Difference between revisions of "Guide to Medicine"
(Patches wanted page for Medicine Mixes.) |
(Adds info to treatment, patches info on other stuff.) |
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! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes''' | ! style="width: 40%; background: #bbb; color: #700; " class="unsortable" | '''Notes''' | ||
|- | |- | ||
− | | style="background: #d9d6d3;" align="center"| '''Bandage | + | | style="background: #d9d6d3;" align="center"| '''Bandage''' |
− | | style="background: #d9d6d3;" | Used to stop non-arterial/venous bleeding | + | | style="background: #d9d6d3;" | Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time. |
| style="background: #d9d6d3;" | | | style="background: #d9d6d3;" | | ||
*A single stack can be used on multiple body parts at the same time. | *A single stack can be used on multiple body parts at the same time. | ||
− | * | + | *Because the bandages don't heal any injuries except for bleeding, they can be used to quickly patch bleeding body parts. |
− | * | + | *Bandages may slow down arterial bleeding? |
+ | *You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack. | ||
|- | |- | ||
− | | style="background: #d9d6d3;" align="center"| '''Burn Kit''' | + | | style="background: #d9d6d3;" align="center"| '''Burn Kit/Trauma Kit''' |
− | | style="background: #d9d6d3;" | Used to heal and | + | | style="background: #d9d6d3;" | Used to heal brute and burn injuries and accelerate the rate at which a body part heals. Trauma kits will stop bleeding, and burn kits will disinfect burn wounds. |
| style="background: #d9d6d3;" | | | style="background: #d9d6d3;" | | ||
− | * | + | *A single stack of kits can be used on multiple body parts at the same time. |
+ | *Trauma kits heal all injuries on the part they're used on, bleeding or otherwise, so it may take several cycles of use on a patient before any bleeding is patched. | ||
+ | *Both kits can be used alongside one another for both types of injuries: doing so will help to further accelerate the rate at which the wound heals. Burn kits maybe prevent infection on brute wounds? | ||
+ | *You can add more kits to the pile in your hand by clicking on another nearby stack with the held stack. | ||
|- | |- | ||
| style="background: #d9d6d3;" align="center"| '''Splint''' | | style="background: #d9d6d3;" align="center"| '''Splint''' | ||
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Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of [[#Blood Loss|blood loss]]. | Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of [[#Blood Loss|blood loss]]. | ||
− | *'''In-Game''', a patient's blood will make a light "splatter" sound as it drips out of their bleeding wounds. Drops of blood will appear below the patient's sprite, and patient's standing still will form pools of blood below them. The effects of [[#Blood Loss|blood loss]] may be apparent. Notably, blood trails from dragged prone patients are not necessarily an indicator of bleeding. | + | *'''In-Game''', a patient's blood will make a light "splatter" sound as it drips out of their bleeding wounds. Drops of blood will appear below the patient's sprite, and patient's standing still will form pools of blood below them, though this may not happen if enough blood is lost. The effects of [[#Blood Loss|blood loss]] may be apparent. Notably, blood trails from dragged prone patients are not necessarily an indicator of bleeding. |
*'''Examining''' will show that a patient is bleeding if naked, or if clothed, that the patient has "blood soaking through" their worn uniform, regardless of how many separate body parts are bleeding. Arterial/Venous bleeding does not appear when examined. | *'''Examining''' will show that a patient is bleeding if naked, or if clothed, that the patient has "blood soaking through" their worn uniform, regardless of how many separate body parts are bleeding. Arterial/Venous bleeding does not appear when examined. | ||
*'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part. | *'''Analyzing''' will show if a body part is "[bleeding]" after displaying the level of damage on that body part. | ||
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| | | | ||
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly. | Occasionally caused by brute damage, the patient will lose blood rapidly and loudly. | ||
− | *'''In-Game''', a patient's blood will make a loud "pssssh" sound as blood shoots out onto the ground in one of the cardinal directions of the patient. The patient's skin will quickly become discolored as the effects of [[#Blood Loss|blood loss]] set in, and the chat will show that "blood squirts from the" artery/vein in the relevant afflicted body part. This is notably useful for seeing where to suture or apply a tourniquet if an analyzer isn't at hand. Blood can also squirt on you if you stand in the spot the blood falls. | + | *'''In-Game''', a patient's blood will make a loud "pssssh" sound as blood shoots out onto the ground in one of the cardinal directions of the patient. The patient's skin will quickly become discolored as the effects of [[#Blood Loss|blood loss]] set in, and the chat will show that "blood squirts from the" artery/vein in the relevant afflicted body part. This is notably useful for seeing where to suture or apply a tourniquet if an analyzer isn't at hand, though may not appear if enough blood is lost. Blood can also squirt on you if you stand in the spot the blood falls. |
*'''Examining''' shows nothing. | *'''Examining''' shows nothing. | ||
*'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part. | *'''Analyzing''' will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part. | ||
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|- | |- | ||
| | | | ||
− | If a patient's blood falls below 82%, the patient will experience blood loss: chemicals will circulate at reduced effectiveness (I think), and the patient will suffer oxygen damage which, built-up, may cause fainting, brain damage, and death. | + | If a patient's blood falls below 82%, the patient will experience blood loss: chemicals will circulate at reduced effectiveness (I think), and the patient will suffer oxygen damage which, built-up, may cause fainting, brain damage, and death. If a person has lost enough blood, normal bleeding and arterial/venous bleeding may still be present, but will not have any effect: there will not be enough blood in the body to cause drainage. |
− | *'''In-Game''', a patient may have trouble seeing (partial symptom of caused brain damage), or holding items, and may faint often. A patient's skin may be discolored and grey if severe blood loss has taken place. | + | *'''In-Game''', a patient may have trouble seeing (partial symptom of caused brain damage), or holding items, and may faint often. A patient's skin may be discolored and grey if severe blood loss has taken place. All bleeding may stop if enough blood is lost. |
*'''Examining''' a patient with blood loss will show that they "have pale skin" if their skin is visible. | *'''Examining''' a patient with blood loss will show that they "have pale skin" if their skin is visible. | ||
*'''Analyzing''' a patient will show their blood level: if it's below 82%, the patient will suffer from blood loss. The analyzer may display "severe blood loss detected" if the patient has lost enough blood, though this only displays below a certain threshold (or maybe if something else is wrong with the patient). Along with this, the blood loss will cause varying degrees of oxygen damage, which will display as brain damage. | *'''Analyzing''' a patient will show their blood level: if it's below 82%, the patient will suffer from blood loss. The analyzer may display "severe blood loss detected" if the patient has lost enough blood, though this only displays below a certain threshold (or maybe if something else is wrong with the patient). Along with this, the blood loss will cause varying degrees of oxygen damage, which will display as brain damage. | ||
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If a person's heart stops, usually caused by severe damage, lack of oxygen, pain, and direct organ damage to the heart, the person will usually fall into a critical state and they will technically be dead. The patient will still be revivable, however, until either the brain damage reaches an irreparable point or the person playing ghosts, at which point the patient is referred to here as "fully dead". Notably, a person with a stopped heart may still be conscious and dangerous for some time afterwards, especially if they have dexalin (and maybe adrenaline) in their system. | If a person's heart stops, usually caused by severe damage, lack of oxygen, pain, and direct organ damage to the heart, the person will usually fall into a critical state and they will technically be dead. The patient will still be revivable, however, until either the brain damage reaches an irreparable point or the person playing ghosts, at which point the patient is referred to here as "fully dead". Notably, a person with a stopped heart may still be conscious and dangerous for some time afterwards, especially if they have dexalin (and maybe adrenaline) in their system. | ||
− | *'''In-Game''', a dead person will most often be prone, unless buckled to something, and unconscious, usually with severe damage and afflictions apparent - though occasionally, wounds will be minor or unseen, usually indicating internal damage to the heart. If they're unconscious, you won't be able to see their breath fog the air around their head, since they won't be breathing. If fully dead, the patient will evacuate their bowls (usually not seen unless naked) and bladder (seen as pools of urine beneath the patient), and over the course of death will begin to rot, gathering flies around their head and discoloring skin. | + | *'''In-Game''', a dead person will most often be prone, unless buckled to something, and unconscious, usually with severe damage and afflictions apparent - though occasionally, wounds will be minor or unseen, usually indicating internal damage to the heart. If they're unconscious and not wearing a mask, you won't be able to see their breath fog the air around their head, since they won't be breathing. If fully dead, the patient will evacuate their bowls (usually not seen unless naked) and bladder (seen as pools of urine beneath the patient), and over the course of death will begin to rot, gathering flies around their head and discoloring skin. |
*'''Examining''' at close range will show that a patient "does not appear to be breathing", and if adjacent you will begin to count their pulse: if dead, there will be no pulse, and if the person is fully dead, there will be no pulse and their soul will be departed. After a course of time fully dead, the person will be visibly rotted, with different stages of rot corresponding to time spent fully dead. | *'''Examining''' at close range will show that a patient "does not appear to be breathing", and if adjacent you will begin to count their pulse: if dead, there will be no pulse, and if the person is fully dead, there will be no pulse and their soul will be departed. After a course of time fully dead, the person will be visibly rotted, with different stages of rot corresponding to time spent fully dead. | ||
− | *'''Analyzing''' will show a patient has a BPM of zero, and that the patient is "suffering from cardiac arrest" and that you should " | + | *'''Analyzing''' will show a patient has a BPM of zero, and that the patient is "suffering from cardiac arrest" and that you should "Administer CPR immediately." Brain damage will accumulate over time while dead; generally, the longer spent dead, the higher the damage of the brain, and the closer to full death the patient is. Fully dead, the patient's brain activity will read as "None - Patient is Braindead." |
|} | |} | ||
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Most external wounds are treated using the [[#Belt Equipment|suture]], with [[#Belt Equipment|morphine]] or another painkiller administered alongside the treatment. [[#Non-Belt Equipment|Tricordrazine]] may also be administered to help speed the healing progress, and [[#Non-Belt Equipment|inaprovaline]] may be administered to stabilize and partially heal the patient. | Most external wounds are treated using the [[#Belt Equipment|suture]], with [[#Belt Equipment|morphine]] or another painkiller administered alongside the treatment. [[#Non-Belt Equipment|Tricordrazine]] may also be administered to help speed the healing progress, and [[#Non-Belt Equipment|inaprovaline]] may be administered to stabilize and partially heal the patient. | ||
− | When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if injectors are handy the bleeding can wait for other injuries to be healed. | + | When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if blood injectors are handy the bleeding can wait for other injuries to be healed. |
Fractures, Torn Muscles, and Organ Damage (excluding brain damage if ateopine is present) require surgery to heal fully, though fractures can be splinted to prevent further injury and for the patient to stand. | Fractures, Torn Muscles, and Organ Damage (excluding brain damage if ateopine is present) require surgery to heal fully, though fractures can be splinted to prevent further injury and for the patient to stand. | ||
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|- | |- | ||
| | | | ||
− | Administer morphine as painkiller if brute damage is severe or burn damage is present. Check for | + | Administer morphine as painkiller if brute damage is severe or burn damage is present. Check for any bleeding and shrapnel before healing. Target the body part to be healed and use a suture to begin suturing the wounds. Once you finish a bit of damage will have been removed. You can continue suturing the part afterwards to remove more damage. You cannot suture other parts while already suturing. Administer kelotane to heal burn damage, alone or alongside suturing. |
− | *Usually | + | *Usually healing brute up to minor level injury will remove most afflictions caused by the damage (especially if coupled with painkiller). If you aren't busy, and the patient is in no rush, you can heal the wound fully, though it may make more sense to work on something else. |
*Minor amounts of damage will heal over time, and most food can be eaten to speed up the progress. | *Minor amounts of damage will heal over time, and most food can be eaten to speed up the progress. | ||
*Tricordrazine will heal small amounts of damage on all body parts, you can administer it on its own or form it in a sleeper. Can be useful for healing other wounds while you suture more damaged parts. | *Tricordrazine will heal small amounts of damage on all body parts, you can administer it on its own or form it in a sleeper. Can be useful for healing other wounds while you suture more damaged parts. | ||
− | *Kelotane will quickly heal most burn damage | + | *Kelotane will quickly heal most burn damage and will help to prevent infection as the burn wounds heal. |
− | *Trauma Kits | + | *Trauma Kits can be used to heal small amounts of brute and burn damage and to speed up the progress at which the rest of the damage heals. Can be used on multiple parts on multiple people at the same time, but this will use up the stack quickly, and the healing is slow (and these currently don't heal over time due to a bug). |
*Burn Kits can be used to prevent infection in a wound, to heal burn damage, and to speed up the progress of healing. Can be used on multiple parts on multiple people at the same time, though the healing is slow. | *Burn Kits can be used to prevent infection in a wound, to heal burn damage, and to speed up the progress of healing. Can be used on multiple parts on multiple people at the same time, though the healing is slow. | ||
|} | |} | ||
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*Splinting a fractured leg or foot will allow the patient to stand, I think. | *Splinting a fractured leg or foot will allow the patient to stand, I think. | ||
*Splinted fractures will not heal over time. | *Splinted fractures will not heal over time. | ||
+ | |} | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;" | ||
+ | ! | ||
+ | ====Normal Bleeding==== | ||
+ | <small>Remove shrapnel if present, bandage bleeding part or parts, use trauma kits if without bandages, administer blood as needed</small> | ||
+ | |- | ||
+ | | | ||
+ | Administer morphine if necessary. Check for other problems. Remove any shrapnel to avoid having to stop bleeding before and after. Use bandages to stop the bleeding, or use trauma kits (the latter may take several cycles to stop the bleeding but will accelerate the rate at which wounds heal). Administer blood to compensate for lost blood as needed. Watch for brain damage and blood loss. | ||
+ | *Fully healing the wounds that caused the bleeding will cause the accompanying bleeding to stop. | ||
+ | *You can use a stack of bandages/kits on multiple parts and/or on multiple people at the same time. | ||
+ | *Bleeding will drain blood at a steady rate, especially if multiple parts are bleeding, but this usually takes time, and other wounds can be worked on before the effects of blood loss take place. | ||
+ | *During surgery, an incision will cause a special kind of normal bleeding that is stopped by using a hemostat. This loses blood slightly faster than normal bleeding (presumably). | ||
+ | |} | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;" | ||
+ | ! | ||
+ | ====Arterial/Venous Bleeding==== | ||
+ | <small>Suture, administer blood as needed</small> | ||
+ | |- | ||
+ | | | ||
+ | Administer morphine as needed. Suture afflicted parts. Watch for brain damage. | ||
+ | *Healing arterial/venous bleeding is usually done before healing other injuries, usually to stop the rapid blood loss, though it can be negated if enough blood is present. | ||
+ | *Suturing an injured body part with arterial/venous bleeding will automatically suture the bleeding before suturing the damage. | ||
+ | *Bandages will (presumably) do nothing to stop the arterial/venous bleeding. | ||
+ | |} | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;" | ||
+ | ! | ||
+ | ====Blood Loss==== | ||
+ | <small>Administer blood until above 82%, if blood level doesn't increase check for organ damage</small> | ||
+ | |- | ||
+ | | | ||
+ | Administer morphine as necessary. Check for other problems. Administer blood until level is above 82% or as necessary. If blood level doesn't increase and patient is alive, administer dexalin if available, or perform CPR, and check for heart damage. If patient is dead, administer blood after healing any organ damage and before administering ateopine. | ||
+ | *After administering large amounts of blood, it may take some time before the blood is oxygenated; you may have to administer dexalin or to perform CPR to help remove oxygen damage. | ||
|} | |} | ||
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:Possibly shares a slot with '''Overall Status''', the damage values inflicted onto and recorded of a patient. Rather than talk of the damage types, the levels of damage is listed: | :Possibly shares a slot with '''Overall Status''', the damage values inflicted onto and recorded of a patient. Rather than talk of the damage types, the levels of damage is listed: | ||
::'''Minor''': Will cause pain, and multiple body parts with minor damage will stack the pain, but low enough that some form of pain medicine should be all the treatment really needed to ignore, or tricordrazine/food to treat fully. | ::'''Minor''': Will cause pain, and multiple body parts with minor damage will stack the pain, but low enough that some form of pain medicine should be all the treatment really needed to ignore, or tricordrazine/food to treat fully. | ||
− | ::'''Moderate''': Can be ignored, more often than not warrants treatment. Mutiple afflicted parts can cause | + | ::'''Moderate''': Can be ignored, more often than not warrants treatment. Mutiple afflicted parts can cause good deal of pain. |
− | ::''' | + | ::'''Severe''': Warrants treatment. Good deal of pain alone. |
− | ::''' | + | ::'''Significant''': Warrants treatment, usually causes pain at levels exceeding that what morphine can remove. |
::'''Irreparable''': Highest damage level, healable only by suturing. Does not require amputation. | ::'''Irreparable''': Highest damage level, healable only by suturing. Does not require amputation. |
Revision as of 10:43, 10 July 2020
Contents
Equipment and Medicines
The way the equipment, and the drugs administered and used alongside the equipment, works.
Belt Equipment
Equipment found on medical belts by default.
Item | Description | Notes |
---|---|---|
Ateopine | Restarts stopped hearts and heals brain damage. |
|
Ateopine Autoinjector | Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make ateopine mixes. | |
Health Analyzer | Displays a medical readout in chat on the patient the analyzer is used on. |
|
Suture | Heals brute and burn damage for the targeted body part, and stops arterial and venous bleeding on that part. Does not stop normal (non-arterial/venous) bleeding. |
|
Morphine | Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. Overdose is thirty units. |
|
Morphine Ampoule | A vial containing one hundred units of morphine. |
|
Syrette | A five unit capacity refillable auto-injector, starts in medical belts with morphine pre-loaded. Can be refilled by using on beakers and ampules. |
|
Wirecutters | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent. |
|
Blood Injector | Contains five hundred units of universal O- blood, inject fifty units at a time through armor, presumably non-refillable. Three shots usually is enough for most blood loss cases. |
|
Non-Belt Equipment
Equipment found outside of the medical belts, in medical kits or in the med vendors at each base.
Item | Description | Notes |
---|---|---|
Bandage | Used to stop non-arterial/venous bleeding. Possibly due to a bug, these currently don't heal people over time. |
|
Burn Kit/Trauma Kit | Used to heal brute and burn injuries and accelerate the rate at which a body part heals. Trauma kits will stop bleeding, and burn kits will disinfect burn wounds. |
|
Splint | Can be used to prevent fractured bones from moving and doing more damage, and to walk on fractured legs. Splinted hands still won't be able to hold anything. |
|
Tramadol Autoinjector | Painkiller, five-units, only found in the med-vendor. On the same level as morphine. Transfer out using a syringe. Overdose is thirty units. |
|
Dexalin | Chemical used to remove oxygen damage, counters most oxygen damaged caused by lung issues but may not be enough to completely counteract severely damaged lungs or severe issues involving the lung. |
|
Inaprovaline | Chemical that reduces pain to a minor extent and can stabilize wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine. |
|
Dylovene | Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Mix with inaprovaline to make tricordrazine. No overdose. |
|
Tricordrazine | Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. No overdose. |
|
Kelotane | Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection. |
|
Dexafen | Chemical found in "cold medicine bottles" along with lemon juice, a minor painkiller that helps to treat low-level viral (but not bacterial) infections. Also boosts the immune system. Overdose is thirty units. |
|
Spaceacillin Autoinjector | Anti-disease agent, used to treat infections. Transfer out using a syringe. | |
Syringe | Used to transfer and inject people with reagents, does not penetrate through coats and helmets. |
|
IFAK Equipment
Equipment involving the Infantry First-Aid Kits, or the IFAKs, handed by default to most every soldier.
Item | Description | Notes |
---|---|---|
Infantry First Aid Kit | A pouch that fits in your pocket and can contain three medical items. By defualt, contains a tourniquet, a bandage pack, and a syrette loaded with morphine. |
|
Bandage Pack | Contains a single bandage, use in hand to open the pack and take the bandage out. Opened packs cannot hold the bandages. | |
Tourniquet | A single-use item used to stop arterial/venous bleeding on the body-part it's used on. |
Diagnoses, Treatment, and Triage
Diagnosing
Methods
You can tell what injuries a patient has through a number of ways, and can tell a patient's injuries a number of ways as well.
- Examining
- Shift-click to examine a patient. This will show you the person's name (if their face or ID is visible), what they're wearing/holding, if they're stressed, if they are the enemy, and any visible injuries on that person. Not all injuries are visible this way, but certain external or internal injuries may show up when a patient is examined
- In-Game
- Certain injuries can have noticeable effects in-game, both in what you see involving the patient and what you see displayed in chat involving the patient.
- Analyzing
- Using a health analyzer on a patient will display a read-out extensively detailing the patient's injuries and conditions.
- Body Scanner
- A console and machine found in the bunker medbays of each side, accurately displays most all data relating to the health status of the patient, including organ damage.
It's noted here that when diagnosing a patient, the patient may be in a conscious or semi-conscious state. They can help tell you what's wrong with them, and may do it without prompting; this can be useful, especially if internal injuries are present, in saving you time with diagnosing. Sometimes a patient's report on their own health may point to multiple possible afflictions, and it's entirely possible what the patient thinks they're afflicted with may be inaccurate or incorrect to what their actual injuries are. A patient's reaction to their injuries can also be a gauge to the kind of injuries they have, although this can be inaccurate as a patient may underreact or overreact to their injuries.
Brute/Burn Damage |
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Most weapons in-game cause brute damage, one of the four basic damage types, and flames and gas cause burn damage, another of the four. Brute injuries usually cause pain, burn injuries cause more pain than brute, and too many injuries, severe injuries, or simply enough damage of either type can cause a number of afflictions along with high levels of pain; this can lead to falling into a critical state, and death.
|
Fractures/Torn Ligaments |
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Too much brute damage to a body part may result in fractured bones or torn muscles. Patient's with either in the legs or feet will be unable to stand, and patients with either in the arms or hands will be unable to hold items. Bones fractured in the upper body, lower body, and head may move around if the patient moves (but presumably not if they crawl), which can cause internal organ damage and pain.
|
Normal Bleeding |
---|
Occasionally caused by brute damage, the patient will start to lose blood through wounds on the afflicted part of the body. The bleeding (presumably) does not stop on its own, and an untreated patient will eventually suffer the effects of blood loss.
|
Arterial/Venous Bleeding |
---|
Occasionally caused by brute damage, the patient will lose blood rapidly and loudly.
|
Blood Loss |
---|
If a patient's blood falls below 82%, the patient will experience blood loss: chemicals will circulate at reduced effectiveness (I think), and the patient will suffer oxygen damage which, built-up, may cause fainting, brain damage, and death. If a person has lost enough blood, normal bleeding and arterial/venous bleeding may still be present, but will not have any effect: there will not be enough blood in the body to cause drainage.
|
Shrapnel |
---|
Bullets and fragmentation from explosions may lodge into a patient, becoming shrapnel. If the patient tries to move while shrapnel is lodged, the shrapnel can deal additional brute damage, which can fracture bones (and possibly cause organ damage). Shrapnel moving in a body also causes pain.
|
Infections |
---|
Untreated wounds, especially open incisions and burn injuries, are prone to infection, and may become infected if not healed or treated. These infections are bacterial, and aren't spreadable between people, but can eventually cause limbs and organs to become necrotic, and may cause toxin damage.
|
Death |
---|
If a person's heart stops, usually caused by severe damage, lack of oxygen, pain, and direct organ damage to the heart, the person will usually fall into a critical state and they will technically be dead. The patient will still be revivable, however, until either the brain damage reaches an irreparable point or the person playing ghosts, at which point the patient is referred to here as "fully dead". Notably, a person with a stopped heart may still be conscious and dangerous for some time afterwards, especially if they have dexalin (and maybe adrenaline) in their system.
|
Treatment
Most external wounds are treated using the suture, with morphine or another painkiller administered alongside the treatment. Tricordrazine may also be administered to help speed the healing progress, and inaprovaline may be administered to stabilize and partially heal the patient.
When treating a patient, you may want to heal and/or remedy certain afflictions first. Arterial bleeding can cause rapid blood loss, and is usually treated before any other afflictions; shrapnel can cause pain and further damage, and pulling the shrapnel usually causes bleeding and occasionally arterial bleeding, so it is often pulled before bandaging bleeding wounds; bleeding parts themselves can cause blood loss, and are often seen as a priority, but if blood injectors are handy the bleeding can wait for other injuries to be healed.
Fractures, Torn Muscles, and Organ Damage (excluding brain damage if ateopine is present) require surgery to heal fully, though fractures can be splinted to prevent further injury and for the patient to stand.
For this part, a common "primary method" of healing the listed affliction will be written without bullet point, and other ways of healing, accelerating the healing, and/or miscellaneous tips are presented in bullet point below the primary method. In small text below the header, a quick summary of the primary method is written.
Brute/Burn DamageSuture, administer morphine for pain, use tricord to heal multiple injuries at once, administer kelotane for burns |
---|
Administer morphine as painkiller if brute damage is severe or burn damage is present. Check for any bleeding and shrapnel before healing. Target the body part to be healed and use a suture to begin suturing the wounds. Once you finish a bit of damage will have been removed. You can continue suturing the part afterwards to remove more damage. You cannot suture other parts while already suturing. Administer kelotane to heal burn damage, alone or alongside suturing.
|
Fractures/Torn LigamentsAdminister Morphine, splint fractures if patient is self-transporting or continuing to fight, perform relevant surgery |
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Administer morphine as painkiller. Check for other injuries. Splint the part if fractured and necessary; torn muscles won't accrue damage over time, and splinting a torn muscle does nothing for the patient's ability to stand. Perform the relevant surgery to fully heal the fracture/muscle.
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Normal BleedingRemove shrapnel if present, bandage bleeding part or parts, use trauma kits if without bandages, administer blood as needed |
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Administer morphine if necessary. Check for other problems. Remove any shrapnel to avoid having to stop bleeding before and after. Use bandages to stop the bleeding, or use trauma kits (the latter may take several cycles to stop the bleeding but will accelerate the rate at which wounds heal). Administer blood to compensate for lost blood as needed. Watch for brain damage and blood loss.
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Arterial/Venous BleedingSuture, administer blood as needed |
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Administer morphine as needed. Suture afflicted parts. Watch for brain damage.
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Blood LossAdminister blood until above 82%, if blood level doesn't increase check for organ damage |
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Administer morphine as necessary. Check for other problems. Administer blood until level is above 82% or as necessary. If blood level doesn't increase and patient is alive, administer dexalin if available, or perform CPR, and check for heart damage. If patient is dead, administer blood after healing any organ damage and before administering ateopine.
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Surgery
Notably, the hemostat is optional as the second step in most surgeries, though a patient will lose blood at a not-insignificant rate from the special type of bleeding the surgery inflicts.
Before or during the surgery for organ damage, you can kick a patient's upper body; target the chest, enable the button that says kick at the bottom of your game screen, and press the middle mouse button with your cursor over the patient. If the patient's chest isn't fractured, you will eventually fracture it yourself. This can be useful for skipping the bonesaw step of the surgery, since the chest only needs to be fractured to access the organs behind the bone, and the bonesaw by default is simply used to fracture the chest anyway.
Fractures/Torn Ligaments
- Scalpel
- Hemostat (Optional, prevents special type of bleeding)
- Retractor
- If head or upper body, trauma kit to check for organ damage, stop if no attempt to heal organs is made (Optional, fractured heads and chests often cause and/or accompany organ damage)
If fractures:
- Bone Gel
- Bone Clamp
- Bone Gel
If torn muscles:
- Fix-o-vein
To close:
- Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
- Anesthetics are not necessary for surgery, and morphine can be optional, though the pain can cause shock if other injuries have already caused pain.
- Healing medicines administered before the surgery can heal damage while you operate.
Analyzer Data
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
Brain Status
- The level of damage to the brain of a patient. An indicator of how close a patient is to being completely unrevivable. The level of damage increases as long as the patient is dead (and/or possibly deoxygenated), and players who have ghosted while in a critical state, or those who received too much brain damage, will automatically be listed as "brain dead" in this stat; brain dead players are totally unrevivable.
Blood Level
- Shows how much blood a patient has in percentage and volume. Below 82% a patient will start suffering from noticeable effects of blood loss.
Pulse Rate (BPM)
- The rate in beats per minute (BPM) a patient's heart is beating. A BPM of zero doesn't necessarily mean the patient is unrevivable or unconscious.
Temperature
- The internal temperature of the patient in celsius and fahrenheit. A temperature well above 36 degrees celsius/97 degrees fahrenheit is an indicator of bacterial (or viral) infection.
Overall Status
- If the patient has certain things wrong with them, or enough specific things wrong with them, the analyzer will display data that can indicate an underlying issue.
- Major Systematic Organ Failure
- Actually an indicator of severe toxin damage rather than organ damage, but patients with MSOF may have failing or decaying organs causing the toxin damage either way. Often seen in gas victims as the chemicals they've ingested cause toxin and organ damage.
- Severe Oxygen Deprivation
- An indicator that the patient has deoxygenated blood, usually seen in people who's lungs have been healed but have yet to oxygenate their blood, or in patients who are underwater. After some time the body will oxygenate the blood, though dexalin can speed the process.
- Severe Anatomical Damage
- Presumably an indicator that the patient has a large amount of brute damage (though this can simply be a bunch of minor wounds in every part of the body)? Or maybe an indicator towards internal organ damage? If a scanner does show this, and the chest has received injuries, it's usual that the organs have been damaged in any case.
- Infections Detected
- Indicator of (usually progressed) bacterial infection in the patient, a result often of unclosed incisions and untreated burn wounds. Not an indicator of viral infections, presumably.
- Patient is at serious risk of going into shock.
- Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
- Cardiac Arrest, administer CPR immediately.
- Shown when the patient's heart has a BPM of 0. CPR isn't always necessary when starting a stopped heart, and presumably isn't able to be used on its own to revive one.
- Major Systematic Organ Failure
Damage Statistics
- Possibly shares a slot with Overall Status, the damage values inflicted onto and recorded of a patient. Rather than talk of the damage types, the levels of damage is listed:
- Minor: Will cause pain, and multiple body parts with minor damage will stack the pain, but low enough that some form of pain medicine should be all the treatment really needed to ignore, or tricordrazine/food to treat fully.
- Moderate: Can be ignored, more often than not warrants treatment. Mutiple afflicted parts can cause good deal of pain.
- Severe: Warrants treatment. Good deal of pain alone.
- Significant: Warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
- Irreparable: Highest damage level, healable only by suturing. Does not require amputation.