflict.lua
Normal file
@@ -0,0 +1,36 @@
|
||||
-- Modders, please use ModDir:Neurotrauma when taking dependencies, and
|
||||
-- name your patches with the word "neurotrauma" (letter case doesnt matter)
|
||||
|
||||
-- sets NT.modconflict to true if incompatible mod detected
|
||||
-- this applies meta affliction "modconflict" every round
|
||||
-- prints out the warning and incompatible mod on server startup
|
||||
-- Hooks Lua event "roundStart" to do the above each round
|
||||
NT.modconflict = false
|
||||
function NT.CheckModConflicts()
|
||||
NT.modconflict = false
|
||||
if NTConfig.Get("NT_ignoreModConflicts", false) then
|
||||
return
|
||||
end
|
||||
|
||||
local itemsToCheck = { "antidama2", "opdeco_hospitalbed" }
|
||||
|
||||
for prefab in ItemPrefab.Prefabs do
|
||||
if HF.TableContains(itemsToCheck, prefab.Identifier.Value) then
|
||||
local mod = prefab.ConfigElement.ContentPackage.Name
|
||||
if not string.find(string.lower(mod), "neurotrauma") then
|
||||
NT.modconflict = true
|
||||
print("Found Neurotrauma incompatibility with mod: ", mod)
|
||||
print("WARNING! mod conflict detected! Neurotrauma may not function correctly and requires a patch!")
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
Timer.Wait(function()
|
||||
NT.CheckModConflicts()
|
||||
end, 1000)
|
||||
Hook.Add("roundStart", "NT.RoundStart.modconflicts", function()
|
||||
Timer.Wait(function()
|
||||
NT.CheckModConflicts()
|
||||
end, 10000)
|
||||
end)
|
302
Neurotrauma/Lua/Scripts/Server/multiscalpel.lua
Normal file
302
Neurotrauma/Lua/Scripts/Server/multiscalpel.lua
Normal file
@@ -0,0 +1,302 @@
|
||||
-- NT functions for multiscalpel mode setting
|
||||
-- Hooks XML Lua events defined in the multiscalpel item.xml
|
||||
-- Hooks Lua event "roundStart" to RefreshAllMultiscalpels descriptions
|
||||
function NT.SetMultiscalpelFunction(item, func)
|
||||
if func ~= "" then
|
||||
item.Tags = "multiscalpel_" .. func
|
||||
else
|
||||
item.Tags = ""
|
||||
end
|
||||
NT.RefreshScalpelDescription(item)
|
||||
end
|
||||
|
||||
local function GetMultiscalpelMode(item)
|
||||
local functiontag = ""
|
||||
local tags = HF.SplitString(item.Tags, ",")
|
||||
for tag in tags do
|
||||
if HF.StartsWith(tag, "multiscalpel_") then
|
||||
functiontag = HF.SplitString(tag, "_")[2]
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return functiontag
|
||||
end
|
||||
|
||||
function NT.RefreshScalpelDescription(item)
|
||||
-- if not HF.ItemHasTag(item,"init") then return end
|
||||
-- hostside only
|
||||
if Game.IsMultiplayer and CLIENT then
|
||||
return
|
||||
end
|
||||
|
||||
if not Entity.Spawner then
|
||||
Timer.Wait(function()
|
||||
NT.RefreshScalpelDescription(item)
|
||||
end, 35)
|
||||
return
|
||||
end
|
||||
|
||||
local functiontag = GetMultiscalpelMode(item)
|
||||
|
||||
local description = ""
|
||||
if functiontag ~= "" then
|
||||
description = HF.GetText("multiscalpel." .. functiontag)
|
||||
end
|
||||
|
||||
if description == "" then
|
||||
return
|
||||
end
|
||||
|
||||
local targetinventory = item.ParentInventory
|
||||
local targetslot = 0
|
||||
if targetinventory ~= nil then
|
||||
targetslot = targetinventory.FindIndex(item)
|
||||
end
|
||||
|
||||
local function SpawnFunc(newscalpelitem, targetinventory)
|
||||
if targetinventory ~= nil then
|
||||
targetinventory.TryPutItem(newscalpelitem, targetslot, true, true, nil)
|
||||
end
|
||||
newscalpelitem.Description = description
|
||||
newscalpelitem.Tags = "multiscalpel_" .. functiontag
|
||||
end
|
||||
HF.RemoveItem(item)
|
||||
Timer.Wait(function()
|
||||
local prefab = item.Prefab
|
||||
Entity.Spawner.AddItemToSpawnQueue(prefab, item.WorldPosition, nil, nil, function(newscalpelitem)
|
||||
SpawnFunc(newscalpelitem, targetinventory)
|
||||
end)
|
||||
end, 35)
|
||||
end
|
||||
|
||||
Hook.Add("roundStart", "NT.RoundStart.Multiscalpels", function()
|
||||
Timer.Wait(function()
|
||||
NT.RefreshAllMultiscalpels()
|
||||
end, 10000) -- maybe 10 seconds is enough?
|
||||
end)
|
||||
|
||||
function NT.RefreshAllMultiscalpels()
|
||||
-- descriptions dont get serialized, so i have to respawn
|
||||
-- every scalpel every round to keep their descriptions (big oof)
|
||||
|
||||
-- fetch scalpel items
|
||||
local scalpelItems = {}
|
||||
for item in Item.ItemList do
|
||||
if item.Prefab.Identifier.Value == "multiscalpel" then
|
||||
table.insert(scalpelItems, item)
|
||||
end
|
||||
end
|
||||
-- refresh items
|
||||
for scalpel in scalpelItems do
|
||||
NT.RefreshScalpelDescription(scalpel)
|
||||
end
|
||||
end
|
||||
Timer.Wait(function()
|
||||
NT.RefreshAllMultiscalpels()
|
||||
end, 50)
|
||||
|
||||
Hook.Add(
|
||||
"NT.multiscalpel.incision",
|
||||
"NT.multiscalpel.incision",
|
||||
function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "incision")
|
||||
end
|
||||
)
|
||||
Hook.Add("NT.multiscalpel.kidneys", "NT.multiscalpel.kidneys", function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "kidneys")
|
||||
end)
|
||||
Hook.Add("NT.multiscalpel.liver", "NT.multiscalpel.liver", function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "liver")
|
||||
end)
|
||||
Hook.Add("NT.multiscalpel.lungs", "NT.multiscalpel.lungs", function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "lungs")
|
||||
end)
|
||||
Hook.Add("NT.multiscalpel.heart", "NT.multiscalpel.heart", function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "heart")
|
||||
end)
|
||||
Hook.Add("NT.multiscalpel.brain", "NT.multiscalpel.brain", function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "brain")
|
||||
end)
|
||||
Hook.Add("NT.multiscalpel.bandage", "NT.multiscalpel.bandage", function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "bandage")
|
||||
end)
|
||||
Hook.Add(
|
||||
"NT.multiscalpel.speedflex",
|
||||
"NT.multiscalpel.speedflex",
|
||||
function(effect, deltaTime, item, targets, worldPosition)
|
||||
NT.SetMultiscalpelFunction(item, "speedflex")
|
||||
end
|
||||
)
|
||||
|
||||
NT.ItemMethods.multiscalpel = function(item, usingCharacter, targetCharacter, limb)
|
||||
local limbtype = HF.NormalizeLimbType(limb.type)
|
||||
|
||||
local mode = GetMultiscalpelMode(item)
|
||||
if mode == "" then
|
||||
mode = "none"
|
||||
end
|
||||
|
||||
local modeFunctions = {
|
||||
none = function(item, usingCharacter, targetCharacter, limb) end,
|
||||
incision = NT.ItemMethods.advscalpel,
|
||||
kidneys = NT.ItemMethods.organscalpel_kidneys,
|
||||
liver = NT.ItemMethods.organscalpel_liver,
|
||||
lungs = NT.ItemMethods.organscalpel_lungs,
|
||||
heart = NT.ItemMethods.organscalpel_heart,
|
||||
brain = NT.ItemMethods.organscalpel_brain,
|
||||
bandage = function(item, usingCharacter, targetCharacter, limb)
|
||||
-- remove casts, bandages, and if none of those apply, cause some damage
|
||||
|
||||
-- code snippet taken from NT.ItemMethods.traumashears
|
||||
-- does the target have any cuttable afflictions?
|
||||
local cuttables = HF.CombineArrays(NT.CuttableAfflictions, NT.TraumashearsAfflictions)
|
||||
local canCut = false
|
||||
for val in cuttables do
|
||||
local prefab = AfflictionPrefab.Prefabs[val]
|
||||
if prefab ~= nil then
|
||||
if prefab.LimbSpecific then
|
||||
if HF.HasAfflictionLimb(targetCharacter, val, limbtype, 0.1) then
|
||||
canCut = true
|
||||
break
|
||||
end
|
||||
elseif limbtype == prefab.IndicatorLimb then
|
||||
if HF.HasAffliction(targetCharacter, val, 0.1) then
|
||||
canCut = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if canCut then
|
||||
NT.ItemMethods.traumashears(item, usingCharacter, targetCharacter, limb)
|
||||
else
|
||||
-- malpractice time!!!!
|
||||
local open = HF.HasAfflictionLimb(targetCharacter, "retractedskin", limbtype, 1)
|
||||
local istorso = limbtype == LimbType.Torso
|
||||
local ishead = limbtype == LimbType.Head
|
||||
|
||||
if not open then
|
||||
HF.AddAfflictionLimb(targetCharacter, "bleeding", limbtype, 6 + math.random() * 4, usingCharacter)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"lacerations",
|
||||
limbtype,
|
||||
2.5 + math.random() * 5,
|
||||
usingCharacter
|
||||
)
|
||||
HF.GiveItem(targetCharacter, "ntsfx_slash")
|
||||
else
|
||||
if istorso then
|
||||
-- stabbing an open torso (not good for the organs therein!)
|
||||
|
||||
HF.AddAffliction(targetCharacter, "internalbleeding", 6 + math.random() * 12, usingCharacter)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"lacerations",
|
||||
limbtype,
|
||||
4 + math.random() * 6,
|
||||
usingCharacter
|
||||
)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"internaldamage",
|
||||
limbtype,
|
||||
4 + math.random() * 6,
|
||||
usingCharacter
|
||||
)
|
||||
|
||||
local case = math.random()
|
||||
local casecount = 4
|
||||
if case < 1 / casecount then
|
||||
HF.AddAffliction(targetCharacter, "kidneydamage", 10 + math.random() * 10, usingCharacter)
|
||||
elseif case < 2 / casecount then
|
||||
HF.AddAffliction(targetCharacter, "liverdamage", 10 + math.random() * 10, usingCharacter)
|
||||
elseif case < 3 / casecount then
|
||||
HF.AddAffliction(targetCharacter, "lungdamage", 10 + math.random() * 10, usingCharacter)
|
||||
elseif case < 4 / casecount then
|
||||
HF.AddAffliction(targetCharacter, "heartdamage", 10 + math.random() * 10, usingCharacter)
|
||||
end
|
||||
elseif ishead then
|
||||
-- stabbing an open head (brain surgery done right!)
|
||||
|
||||
HF.AddAffliction(targetCharacter, "cerebralhypoxia", 15 + math.random() * 15, usingCharacter)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"internaldamage",
|
||||
limbtype,
|
||||
10 + math.random() * 10,
|
||||
usingCharacter
|
||||
)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"bleeding",
|
||||
limbtype,
|
||||
6 + math.random() * 12,
|
||||
usingCharacter
|
||||
)
|
||||
else
|
||||
-- stabbing an open arm or leg (how to cause fractures)
|
||||
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"bleeding",
|
||||
limbtype,
|
||||
6 + math.random() * 6,
|
||||
usingCharacter
|
||||
)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"lacerations",
|
||||
limbtype,
|
||||
4 + math.random() * 6,
|
||||
usingCharacter
|
||||
)
|
||||
HF.AddAfflictionLimb(
|
||||
targetCharacter,
|
||||
"internaldamage",
|
||||
limbtype,
|
||||
4 + math.random() * 6,
|
||||
usingCharacter
|
||||
)
|
||||
if HF.Chance(0.1) then
|
||||
NT.BreakLimb(targetCharacter, limbtype)
|
||||
end
|
||||
end
|
||||
|
||||
HF.GiveItem(targetCharacter, "ntsfx_slash")
|
||||
end
|
||||
end
|
||||
end,
|
||||
speedflex = function(item, usingCharacter, targetCharacter, limb)
|
||||
local animcontroller = targetCharacter.AnimController
|
||||
local torsoLimb = limb
|
||||
if animcontroller ~= nil then
|
||||
torsoLimb = animcontroller.MainLimb
|
||||
end
|
||||
|
||||
if limbtype == LimbType.Head then
|
||||
NT.ItemMethods.organscalpel_brain(item, usingCharacter, targetCharacter, limb)
|
||||
elseif limbtype == LimbType.LeftArm then
|
||||
NT.ItemMethods.organscalpel_kidneys(item, usingCharacter, targetCharacter, torsoLimb)
|
||||
elseif limbtype == LimbType.Torso then
|
||||
NT.ItemMethods.organscalpel_liver(item, usingCharacter, targetCharacter, torsoLimb)
|
||||
elseif limbtype == LimbType.RightArm then
|
||||
NT.ItemMethods.organscalpel_heart(item, usingCharacter, targetCharacter, torsoLimb)
|
||||
elseif limbtype == LimbType.LeftLeg then
|
||||
NT.ItemMethods.organscalpel_lungs(item, usingCharacter, targetCharacter, torsoLimb)
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
if modeFunctions[mode] ~= nil then
|
||||
modeFunctions[mode](item, usingCharacter, targetCharacter, limb)
|
||||
end
|
||||
|
||||
if mode ~= "none" then
|
||||
Timer.Wait(function()
|
||||
item.Tags = "multiscalpel_" .. mode
|
||||
end, 50)
|
||||
end
|
||||
end
|
311
Neurotrauma/Lua/Scripts/Server/ntcompat.lua
Normal file
311
Neurotrauma/Lua/Scripts/Server/ntcompat.lua
Normal file
@@ -0,0 +1,311 @@
|
||||
NTC = {} -- a class containing compatibility functions for other mods to make use of neurotraumas symptom system
|
||||
|
||||
-- use this function to register your expansion mod to be displayed by the
|
||||
-- console lua startup readout of neurotrauma expansions
|
||||
|
||||
-- check surgery plus or cybernetics for an example
|
||||
-- example of code for registering your expansion in init.lua:
|
||||
|
||||
-- MyExp = {} -- Example Expansions
|
||||
-- MyExp.Name="My Expansion"
|
||||
-- MyExp.Version = "A1.0"
|
||||
-- MyExp.VersionNum = 01000000 -- split into two digits (01->1.; 00->0.; 00->0h; 00->0) -> 1.0.0h0
|
||||
-- MyExp.MinNTVersion = "A1.7.1"
|
||||
-- MyExp.MinNTVersionNum = 01070100 -- 01.07.01.00 -> A1.7.1h0
|
||||
-- Timer.Wait(function() if NT ~= nil then NTC.RegisterExpansion(MyExp) end end,1)
|
||||
|
||||
NTC.RegisteredExpansions = {}
|
||||
function NTC.RegisterExpansion(expansionMainObject)
|
||||
table.insert(NTC.RegisteredExpansions, expansionMainObject)
|
||||
end
|
||||
|
||||
-- a table of tables, each character that has some custom data has an entry
|
||||
NTC.CharacterData = {}
|
||||
|
||||
-- use this function to induce symptoms temporarily
|
||||
-- duration is in humanupdates (~2 seconds), should at least be 2 to prevent symptom flickering
|
||||
function NTC.SetSymptomTrue(character, symptomidentifer, duration)
|
||||
if duration == nil then
|
||||
duration = 2
|
||||
end
|
||||
|
||||
NTC.AddEmptyCharacterData(character)
|
||||
local data = NTC.GetCharacterData(character)
|
||||
data[symptomidentifer] = duration
|
||||
|
||||
NTC.CharacterData[character.ID] = data
|
||||
end
|
||||
|
||||
-- use this function to suppress symptoms temporarily. this takes precedence over NTC.SetSymptomTrue.
|
||||
-- duration is in humanupdates (~2 seconds), should at least be 2 to prevent symptom flickering
|
||||
function NTC.SetSymptomFalse(character, symptomidentifer, duration)
|
||||
if duration == nil then
|
||||
duration = 2
|
||||
end
|
||||
|
||||
NTC.AddEmptyCharacterData(character)
|
||||
local data = NTC.GetCharacterData(character)
|
||||
data["!" .. symptomidentifer] = duration
|
||||
|
||||
NTC.CharacterData[character.ID] = data
|
||||
end
|
||||
|
||||
-- usage example: anywhere in your lua code, cause 4 seconds (2 humanupdates) of pale skin with this:
|
||||
-- NTC.SetSymptomTrue(targetCharacter,"sym_paleskin",2)
|
||||
|
||||
-- a list of possible symptom identifiers:
|
||||
|
||||
-- sym_unconsciousness
|
||||
-- tachycardia
|
||||
-- hyperventilation
|
||||
-- hypoventilation
|
||||
-- dyspnea
|
||||
-- sym_cough
|
||||
-- sym_paleskin
|
||||
-- sym_lightheadedness
|
||||
-- sym_blurredvision
|
||||
-- sym_confusion
|
||||
-- sym_headache
|
||||
-- sym_legswelling
|
||||
-- sym_weakness
|
||||
-- sym_wheezing
|
||||
-- sym_vomiting
|
||||
-- sym_nausea
|
||||
-- sym_hematemesis
|
||||
-- sym_fever
|
||||
-- sym_abdomdiscomfort
|
||||
-- sym_bloating
|
||||
-- sym_jaundice
|
||||
-- sym_sweating
|
||||
-- sym_palpitations
|
||||
-- sym_craving
|
||||
-- pain_abdominal
|
||||
-- pain_chest
|
||||
-- lockleftarm
|
||||
-- lockrightarm
|
||||
-- lockleftleg
|
||||
-- lockrightleg
|
||||
|
||||
-- with the following identifiers you can either cause things or prevent them.
|
||||
-- i recommend setting the duration when using these to cause things to 1.
|
||||
|
||||
-- triggersym_seizure
|
||||
-- triggersym_coma
|
||||
-- triggersym_stroke
|
||||
-- triggersym_heartattack
|
||||
-- triggersym_cardiacarrest
|
||||
-- triggersym_respiratoryarrest
|
||||
|
||||
-- prints all of the current compatibility data in the chat
|
||||
-- might be useful for debugging
|
||||
function NTC.DebugPrintAllData()
|
||||
local res = "neurotrauma compatibility data:\n"
|
||||
for key, value in pairs(NTC.CharacterData) do
|
||||
res = res .. "\n" .. value["character"].Name
|
||||
for key2, value2 in pairs(value) do
|
||||
res = res .. "\n " .. tostring(key2) .. " : " .. tostring(value2)
|
||||
end
|
||||
end
|
||||
|
||||
PrintChat(res)
|
||||
end
|
||||
|
||||
NTC.PreHumanUpdateHooks = {}
|
||||
-- use this function to add a function to be executed before humanupdate with a character parameter
|
||||
function NTC.AddPreHumanUpdateHook(func)
|
||||
NTC.PreHumanUpdateHooks[#NTC.PreHumanUpdateHooks + 1] = func
|
||||
end
|
||||
|
||||
NTC.HumanUpdateHooks = {}
|
||||
-- use this function to add a function to be executed after humanupdate with a character parameter
|
||||
function NTC.AddHumanUpdateHook(func)
|
||||
NTC.HumanUpdateHooks[#NTC.HumanUpdateHooks + 1] = func
|
||||
end
|
||||
|
||||
NTC.OnDamagedHooks = {}
|
||||
-- use this function to add a function to be executed after ondamaged
|
||||
-- with a characterhealth, attack result and limb parameter
|
||||
function NTC.AddOnDamagedHook(func)
|
||||
NTC.OnDamagedHooks[#NTC.OnDamagedHooks + 1] = func
|
||||
end
|
||||
|
||||
NTC.ModifyingOnDamagedHooks = {}
|
||||
-- use this function to add a function to be executed before ondamaged
|
||||
-- with a characterhealth, afflictions and limb parameter, and afflictions return type
|
||||
function NTC.AddModifyingOnDamagedHook(func)
|
||||
NTC.ModifyingOnDamagedHooks[#NTC.ModifyingOnDamagedHooks + 1] = func
|
||||
end
|
||||
|
||||
NTC.CharacterSpeedMultipliers = {}
|
||||
-- use this function to multiply a characters speed for one human update.
|
||||
-- should always be called from within a prehumanupdate hook
|
||||
function NTC.MultiplySpeed(character, multiplier)
|
||||
if NTC.CharacterSpeedMultipliers[character] == nil then
|
||||
NTC.CharacterSpeedMultipliers[character] = multiplier
|
||||
else
|
||||
NTC.CharacterSpeedMultipliers[character] = NTC.CharacterSpeedMultipliers[character] * multiplier
|
||||
end
|
||||
end
|
||||
|
||||
-- use this function to register an affliction to be detected by the hematology analyzer
|
||||
function NTC.AddHematologyAffliction(identifier)
|
||||
Timer.Wait(function()
|
||||
if not HF.TableContains(NT.HematologyDetectable, identifier) then
|
||||
table.insert(NT.HematologyDetectable, identifier)
|
||||
end
|
||||
end, 1)
|
||||
end
|
||||
|
||||
-- use this function to register an affliction to be healed by sutures
|
||||
-- identifier: the identifier of the affliction to be healed
|
||||
-- surgeryskillgain: how much surgery skill is gained by healing this affliction (optional, default: 0)
|
||||
-- requiredaffliction: what affliction has to be present alongside the healed affliction for it to get healed (optional, default: none)
|
||||
-- func: a function that gets run if the affliction is present. if provided, doesnt heal the affliction automatically (optional, default: none)
|
||||
-- func(item, usingCharacter, targetCharacter, limb)
|
||||
function NTC.AddSuturedAffliction(identifier, surgeryskillgain, requiredaffliction, func)
|
||||
Timer.Wait(function()
|
||||
if not HF.TableContains(NT.SutureAfflictions, identifier) then
|
||||
NT.SutureAfflictions[identifier] = {
|
||||
xpgain = surgeryskillgain,
|
||||
case = requiredaffliction,
|
||||
func = func,
|
||||
}
|
||||
end
|
||||
end, 1)
|
||||
end
|
||||
|
||||
NTC.AfflictionsAffectingVitality = {
|
||||
bleeding = true,
|
||||
bleedingnonstop = true,
|
||||
burn = true,
|
||||
acidburn = true,
|
||||
lacerations = true,
|
||||
gunshotwound = true,
|
||||
bitewounds = true,
|
||||
explosiondamage = true,
|
||||
blunttrauma = true,
|
||||
internaldamage = true,
|
||||
organdamage = true,
|
||||
cerebralhypoxia = true,
|
||||
gangrene = true,
|
||||
th_amputation = true,
|
||||
sh_amputation = true,
|
||||
suturedw = true,
|
||||
alcoholaddiction = true,
|
||||
opiateaddiction = true,
|
||||
}
|
||||
function NTC.AddAfflictionAffectingVitality(identifier)
|
||||
NTC.AfflictionsAffectingVitality[identifier] = true
|
||||
end
|
||||
|
||||
-- these functions are used by neurotrauma to check for symptom overrides
|
||||
function NTC.GetSymptom(character, symptomidentifer)
|
||||
local chardata = NTC.GetCharacterData(character)
|
||||
if chardata == nil then
|
||||
return false
|
||||
end
|
||||
|
||||
local durationleft = chardata[symptomidentifer]
|
||||
|
||||
if durationleft == nil then
|
||||
return false
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
function NTC.GetSymptomFalse(character, symptomidentifer)
|
||||
local chardata = NTC.GetCharacterData(character)
|
||||
if chardata == nil then
|
||||
return false
|
||||
end
|
||||
|
||||
local durationleft = chardata["!" .. symptomidentifer]
|
||||
|
||||
if durationleft == nil then
|
||||
return false
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
-- sets multiplier data for one humanupdate, should be called from within a humanupdate hook
|
||||
function NTC.SetMultiplier(character, multiplieridentifier, multiplier)
|
||||
NTC.AddEmptyCharacterData(character)
|
||||
local data = NTC.GetCharacterData(character)
|
||||
data["mult_" .. multiplieridentifier] = NTC.GetMultiplier(character, multiplieridentifier) * multiplier
|
||||
NTC.CharacterData[character.ID] = data
|
||||
end
|
||||
function NTC.GetMultiplier(character, multiplieridentifier)
|
||||
local data = NTC.GetCharacterData(character)
|
||||
if data == nil or data["mult_" .. multiplieridentifier] == nil then
|
||||
return 1
|
||||
end
|
||||
return data["mult_" .. multiplieridentifier]
|
||||
end
|
||||
|
||||
-- sets tag data for one humanupdate, should be called from within a humanupdate hook
|
||||
function NTC.SetTag(character, tagidentifier)
|
||||
NTC.AddEmptyCharacterData(character)
|
||||
local data = NTC.GetCharacterData(character)
|
||||
data["tag_" .. tagidentifier] = 1
|
||||
end
|
||||
function NTC.HasTag(character, tagidentifier)
|
||||
local data = NTC.GetCharacterData(character)
|
||||
if data == nil or data["tag_" .. tagidentifier] == nil then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- don't concern yourself with these
|
||||
function NTC.AddEmptyCharacterData(character)
|
||||
if NTC.GetCharacterData(character) ~= nil then
|
||||
return
|
||||
end
|
||||
local newdat = {}
|
||||
newdat["character"] = character
|
||||
NTC.CharacterData[character.ID] = newdat
|
||||
end
|
||||
function NTC.CheckChardataEmpty(character)
|
||||
local chardat = NTC.GetCharacterData(character)
|
||||
if chardat == nil or HF.TableSize(chardat) > 1 then
|
||||
return
|
||||
end
|
||||
|
||||
-- remove entry from data
|
||||
NTC.CharacterData[character.ID] = nil
|
||||
end
|
||||
function NTC.GetCharacterData(character)
|
||||
return NTC.CharacterData[character.ID]
|
||||
end
|
||||
function NTC.TickCharacter(character)
|
||||
local chardata = NTC.GetCharacterData(character)
|
||||
if chardata == nil then
|
||||
return
|
||||
end
|
||||
|
||||
for key, value in pairs(chardata) do
|
||||
if key ~= "character" then
|
||||
if HF.StartsWith(key, "mult_") then -- multipliers
|
||||
chardata[key] = nil
|
||||
NTC.CheckChardataEmpty(character)
|
||||
else -- symptoms
|
||||
local durationleft = value
|
||||
if durationleft ~= nil and durationleft > 1 then
|
||||
chardata[key] = durationleft - 1
|
||||
else
|
||||
chardata[key] = nil
|
||||
NTC.CheckChardataEmpty(character)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
NTC.CharacterData[character.ID] = chardata
|
||||
end
|
||||
function NTC.GetSpeedMultiplier(character)
|
||||
if NTC.CharacterSpeedMultipliers[character] ~= nil then
|
||||
return NTC.CharacterSpeedMultipliers[character]
|
||||
end
|
||||
return 1
|
||||
end
|
671
Neurotrauma/Lua/Scripts/Server/ondamaged.lua
Normal file
671
Neurotrauma/Lua/Scripts/Server/ondamaged.lua
Normal file
@@ -0,0 +1,671 @@
|
||||
-- Hooks Lua event "character.applyDamage" to cause NT afflictions after attacks depending on the damaging affliction defined here in NT.OnDamagedMethods
|
||||
local function getCalculatedConcussionReduction(armor, strength)
|
||||
if armor == nil then
|
||||
return 0
|
||||
end
|
||||
local reduction = 0
|
||||
|
||||
if armor.HasTag("deepdiving") or armor.HasTag("deepdivinglarge") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "concussion") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
elseif armor.HasTag("smallitem") then
|
||||
local modifiers = armor.GetComponentString("Wearable").DamageModifiers
|
||||
for modifier in modifiers do
|
||||
if string.find(modifier.AfflictionIdentifiers, "concussion") ~= nil then
|
||||
reduction = strength - strength * modifier.DamageMultiplier
|
||||
end
|
||||
end
|
||||
end
|
||||
return reduction
|
||||
end
|
||||
Hook.Add("character.applyDamage", "NT.ondamaged", function(characterHealth, attackResult, hitLimb)
|
||||
--print(hitLimb.HealthIndex or hitLimb ~= nil)
|
||||
|
||||
if -- invalid attack data, don't do anything
|
||||
characterHealth == nil
|
||||
or characterHealth.Character == nil
|
||||
or characterHealth.Character.IsDead
|
||||
or not characterHealth.Character.IsHuman
|
||||
or attackResult == nil
|
||||
or attackResult.Afflictions == nil
|
||||
or #attackResult.Afflictions <= 0
|
||||
or hitLimb == nil
|
||||
or hitLimb.IsSevered
|
||||
then
|
||||
return
|
||||
end
|
||||
|
||||
local afflictions = attackResult.Afflictions
|
||||
|
||||
-- ntc
|
||||
-- modifying ondamaged hooks
|
||||
for key, val in pairs(NTC.ModifyingOnDamagedHooks) do
|
||||
afflictions = val(characterHealth, afflictions, hitLimb)
|
||||
end
|
||||
|
||||
local identifier = ""
|
||||
local methodtorun = nil
|
||||
for value in afflictions do
|
||||
-- execute fitting method, if available
|
||||
identifier = value.Prefab.Identifier.Value
|
||||
methodtorun = NT.OnDamagedMethods[identifier]
|
||||
if methodtorun ~= nil then
|
||||
-- make resistance from afflictions apply
|
||||
local resistance = HF.GetResistance(characterHealth.Character, identifier, hitLimb.type)
|
||||
local strength = value.Strength * (1 - resistance)
|
||||
|
||||
methodtorun(characterHealth.Character, strength, hitLimb.type)
|
||||
end
|
||||
end
|
||||
|
||||
-- ntc
|
||||
-- ondamaged hooks
|
||||
for key, val in pairs(NTC.OnDamagedHooks) do
|
||||
val(characterHealth, attackResult, hitLimb)
|
||||
end
|
||||
end)
|
||||
|
||||
NT.OnDamagedMethods = {}
|
||||
|
||||
local function HasLungs(c)
|
||||
return not HF.HasAffliction(c, "lungremoved")
|
||||
end
|
||||
local function HasHeart(c)
|
||||
return not HF.HasAffliction(c, "heartremoved")
|
||||
end
|
||||
|
||||
-- cause foreign bodies, rib fractures, pneumothorax, tamponade, internal bleeding, fractures, neurotrauma
|
||||
NT.OnDamagedMethods.gunshotwound = function(character, strength, limbtype)
|
||||
limbtype = HF.NormalizeLimbType(limbtype)
|
||||
|
||||
local causeFullForeignBody = false
|
||||
|
||||
-- torso specific
|
||||
if strength >= 1 and limbtype == LimbType.Torso then
|
||||
local hitOrgan = false
|
||||
if
|
||||
HF.Chance(
|
||||
HF.Clamp(strength * 0.02, 0, 0.3)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
causeFullForeignBody = true
|
||||
end
|
||||
if
|
||||
HasLungs(character)
|
||||
and HF.Chance(
|
||||
0.3 * NTC.GetMultiplier(character, "pneumothoraxchance") * NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
HF.AddAffliction(character, "lungdamage", strength)
|
||||
HF.AddAffliction(character, "organdamage", strength / 4)
|
||||
hitOrgan = true
|
||||
end
|
||||
if
|
||||
HasHeart(character)
|
||||
and hitOrgan == false
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
strength / 50 * NTC.GetMultiplier(character, "tamponadechance") * NTConfig.Get("NT_tamponadeChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "tamponade", 5)
|
||||
HF.AddAffliction(character, "heartdamage", strength)
|
||||
HF.AddAffliction(character, "organdamage", strength / 4)
|
||||
hitOrgan = true
|
||||
end
|
||||
if strength >= 5 then
|
||||
HF.AddAffliction(character, "internalbleeding", strength * HF.RandomRange(0.3, 0.6))
|
||||
end
|
||||
|
||||
-- liver and kidney damage
|
||||
if hitOrgan == false and strength >= 2 and HF.Chance(0.5) then
|
||||
HF.AddAfflictionLimb(character, "organdamage", limbtype, strength / 4)
|
||||
if HF.Chance(0.5) then
|
||||
HF.AddAffliction(character, "liverdamage", strength)
|
||||
else
|
||||
HF.AddAffliction(character, "kidneydamage", strength)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if strength >= 1 and limbtype == LimbType.Head then
|
||||
if
|
||||
HF.Chance(
|
||||
strength / 90 * NTC.GetMultiplier(character, "anyfracturechance") * NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
causeFullForeignBody = true
|
||||
end
|
||||
if strength >= 5 and HF.Chance(0.7) then
|
||||
HF.AddAffliction(character, "cerebralhypoxia", strength * HF.RandomRange(0.1, 0.4))
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
NT.LimbIsBroken(character, limbtype)
|
||||
and not NT.LimbIsAmputated(character, limbtype)
|
||||
and HF.Chance(strength / 60 * NTC.GetMultiplier(character, "traumamputatechance"))
|
||||
then
|
||||
NT.TraumamputateLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
strength / 60 * NTC.GetMultiplier(character, "anyfracturechance") * NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
causeFullForeignBody = true
|
||||
end
|
||||
end
|
||||
|
||||
-- foreign bodies
|
||||
if causeFullForeignBody then
|
||||
HF.AddAfflictionLimb(
|
||||
character,
|
||||
"foreignbody",
|
||||
limbtype,
|
||||
HF.Clamp(strength, 0, 30) * NTC.GetMultiplier(character, "foreignbodymultiplier")
|
||||
)
|
||||
else
|
||||
if HF.Chance(0.75) then
|
||||
HF.AddAfflictionLimb(
|
||||
character,
|
||||
"foreignbody",
|
||||
limbtype,
|
||||
HF.Clamp(strength / 4, 0, 20) * NTC.GetMultiplier(character, "foreignbodymultiplier")
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- cause foreign bodies, rib fractures, pneumothorax, internal bleeding, concussion, fractures
|
||||
NT.OnDamagedMethods.explosiondamage = function(character, strength, limbtype)
|
||||
limbtype = HF.NormalizeLimbType(limbtype)
|
||||
|
||||
if HF.Chance(0.75) then
|
||||
HF.AddAfflictionLimb(
|
||||
character,
|
||||
"foreignbody",
|
||||
limbtype,
|
||||
strength / 2 * NTC.GetMultiplier(character, "foreignbodymultiplier")
|
||||
)
|
||||
end
|
||||
|
||||
-- torso specific
|
||||
if strength >= 1 and limbtype == LimbType.Torso then
|
||||
if
|
||||
strength >= 10
|
||||
and HF.Chance(
|
||||
strength / 50 * NTC.GetMultiplier(character, "anyfracturechance") * NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HasLungs(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
strength
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "pneumothoraxchance")
|
||||
* NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
end
|
||||
if strength >= 5 then
|
||||
HF.AddAffliction(character, "internalbleeding", strength * HF.RandomRange(0.2, 0.5))
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if strength >= 1 and limbtype == LimbType.Head then
|
||||
local armor1 = character.Inventory.GetItemInLimbSlot(InvSlotType.OuterClothes)
|
||||
local armor2 = character.Inventory.GetItemInLimbSlot(InvSlotType.Head)
|
||||
local reduceddmg = math.max(
|
||||
10
|
||||
- getCalculatedConcussionReduction(armor1, 10, limbtype)
|
||||
- getCalculatedConcussionReduction(armor2, 10, limbtype),
|
||||
0
|
||||
)
|
||||
if strength >= 15 and HF.Chance(math.min(strength / 60, 0.7)) then
|
||||
HF.AddAfflictionResisted(character, "concussion", reduceddmg)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min(strength / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min(strength / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "n_fracture", 5)
|
||||
end
|
||||
if strength >= 25 and HF.Chance(0.25) then
|
||||
-- drop previously held item
|
||||
local previtem = HF.GetHeadWear(character)
|
||||
if previtem ~= nil then
|
||||
previtem.Drop(character, true)
|
||||
end
|
||||
HF.AddAfflictionLimb(character, "gate_ta_h", limbtype, 5)
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
NT.LimbIsBroken(character, limbtype)
|
||||
and not NT.LimbIsAmputated(character, limbtype)
|
||||
and HF.Chance(strength / 60 * NTC.GetMultiplier(character, "traumamputatechance"))
|
||||
then
|
||||
NT.TraumamputateLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
strength / 60 * NTC.GetMultiplier(character, "anyfracturechance") * NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
0.35 * NTC.GetMultiplier(character, "dislocationchance") * NTConfig.Get("NT_dislocationChance", 1)
|
||||
) and not NT.LimbIsAmputated(character, limbtype)
|
||||
then
|
||||
NT.DislocateLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- cause rib fractures, pneumothorax, internal bleeding, concussion, fractures
|
||||
NT.OnDamagedMethods.bitewounds = function(character, strength, limbtype)
|
||||
limbtype = HF.NormalizeLimbType(limbtype)
|
||||
|
||||
-- torso specific
|
||||
if strength >= 1 and limbtype == LimbType.Torso then
|
||||
if
|
||||
strength >= 10
|
||||
and HF.Chance(
|
||||
(strength - 10)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HasLungs(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
(strength - 5)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "pneumothoraxchance")
|
||||
* NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
end
|
||||
if strength >= 5 then
|
||||
HF.AddAffliction(character, "internalbleeding", strength * HF.RandomRange(0.2, 0.5))
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if strength >= 1 and limbtype == LimbType.Head then
|
||||
local armor1 = character.Inventory.GetItemInLimbSlot(InvSlotType.OuterClothes)
|
||||
local armor2 = character.Inventory.GetItemInLimbSlot(InvSlotType.Head)
|
||||
local reduceddmg = math.max(
|
||||
10
|
||||
- getCalculatedConcussionReduction(armor1, 10, limbtype)
|
||||
- getCalculatedConcussionReduction(armor2, 10, limbtype),
|
||||
0
|
||||
)
|
||||
if strength >= 15 and HF.Chance(math.min(strength / 60, 0.7)) then
|
||||
HF.AddAfflictionResisted(character, "concussion", reduceddmg)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 10) / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
NT.LimbIsBroken(character, limbtype)
|
||||
and not NT.LimbIsAmputated(character, limbtype)
|
||||
and HF.Chance((strength - 5) / 60 * NTC.GetMultiplier(character, "traumamputatechance"))
|
||||
then
|
||||
NT.TraumamputateLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 5)
|
||||
/ 60
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- cause rib fractures, pneumothorax, tamponade, internal bleeding, fractures
|
||||
NT.OnDamagedMethods.lacerations = function(character, strength, limbtype)
|
||||
limbtype = HF.NormalizeLimbType(limbtype)
|
||||
|
||||
-- torso specific
|
||||
if strength >= 1 and limbtype == LimbType.Torso then
|
||||
if
|
||||
strength >= 10
|
||||
and HF.Chance(
|
||||
(strength - 10)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HasLungs(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
(strength - 5)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "pneumothoraxchance")
|
||||
* NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
end
|
||||
if
|
||||
HasHeart(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
(strength - 5)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "tamponadechance")
|
||||
* NTConfig.Get("NT_tamponadeChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "tamponade", 5)
|
||||
end
|
||||
if strength >= 5 then
|
||||
HF.AddAffliction(character, "internalbleeding", strength * HF.RandomRange(0.2, 0.5))
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if strength >= 1 and limbtype == LimbType.Head then
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 15) / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
NT.LimbIsBroken(character, limbtype)
|
||||
and not NT.LimbIsAmputated(character, limbtype)
|
||||
and HF.Chance(strength / 60 * NTC.GetMultiplier(character, "traumamputatechance"))
|
||||
then
|
||||
NT.TraumamputateLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 5)
|
||||
/ 60
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- cause rib fractures, organ damage, pneumothorax, concussion, fractures, neurotrauma
|
||||
NT.OnDamagedMethods.blunttrauma = function(character, strength, limbtype)
|
||||
limbtype = HF.NormalizeLimbType(limbtype)
|
||||
|
||||
local fractureImmune = HF.HasAffliction(character, "cpr_fracturebuff")
|
||||
|
||||
-- torso
|
||||
if not fractureImmune and strength >= 1 and limbtype == LimbType.Torso then
|
||||
if
|
||||
HF.Chance(
|
||||
strength / 50 * NTC.GetMultiplier(character, "anyfracturechance") * NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
|
||||
HF.AddAffliction(character, "lungdamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "heartdamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "liverdamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "kidneydamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "organdamage", strength * HF.RandomRange(0, 1))
|
||||
|
||||
if
|
||||
HasLungs(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
strength
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "pneumothoraxchance")
|
||||
* NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if not fractureImmune and strength >= 1 and limbtype == LimbType.Head then
|
||||
local armor1 = character.Inventory.GetItemInLimbSlot(InvSlotType.OuterClothes)
|
||||
local armor2 = character.Inventory.GetItemInLimbSlot(InvSlotType.Head)
|
||||
local reduceddmg = math.max(
|
||||
10
|
||||
- getCalculatedConcussionReduction(armor1, 10, limbtype)
|
||||
- getCalculatedConcussionReduction(armor2, 10, limbtype),
|
||||
0
|
||||
)
|
||||
if strength >= 15 and HF.Chance(math.min(strength / 60, 0.7)) then
|
||||
HF.AddAfflictionResisted(character, "concussion", reduceddmg)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 10) / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 10) / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "n_fracture", 5)
|
||||
end
|
||||
if strength >= 5 and HF.Chance(0.7) then
|
||||
HF.AddAffliction(character, "cerebralhypoxia", strength * HF.RandomRange(0.1, 0.4))
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if not fractureImmune and strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
strength > 15
|
||||
and NT.LimbIsBroken(character, limbtype)
|
||||
and not NT.LimbIsAmputated(character, limbtype)
|
||||
and HF.Chance(strength / 100 * NTC.GetMultiplier(character, "traumamputatechance"))
|
||||
then
|
||||
NT.TraumamputateLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 2)
|
||||
/ 60
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
HF.Clamp((strength - 2) / 80, 0, 0.5)
|
||||
* NTC.GetMultiplier(character, "dislocationchance")
|
||||
* NTConfig.Get("NT_dislocationChance", 1)
|
||||
) and not NT.LimbIsAmputated(character, limbtype)
|
||||
then
|
||||
NT.DislocateLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- cause rib fractures, organ damage, pneumothorax, concussion, fractures
|
||||
NT.OnDamagedMethods.internaldamage = function(character, strength, limbtype)
|
||||
limbtype = HF.NormalizeLimbType(limbtype)
|
||||
|
||||
-- torso
|
||||
if strength >= 1 and limbtype == LimbType.Torso then
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 5)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
|
||||
HF.AddAffliction(character, "lungdamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "heartdamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "liverdamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "kidneydamage", strength * HF.RandomRange(0, 1))
|
||||
HF.AddAffliction(character, "organdamage", strength * HF.RandomRange(0, 1))
|
||||
|
||||
if
|
||||
HasLungs(character)
|
||||
and strength >= 5
|
||||
and HF.Chance(
|
||||
(strength - 5)
|
||||
/ 50
|
||||
* NTC.GetMultiplier(character, "pneumothoraxchance")
|
||||
* NTConfig.Get("NT_pneumothoraxChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "pneumothorax", 5)
|
||||
end
|
||||
end
|
||||
|
||||
-- head
|
||||
if strength >= 1 and limbtype == LimbType.Head then
|
||||
local armor1 = character.Inventory.GetItemInLimbSlot(InvSlotType.OuterClothes)
|
||||
local armor2 = character.Inventory.GetItemInLimbSlot(InvSlotType.Head)
|
||||
local reduceddmg = math.max(
|
||||
10
|
||||
- getCalculatedConcussionReduction(armor1, 10, limbtype)
|
||||
- getCalculatedConcussionReduction(armor2, 10, limbtype),
|
||||
0
|
||||
)
|
||||
if strength >= 15 and HF.Chance(math.min(strength / 60, 0.7)) then
|
||||
HF.AddAfflictionResisted(character, "concussion", reduceddmg)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 5) / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
strength >= 15
|
||||
and HF.Chance(
|
||||
math.min((strength - 5) / 60, 0.7)
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
HF.AddAffliction(character, "n_fracture", 5)
|
||||
end
|
||||
end
|
||||
|
||||
-- extremities
|
||||
if strength >= 1 and HF.LimbIsExtremity(limbtype) then
|
||||
if
|
||||
strength > 10
|
||||
and NT.LimbIsBroken(character, limbtype)
|
||||
and not NT.LimbIsAmputated(character, limbtype)
|
||||
and HF.Chance((strength - 10) / 60 * NTC.GetMultiplier(character, "traumamputatechance"))
|
||||
then
|
||||
NT.TraumamputateLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
(strength - 5)
|
||||
/ 60
|
||||
* NTC.GetMultiplier(character, "anyfracturechance")
|
||||
* NTConfig.Get("NT_fractureChance", 1)
|
||||
)
|
||||
then
|
||||
NT.BreakLimb(character, limbtype)
|
||||
end
|
||||
if
|
||||
HF.Chance(
|
||||
0.25 * NTC.GetMultiplier(character, "dislocationchance") * NTConfig.Get("NT_dislocationChance", 1)
|
||||
) and not NT.LimbIsAmputated(character, limbtype)
|
||||
then
|
||||
NT.DislocateLimb(character, limbtype)
|
||||
end
|
||||
end
|
||||
end
|
19
Neurotrauma/Lua/Scripts/Server/onfire.lua
Normal file
19
Neurotrauma/Lua/Scripts/Server/onfire.lua
Normal file
@@ -0,0 +1,19 @@
|
||||
-- Hooks Lua event "Barotrauma.Character" to apply vanilla burning (formerly NT onfire) affliction and set a human on fire
|
||||
Hook.HookMethod("Barotrauma.Character", "ApplyStatusEffects", function(instance, ptable)
|
||||
if ptable.actionType == ActionType.OnFire then
|
||||
local function ApplyBurn(character, limbtype)
|
||||
HF.AddAfflictionLimb(character, "burning", limbtype, ptable.deltaTime * 3)
|
||||
end
|
||||
|
||||
if instance.IsHuman then
|
||||
ApplyBurn(instance, LimbType.Torso)
|
||||
ApplyBurn(instance, LimbType.Head)
|
||||
ApplyBurn(instance, LimbType.LeftArm)
|
||||
ApplyBurn(instance, LimbType.RightArm)
|
||||
ApplyBurn(instance, LimbType.LeftLeg)
|
||||
ApplyBurn(instance, LimbType.RightLeg)
|
||||
else
|
||||
HF.AddAfflictionLimb(instance, "burning", instance.AnimController.MainLimb.type, ptable.deltaTime * 5)
|
||||
end
|
||||
end
|
||||
end, Hook.HookMethodType.After)
|
9
Neurotrauma/Lua/Scripts/Server/screams.lua
Normal file
9
Neurotrauma/Lua/Scripts/Server/screams.lua
Normal file
@@ -0,0 +1,9 @@
|
||||
-- Hooks XML Lua event "NT.causeScreams" to cause character to scream if config has enabled screaming
|
||||
Hook.Add("NT.causeScreams", "NT.causeScreams", function(...)
|
||||
if not NTConfig.Get("NT_screams", true) then
|
||||
return
|
||||
end
|
||||
|
||||
local character = table.pack(...)[3]
|
||||
HF.SetAffliction(character, "screaming", 10)
|
||||
end)
|
13
Neurotrauma/Lua/Scripts/Shared/pronecolliderfix.lua
Normal file
13
Neurotrauma/Lua/Scripts/Shared/pronecolliderfix.lua
Normal file
@@ -0,0 +1,13 @@
|
||||
Hook.Patch("Barotrauma.Character", "Control", function(instance)
|
||||
if instance.CharacterHealth.GetAfflictionStrengthByIdentifier("forceprone") > 1 then
|
||||
instance.SetInput(InputType.Crouch, false, true)
|
||||
end
|
||||
end)
|
||||
|
||||
Hook.Patch("Barotrauma.Ragdoll", "get_ColliderHeightFromFloor", function(instance, ptable)
|
||||
if instance.Character and instance.Character.CharacterHealth then
|
||||
if instance.Character.CharacterHealth.GetAfflictionStrengthByIdentifier("forceprone") > 1 then
|
||||
return Single(0.1)
|
||||
end
|
||||
end
|
||||
end, Hook.HookMethodType.After)
|
142
Neurotrauma/Lua/Scripts/Shared/surgerytable.lua
Normal file
142
Neurotrauma/Lua/Scripts/Shared/surgerytable.lua
Normal file
@@ -0,0 +1,142 @@
|
||||
-- Hooks a XML Lua event "surgerytable.update" to use for getting
|
||||
-- Neurotrauma and vanilla character data with the surgical table or hospital bed
|
||||
-- lifted and translated from betterhealthui
|
||||
local NormalHeartrate = 60
|
||||
local MaxTachycardiaHeartrate = 180
|
||||
local MaxFibrillationHeartrate = 300
|
||||
local function GetHeartrate(character)
|
||||
if character == nil or character.CharacterHealth == nil or character.IsDead then
|
||||
return 0
|
||||
end
|
||||
|
||||
local rate = NormalHeartrate
|
||||
|
||||
local cardiacarrest = character.CharacterHealth.GetAffliction("cardiacarrest")
|
||||
|
||||
-- return 0 rate if in cardiac arrest
|
||||
if cardiacarrest ~= nil and cardiacarrest.Strength >= 0.5 then
|
||||
return 0
|
||||
end
|
||||
|
||||
local tachycardia = character.CharacterHealth.GetAffliction("tachycardia")
|
||||
local fibrillation = character.CharacterHealth.GetAffliction("fibrillation")
|
||||
|
||||
if fibrillation ~= nil then
|
||||
rate = HF.Lerp(
|
||||
MaxTachycardiaHeartrate,
|
||||
MaxFibrillationHeartrate,
|
||||
fibrillation.Strength / 100 * (1 + math.random() * 0.5)
|
||||
)
|
||||
elseif tachycardia ~= nil then
|
||||
rate = HF.Lerp(NormalHeartrate, MaxTachycardiaHeartrate, tachycardia.Strength / 100)
|
||||
end
|
||||
|
||||
return rate
|
||||
end
|
||||
|
||||
local function GetPH(character)
|
||||
if character == nil or character.CharacterHealth == nil then
|
||||
return 0
|
||||
end
|
||||
|
||||
local acidosis = HF.GetAfflictionStrength(character, "acidosis", 0)
|
||||
local alkalosis = HF.GetAfflictionStrength(character, "alkalosis", 0)
|
||||
|
||||
return alkalosis - acidosis
|
||||
end
|
||||
|
||||
Hook.Add("surgerytable.update", "surgerytable.update", function(effect, deltaTime, item, targets, worldPosition)
|
||||
-- fetch controller component
|
||||
local controllerComponent = item.GetComponentString("Controller")
|
||||
if controllerComponent == nil then
|
||||
item.SendSignal("0", "state_out")
|
||||
return
|
||||
end
|
||||
|
||||
-- check if targets present
|
||||
-- laying on the table
|
||||
local target = controllerComponent.User
|
||||
-- noone one the table? check the targets array for the one with the least vitality
|
||||
if target == nil or not target.IsHuman then
|
||||
local minVitality = 999
|
||||
for index, value in ipairs(targets) do
|
||||
if value.Name ~= nil and value.IsHuman and (value.Vitality < minVitality) then
|
||||
minVitality = value.Vitality
|
||||
target = value
|
||||
end
|
||||
end
|
||||
end
|
||||
-- no target found
|
||||
if target == nil or not target.IsHuman then
|
||||
item.SendSignal("0", "state_out")
|
||||
return
|
||||
end
|
||||
|
||||
-- send signals
|
||||
item.SendSignal("1", "state_out")
|
||||
if target.IsDead then
|
||||
item.SendSignal("0", "alive_out")
|
||||
else
|
||||
item.SendSignal("1", "alive_out")
|
||||
end
|
||||
if target.IsDead or HF.HasAffliction(target, "sym_unconsciousness", 0.1) then
|
||||
item.SendSignal("0", "conscious_out")
|
||||
else
|
||||
item.SendSignal("1", "conscious_out")
|
||||
end
|
||||
item.SendSignal(target.Name, "name_out")
|
||||
item.SendSignal(tostring(HF.Round(target.Vitality)), "vitality_out")
|
||||
if target.IsDead then
|
||||
item.SendSignal("0", "bloodpressure_out")
|
||||
else
|
||||
item.SendSignal(tostring(HF.Round(HF.GetAfflictionStrength(target, "bloodpressure", 100))), "bloodpressure_out")
|
||||
end
|
||||
item.SendSignal(tostring(HF.Round(100 - HF.GetAfflictionStrength(target, "hypoxemia", 0))), "bloodoxygen_out")
|
||||
item.SendSignal(tostring(HF.Round(HF.GetAfflictionStrength(target, "cerebralhypoxia", 0))), "neurotrauma_out")
|
||||
item.SendSignal(tostring(HF.Round(HF.GetAfflictionStrength(target, "organdamage", 0))), "organdamage_out")
|
||||
|
||||
local heartrate = HF.Round(GetHeartrate(target))
|
||||
item.SendSignal(tostring(heartrate), "heartrate_out")
|
||||
|
||||
local breathingrate = math.random(15, 18)
|
||||
if HF.HasAffliction(target, "respiratoryarrest") or target.IsDead then
|
||||
breathingrate = 0
|
||||
elseif HF.HasAffliction(target, "hyperventilation") then
|
||||
breathingrate = breathingrate + math.random(6, 8)
|
||||
elseif HF.HasAffliction(target, "hypoventilation") then
|
||||
breathingrate = breathingrate - math.random(6, 8)
|
||||
end
|
||||
item.SendSignal(tostring(breathingrate), "breathingrate_out")
|
||||
|
||||
item.SendSignal(tostring(HF.BoolToNum(HF.HasAffliction(target, "surgeryincision"), 1)), "insurgery_out")
|
||||
|
||||
if target.IsDead and target.causeOfDeath ~= nil then
|
||||
item.SendSignal(HF.CauseOfDeathToString(target.causeOfDeath), "causeofdeath_out")
|
||||
end
|
||||
|
||||
local bloodph = HF.Round(GetPH(target))
|
||||
item.SendSignal(tostring(bloodph), "bloodph_out")
|
||||
end)
|
||||
|
||||
--Hook.Add("surgerytable.forceon", "surgerytable.forceon", function (effect, deltaTime, item, targets, worldPosition)
|
||||
-- -- fetch controller component
|
||||
-- local controllerComponent = item.GetComponentString("Controller")
|
||||
-- if controllerComponent == nil or controllerComponent.IsActive then return end
|
||||
--
|
||||
-- -- check if targets present
|
||||
-- if targets == nil or #targets <= 0 then return end
|
||||
-- local target = nil
|
||||
-- for index, value in ipairs(targets) do
|
||||
-- target=value
|
||||
-- if target ~=nil then break end
|
||||
-- end
|
||||
-- if target == nil then return end
|
||||
--
|
||||
-- -- was experimenting with forcing the patient into laying down here, sort of worked... until 0 vitality.
|
||||
-- -- it's too janky to be released.
|
||||
--
|
||||
-- -- target.Stun = 0
|
||||
-- -- HF.SetAffliction(target,"givein",0)
|
||||
-- -- controllerComponent.Select(target)
|
||||
-- -- target.SelectedConstruction = item
|
||||
--end)
|
408
Neurotrauma/Lua/Scripts/configdata.lua
Normal file
408
Neurotrauma/Lua/Scripts/configdata.lua
Normal file
@@ -0,0 +1,408 @@
|
||||
NTConfig = { Entries = {}, Expansions = {} } -- contains all config options, their default, type, valid ranges, difficulty influence
|
||||
|
||||
local configDirectoryPath = Game.SaveFolder .. "/ModConfigs"
|
||||
local configFilePath = configDirectoryPath .. "/Neurotrauma.json"
|
||||
|
||||
-- this is the function that gets used in other mods to add their own settings to the config
|
||||
function NTConfig.AddConfigOptions(expansion)
|
||||
table.insert(NTConfig.Expansions, expansion)
|
||||
|
||||
for key, entry in pairs(expansion.ConfigData) do
|
||||
NTConfig.Entries[key] = entry
|
||||
NTConfig.Entries[key].value = entry.default
|
||||
end
|
||||
end
|
||||
|
||||
function NTConfig.SaveConfig()
|
||||
--prevent both owner client and server saving config at the same time and potentially erroring from file access
|
||||
if Game.IsMultiplayer and CLIENT and Game.Client.MyClient.IsOwner then
|
||||
return
|
||||
end
|
||||
|
||||
local tableToSave = {}
|
||||
for key, entry in pairs(NTConfig.Entries) do
|
||||
tableToSave[key] = entry.value
|
||||
end
|
||||
|
||||
File.CreateDirectory(configDirectoryPath)
|
||||
File.Write(configFilePath, json.serialize(tableToSave))
|
||||
end
|
||||
|
||||
function NTConfig.ResetConfig()
|
||||
local tableToSave = {}
|
||||
for key, entry in pairs(NTConfig.Entries) do
|
||||
tableToSave[key] = entry.default
|
||||
NTConfig.Entries[key] = entry
|
||||
NTConfig.Entries[key].value = entry.default
|
||||
end
|
||||
|
||||
-- File.CreateDirectory(configDirectoryPath)
|
||||
-- File.Write(configFilePath, json.serialize(tableToSave))
|
||||
end
|
||||
|
||||
function NTConfig.LoadConfig()
|
||||
if not File.Exists(configFilePath) then
|
||||
return
|
||||
end
|
||||
|
||||
local readConfig = json.parse(File.Read(configFilePath))
|
||||
|
||||
for key, value in pairs(readConfig) do
|
||||
if NTConfig.Entries[key] then
|
||||
NTConfig.Entries[key].value = value
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function NTConfig.Get(key, default)
|
||||
if NTConfig.Entries[key] then
|
||||
return NTConfig.Entries[key].value
|
||||
end
|
||||
return default
|
||||
end
|
||||
|
||||
function NTConfig.Set(key, value)
|
||||
if NTConfig.Entries[key] then
|
||||
NTConfig.Entries[key].value = value
|
||||
end
|
||||
end
|
||||
|
||||
function NTConfig.SendConfig(reciverClient)
|
||||
local tableToSend = {}
|
||||
for key, entry in pairs(NTConfig.Entries) do
|
||||
tableToSend[key] = entry.value
|
||||
end
|
||||
|
||||
local msg = Networking.Start("NT.ConfigUpdate")
|
||||
msg.WriteString(json.serialize(tableToSend))
|
||||
if SERVER then
|
||||
Networking.Send(msg, reciverClient and reciverClient.Connection or nil)
|
||||
else
|
||||
Networking.Send(msg)
|
||||
end
|
||||
end
|
||||
|
||||
function NTConfig.ReceiveConfig(msg)
|
||||
local RecivedTable = {}
|
||||
RecivedTable = json.parse(msg.ReadString())
|
||||
for key, value in pairs(RecivedTable) do
|
||||
NTConfig.Set(key, value)
|
||||
end
|
||||
end
|
||||
|
||||
NT.ConfigData = {
|
||||
NT_header1 = { name = "Neurotrauma", type = "category" },
|
||||
|
||||
NT_dislocationChance = {
|
||||
name = "Dislocation chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { max = 5 },
|
||||
},
|
||||
NT_fractureChance = {
|
||||
name = "Fracture chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 2, max = 5 },
|
||||
},
|
||||
NT_pneumothoraxChance = {
|
||||
name = "Pneumothorax chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { max = 5 },
|
||||
},
|
||||
NT_tamponadeChance = {
|
||||
name = "Tamponade chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { max = 3 },
|
||||
},
|
||||
NT_heartattackChance = {
|
||||
name = "Heart attack chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 0.5, max = 1 },
|
||||
},
|
||||
NT_strokeChance = {
|
||||
name = "Stroke chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 0.5, max = 1 },
|
||||
},
|
||||
NT_infectionRate = {
|
||||
name = "Infection rate",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 1.5, max = 5 },
|
||||
},
|
||||
NT_CPRFractureChance = {
|
||||
name = "CPR fracture chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 0.5, max = 1 },
|
||||
},
|
||||
NT_traumaticAmputationChance = {
|
||||
name = "Traumatic amputation chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { max = 3 },
|
||||
},
|
||||
NT_neurotraumaGain = {
|
||||
name = "Neurotrauma gain",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 3, max = 10 },
|
||||
},
|
||||
NT_organDamageGain = {
|
||||
name = "Organ damage gain",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 2, max = 8 },
|
||||
},
|
||||
NT_fibrillationSpeed = {
|
||||
name = "Fibrillation rate",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 1.5, max = 8 },
|
||||
},
|
||||
NT_gangrenespeed = {
|
||||
name = "Gangrene rate",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 0.5, max = 5 },
|
||||
},
|
||||
NT_falldamage = {
|
||||
name = "Falldamage",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 0.5, max = 5 },
|
||||
},
|
||||
NT_falldamageSeriousInjuryChance = {
|
||||
name = "Falldamage serious injury chance",
|
||||
default = 1,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
difficultyCharacteristics = { multiplier = 0.5, max = 5 },
|
||||
},
|
||||
NT_vanillaSkillCheck = {
|
||||
name = "Vanilla skill check formula",
|
||||
default = false,
|
||||
type = "bool",
|
||||
description = "Changes the chance to succeed a lua skillcheck from skill/requiredskill to 100-(requiredskill-skill))/100",
|
||||
},
|
||||
NT_disableBotAlgorithms = {
|
||||
name = "Disable bot treatment algorithms",
|
||||
default = true,
|
||||
type = "bool",
|
||||
description = "Prevents bots from attempting to treat afflictions.\nThis is desireable, because bots suck at treating things, and their bad attempts lag out the game immensely.",
|
||||
},
|
||||
NT_screams = { name = "Screams", default = true, type = "bool", description = "Characters scream when in pain." },
|
||||
NT_ignoreModConflicts = {
|
||||
name = "Ignore mod conflicts",
|
||||
default = false,
|
||||
type = "bool",
|
||||
description = "Prevent the mod conflict affliction from showing up.",
|
||||
},
|
||||
NT_organRejection = {
|
||||
name = "Organ rejection",
|
||||
default = false,
|
||||
type = "bool",
|
||||
difficultyCharacteristics = { multiplier = 0.5 },
|
||||
description = "When transplanting an organ, there is a chance that the organ gets rejected.\nThe higher the patients immunity at the time of the transplant, the higher the chance.",
|
||||
},
|
||||
NT_fracturesRemoveCasts = {
|
||||
name = "Fractures remove casts",
|
||||
default = true,
|
||||
type = "bool",
|
||||
difficultyCharacteristics = { multiplier = 0.5 },
|
||||
description = "When receiving damage that would cause a fracture, remove plaster casts on the limb",
|
||||
},
|
||||
|
||||
NTCRE_header1 = { name = "Consent Required", type = "category" },
|
||||
NTCRE_ConsentRequired = {
|
||||
name = "Enable Consent Required",
|
||||
default = true,
|
||||
type = "bool",
|
||||
description = "Integrated consent required mod.\nIf disabled, none of NPCs will get aggravated by medical interactions.",
|
||||
},
|
||||
|
||||
NTSCAN_header1 = { name = "Scanner Settings", type = "category" },
|
||||
|
||||
NTSCAN_enablecoloredscanner = {
|
||||
name = "Enable Colored Scanner",
|
||||
default = true,
|
||||
type = "bool",
|
||||
description = "Enable colored health scanner text messages.",
|
||||
},
|
||||
|
||||
NTSCAN_lowmedThreshold = {
|
||||
name = "Low-Medium Text Threshold",
|
||||
default = 25,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
description = "Where the Low progress color ends and Medium progress color begins.",
|
||||
},
|
||||
|
||||
NT_medhighThreshold = {
|
||||
name = "Medium-High Text Threshold",
|
||||
default = 65,
|
||||
range = { 0, 100 },
|
||||
type = "float",
|
||||
description = "Where the Medium progress color ends and High progress color begins.",
|
||||
},
|
||||
|
||||
NTSCAN_basecolor = {
|
||||
name = "Base Text Color",
|
||||
default = { "100,100,200" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color.",
|
||||
},
|
||||
|
||||
NTSCAN_namecolor = {
|
||||
name = "Name Text Color",
|
||||
default = { "125,125,225" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for player names.",
|
||||
},
|
||||
|
||||
NTSCAN_lowcolor = {
|
||||
name = "Low Priority Color",
|
||||
default = { "100,200,100" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for afflictions that have low progress.",
|
||||
},
|
||||
|
||||
NTSCAN_medcolor = {
|
||||
name = "Medium Priority Color",
|
||||
default = { "200,200,100" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for afflictions that have medium progress.",
|
||||
},
|
||||
|
||||
NTSCAN_highcolor = {
|
||||
name = "High Priority Color",
|
||||
default = { "250,100,100" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for afflictions that have high progress.",
|
||||
},
|
||||
NTSCAN_vitalcolor = {
|
||||
name = "Vital Priority Color",
|
||||
default = { "255,0,0" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for vital afflictions (Arterial bleed, Traumatic amputation).",
|
||||
},
|
||||
NTSCAN_removalcolor = {
|
||||
name = "Removed Organ Color",
|
||||
default = { "0,255,255" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for removed organs (Heart removed, leg amputation).",
|
||||
},
|
||||
NTSCAN_customcolor = {
|
||||
name = "Custom Category Color",
|
||||
default = { "180,50,200" },
|
||||
style = "R,G,B",
|
||||
type = "string",
|
||||
boxsize = 0.05,
|
||||
description = "Scanner text color for the custom category.",
|
||||
},
|
||||
|
||||
NTSCAN_VitalCategory = {
|
||||
name = "Included Vital Afflictions",
|
||||
default = {
|
||||
"cardiacarrest",
|
||||
"ll_arterialcut",
|
||||
"rl_arterialcut",
|
||||
"la_arterialcut",
|
||||
"ra_arterialcut",
|
||||
"t_arterialcut",
|
||||
"h_arterialcut",
|
||||
"tra_amputation",
|
||||
"tla_amputation",
|
||||
"trl_amputation",
|
||||
"tll_amputation",
|
||||
"th_amputation",
|
||||
},
|
||||
style = "identifier,identifier",
|
||||
type = "string",
|
||||
boxsize = 0.1,
|
||||
description = "You can add or remove afflictions to customize this list to your liking.",
|
||||
},
|
||||
|
||||
NTSCAN_RemovalCategory = {
|
||||
name = "Included Removal Affictions",
|
||||
default = {
|
||||
"heartremoved",
|
||||
"brainremoved",
|
||||
"lungremoved",
|
||||
"kidneyremoved",
|
||||
"liverremoved",
|
||||
"sra_amputation",
|
||||
"sla_amputation",
|
||||
"srl_amputation",
|
||||
"sll_amputation",
|
||||
"sh_amputation",
|
||||
},
|
||||
style = "identifier, identifier",
|
||||
type = "string",
|
||||
boxsize = 0.1,
|
||||
description = "You can add or remove afflictions to customize this list to your liking.",
|
||||
},
|
||||
|
||||
NTSCAN_CustomCategory = {
|
||||
name = "Custom Affliction Category",
|
||||
default = {""},
|
||||
style = "identifier,identifier",
|
||||
type = "string",
|
||||
boxsize = 0.1,
|
||||
description = "You can add or remove afflictions to customize this list to your liking.",
|
||||
},
|
||||
|
||||
NTSCAN_IgnoredCategory = {
|
||||
name = "Ignored Afflictions",
|
||||
default = { "" },
|
||||
style = "identifier,identifier",
|
||||
type = "string",
|
||||
boxsize = 0.1,
|
||||
description = "Afflictions added to this category will be ignored by the health scanner.",
|
||||
},
|
||||
}
|
||||
NTConfig.AddConfigOptions(NT)
|
||||
|
||||
-- wait a bit before loading the config so all options have had time to be added
|
||||
-- do note that this unintentionally causes a couple ticks time on load during which the config is always the default
|
||||
-- remember to put default values in your NTConfig.Get calls!
|
||||
Timer.Wait(function()
|
||||
NTConfig.LoadConfig()
|
||||
|
||||
Timer.Wait(function()
|
||||
NTConfig.SaveConfig()
|
||||
end, 1000)
|
||||
end, 50)
|
1252
Neurotrauma/Lua/Scripts/helperfunctions.lua
Normal file
1252
Neurotrauma/Lua/Scripts/helperfunctions.lua
Normal file
File diff suppressed because it is too large
Load Diff
76
Neurotrauma/Lua/Scripts/testing.lua
Normal file
76
Neurotrauma/Lua/Scripts/testing.lua
Normal file
@@ -0,0 +1,76 @@
|
||||
-- set the below variable to true to enable debug and testing features
|
||||
NT.TestingEnabled = false
|
||||
|
||||
Hook.Add("chatMessage", "NT.testing", function(msg, client)
|
||||
if msg == "nt test" then -- a glorified suicide button
|
||||
if client.Character == nil then
|
||||
return true
|
||||
end
|
||||
|
||||
HF.SetAfflictionLimb(client.Character, "gate_ta_ra", LimbType.RightArm, 100)
|
||||
HF.SetAfflictionLimb(client.Character, "gate_ta_la", LimbType.LeftArm, 100)
|
||||
HF.SetAfflictionLimb(client.Character, "gate_ta_rl", LimbType.RightLeg, 100)
|
||||
HF.SetAfflictionLimb(client.Character, "gate_ta_ll", LimbType.LeftLeg, 100)
|
||||
|
||||
return true -- hide message
|
||||
elseif msg == "nt unfuck" then -- a command to remove non-sensical extremity amputations on the head and torso
|
||||
if client.Character == nil then
|
||||
return true
|
||||
end
|
||||
|
||||
HF.SetAfflictionLimb(client.Character, "tll_amputation", LimbType.Head, 0)
|
||||
HF.SetAfflictionLimb(client.Character, "trl_amputation", LimbType.Head, 0)
|
||||
HF.SetAfflictionLimb(client.Character, "tla_amputation", LimbType.Head, 0)
|
||||
HF.SetAfflictionLimb(client.Character, "tra_amputation", LimbType.Head, 0)
|
||||
|
||||
HF.SetAfflictionLimb(client.Character, "tll_amputation", LimbType.Torso, 0)
|
||||
HF.SetAfflictionLimb(client.Character, "trl_amputation", LimbType.Torso, 0)
|
||||
HF.SetAfflictionLimb(client.Character, "tla_amputation", LimbType.Torso, 0)
|
||||
HF.SetAfflictionLimb(client.Character, "tra_amputation", LimbType.Torso, 0)
|
||||
|
||||
return true -- hide message
|
||||
elseif msg == "nt1" then
|
||||
if not NT.TestingEnabled then
|
||||
return
|
||||
end
|
||||
-- insert testing stuff here
|
||||
|
||||
local test = { val = "true" }
|
||||
|
||||
local function testfunc(param)
|
||||
param.val = "false"
|
||||
end
|
||||
|
||||
print(test.val)
|
||||
testfunc(test)
|
||||
print(test.val)
|
||||
|
||||
return true
|
||||
elseif msg == "nt2" then
|
||||
if not NT.TestingEnabled then
|
||||
return
|
||||
end
|
||||
-- insert other testing stuff here
|
||||
local crewenum = Character.GetFriendlyCrew(client.Character)
|
||||
local targetchar = nil
|
||||
local i = 0
|
||||
for char in crewenum do
|
||||
print(char.Name)
|
||||
targetchar = char
|
||||
i = i + 1
|
||||
if i == 2 then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
client.SetClientCharacter(nil)
|
||||
|
||||
print(targetchar)
|
||||
|
||||
Timer.Wait(function()
|
||||
client.SetClientCharacter(targetchar)
|
||||
end, 50)
|
||||
|
||||
return true
|
||||
end
|
||||
end)
|
4
Neurotrauma/Lua/todo.md
Normal file
4
Neurotrauma/Lua/todo.md
Normal file
@@ -0,0 +1,4 @@
|
||||
# TODO:
|
||||
- implement body temp
|
||||
- rebalance skill gain amount from existing treatments
|
||||
- rest are probably in .lua files themselves
|
BIN
Neurotrauma/Sound/BHUI/ecg1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/BHUI/ecg1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/BHUI/ecg2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/BHUI/ecg2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/BHUI/flatline1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/BHUI/flatline1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/BHUI/flatline2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/BHUI/flatline2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Defib1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Defib1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Defib2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Defib2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Pageturn.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Pageturn.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/fatigue1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/fatigue1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/fatigue2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/fatigue2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/fatigue3.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/fatigue3.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cough1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cough1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cough2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cough2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cough3.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cough3.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cough4.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cough4.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cough5.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cough5.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cough6.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cough6.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cry1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cry1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/female_cry2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/female_cry2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/male_cough1.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/male_cough1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/male_cough2.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/male_cough2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/male_cough3.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/male_cough3.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Neurotrauma/Sound/Voice/male_cough4.ogg
(Stored with Git LFS)
Normal file
BIN
Neurotrauma/Sound/Voice/male_cough4.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user