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    • 🚑Medical Reanimation Script
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        • 💉Medical
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  • 🗨️ cfg.commandName
  • 🤕cfg.autoInjuried
  • 💓 cfg.healthLevel
  • 🗨️ cfg.customVitals
  • 🛂 cfg.allowCustomVitals
  • 🎛️ cfg.preset
  • 🩹 cfg.healOnStop
  • 🫀 cfg.minCprCompressions
  1. Scripts doc's
  2. Medical Reanimation Script
  3. General config

Medical

This will list all the medical actions related configs

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Last updated 5 months ago


🗨️ cfg.commandName

This is the command to use to set yourself as a injuried / victim

cfg.commandName = 'injuried'

🤕cfg.autoInjuried

Set to true if you want the script to automatically set a player as injuried if it's health fall's under a certain level, set with : . Set to false if you don't want this to happen

cfg.autoInjuried = true 

💓 cfg.healthLevel

cfg.healthLevel = 25

🗨️ cfg.customVitals

This is the command to use to set acess the custom vitals UI

cfg.customVitals = 'customVitals'

🛂 cfg.allowCustomVitals

Allow the players to open the customVitals UI and override the script health levels by setting medical cases such as Bradychardia ... and saved presets as defined in cfg.preset.

cfg.allowCustomVitals = true

🎛️ cfg.preset

These are the presets displayed and used in the custom vitals UI. These are the values from which the script will start to act when a reanimation is ongoing. These will evolve during use.

Fields explanation even if they are mostly self explanatory :

  • presetName : The displayed name in the UI for the actual preset

  • oxygenSaturation : Percentage of oxygen between 0% and 100%

  • cardiacFrequency : A cardiac frequency between 0 and 250

  • reanimationChance : A percentage between 0 and 100 that the CPR will work

  • arterialPressure : A string containing the blood pressure in this format "systolic/diastolic"

  • cardiacArrest : Sets if the player is in cardiac arrest and needs CPR or just need to be stabilised


🩹 cfg.healOnStop

Specify if the script should be giving back health after the player stops the /injuried command.

cfg.healOnStop = true

Letting this value at true could cause abuses if a player does /injuried two times, performing the same action as a /revive. Use with caution.


🫀 cfg.minCprCompressions

Specify the minimum number of CPR compressions needed to perform before the victim can be revived.

cfg.minCprCompressions = 131

The victim will not always recover at the given number of compressions, it could and most likely will take some more CPR compressions since its a random calculation based on this value

Health percentage to be set as "Injuried" for the script. Only applies if is set to true

📔
🚑
🛠️
💉
cfg.commandName
cfg.autoInjuried
cfg.healthLevel
cfg.customVitals
cfg.allowCustomVitals
cfg.preset
cfg.healOnStop
cfg.minCprCompressions
cfg.healthLevel
cfg.autoInjuried