💉Medical
This will list all the medical actions related configs
🗨️ 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 : cfg.healthLevel. Set to false if you don't want this to happen
cfg.autoInjuried = true
💓 cfg.healthLevel
Health percentage to be set as "Injuried" for the script. Only applies if cfg.autoInjuried is set to true
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 presetoxygenSaturation
: Percentage of oxygen between 0% and 100%cardiacFrequency
: A cardiac frequency between 0 and 250reanimationChance
: A percentage between 0 and 100 that the CPR will workarterialPressure
: 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
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