doc/JSON/WOUNDS.md
Wound is a type, that affects specific bodyparts. It's similar in this to effects, but it can be applied only on specific bodyparts, and their ability to be aided/repaired using wound_fix
{
"id": "scratch",
"type": "wound",
"name": { "str": "scratch", "str_pl": "scratches" },
"description": "Foobar.",
"weight": 10, // weight of a wound, determines the chance of this specific wound to be picked when limb takes damage. Default 1
"damage_types": [ "cut", "bash" ], // only taking these type of damage can apply wound. Mandatory
"damage_required": [ 1, 1000 ], // smallest and highest damage that is required for this wound to be applied. Mandatory
"pain": [ 1, 10 ], // when wound is applied, it would give character this random amount of pain rolled between this two numbers. Default 0
"healing_time": [ "2 hours", "25 days" ], // how long this wound need time to be fully healed. Rolled randomly when applied, supposed to be adjusted by wound_fix.
// Default infinite duration
"whitelist_body_part_types": [ "leg", "arm" ], // if used, this wound can be applied only at bodyparts of this type. Possible values are: head, torso, sensor, mouth, arm, hand, leg, foot, wing, tail, other
"blacklist_body_part_types": [ "torso", "sensor" ], // if used, this wound cannot be applied on bodyparts of this type.
"whitelist_bp_with_flag": "LIMB_UPPER", // only body parts with this flag can receive the wound.
"blacklist_bp_with_flag": "BIONIC_LIMB", // Bodyparts with this flag cannot receive this wound.
}
Wound fix is a way for wounds to be treated
{
"id": "bandage_the_bleeding",
"type": "wound_fix",
"name": "bandage the bleeding",
"description": "Foobar.",
"time": "2 hours", // how long it takes to apply this wound fix
"skills": { "mechanics": 1 }, // skills required to apply fix
"wounds_removed": [ "scratch" ], // wounds removed when this fix is applied
"wounds_added": [ "scratch" ], // wounds added when fix is applied
"success_msg": "Tada.",
"requirements": [ [ "gun_cleaning", 1 ] ], // requirements that dictate tools and materials needed to apply this fix
"proficiencies": [
{
"proficiency": "prof_wound_care", // id of prof required
"time_save": 0.9, // multiplies the would fix time by this amount; default 1.0
"is_mandatory": true // if true, lacking this prof would prevent you from using this wound fix
}
]
}