Difference between revisions of "Guide to Medicine"
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==Equipment and Medicines== | ==Equipment and Medicines== | ||
The way the equipment, and the drugs administered and used alongside the equipment, works. | The way the equipment, and the drugs administered and used alongside the equipment, works. | ||
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===Belt Equipment=== | ===Belt Equipment=== |
Revision as of 22:28, 6 July 2020
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 |
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Ateopine | Restarts stopped hearts and heals brain damage. |
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Ateopine Autoinjector | Contains five units of ateopine, you can use a syringe on it to transfer the ateopine out to make ateopine mixes. Not sure if non-refillable. | |
Health Analyzer | Displays a medical readout in chat on the patient the analyzer is used on. |
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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. |
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Morphine | Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. |
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Morphine Ampoule | A vial containing one hundred units of morphine. |
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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. |
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Wirecutters | Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent. |
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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. |
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Non-Belt Equipment
Equipment found outside of the medical belts, in medical kits or in the med vendors at each base.
Item | Description | Notes |
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Bandage/Trauma Kit | Used to stop non-arterial/venous bleeding and to accelerate the rate at which a body part heals. |
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Burn Kit | Used to heal and disinfect burn wounds, and accelerate the rate at a body part heals. |
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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. |
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Tramadol Autoinjector | Painkiller, five-units, only found in the med-vendor. On the same level as morphine. Transfer out using a syringe. |
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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. |
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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. |
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Dylovene | Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Mix with inaprovaline to make tricordrazine. |
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Tricordrazine | Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. | |
Kelotane | Chemical used to remove burn damage. Effective in most cases, maybe helps prevent infections? |
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Cold Medicine Chemical | There's a chemical found in first-aid kits that's called "cold medicine", not sure what specifically it is. |
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Spaceacillin Autoinjector | Anti-viral 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. |
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IFAK Equipment
Equipment involving the Infantry First-Aid Kits, or the IFAKs, handed by default to most every soldier.
Item | Description | Notes |
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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. |
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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
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.
Fractures/Torn Ligaments
- 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.
- In-Game, a loud "crack" sound will resonate from a person if their bones fracture, and the patient may fall over or drop items they're holding.
- Examining shows any body parts with fractured bones.
- Analyzing detects fractures in the relevant body parts.
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.
- 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 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.
- Analyzing will show if a body part is "[bleeding]" after displaying the level of damage on that body part.
Arterial/Venous Bleeding
- 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 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.
- Examining shows nothing.
- Analyzing will show if a body part suffers "[arterial bleeding]" after displaying the level of damage on said part.
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.
- 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.
- 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.
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.
- In-Game, the chat shows that "the shrapnel sticks in the wound" of the person being hit by shrapnel, though it doesn't immediately display the name of the afflicted person. If you are afflicted, the chat will show as the shrapnel jostles around with your movement.
- Examining will show if a patient's body parts have shrapnel lodged in them, and the amount of shrapnel lodged in those parts. If a body part has multiple shrapnel, examination will show the number of shrapnel up to a maximum of three pieces.
- Analyzing will show that there is [shrapnel detected] in afflicted body parts, though it will display this regardless of the amount of shrapnel lodged in one body part.
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 large amounts of oxygen damage, usually seen in people who have damaged lungs and have gone a length of time without treatment.
- 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.
- 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 significant pain.
- Significant: Possibly comes after "Severe" in terms of damage, usually warrants treatment. Good deal of pain alone.
- Severe: Possibly comes before "Significant" in terms of damage, warrants treatment, causes pain at levels exceeding that what morphine can remove.
- Irreparable: Special level inflicted onto (presumably only) limbs, the limb will be unusable and unhealable, warrants amputation.