Difference between revisions of "Guide to Medicine"

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(Adds to Treatment section, adds to Surgery section.)
(Adds info on Organ Damage, adds info to Surgery, adds info elsewhere.)
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| style="background: #d9d6d3;" | Restarts stopped hearts and heals brain damage.
 
| style="background: #d9d6d3;" | Restarts stopped hearts and heals brain damage.
 
| style="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
*Stopped hearts that are damaged and patients with low blood levels may struggle to circulate the ateopine, you may want to inject blood before or immediately after administering. CPR can help if oxygen damage is present, and may help to kickstart stopped hearts, though it isn't always nessecary.
+
*Stopped hearts that are damaged and patients with low blood levels may struggle to circulate injected ateopine, you may want to inject blood before or immediately after administering. CPR can help if oxygen damage is present, and may help to kickstart stopped hearts, though it isn't always nessecary.
 
*Damaged hearts may require surgery to restore functionality.
 
*Damaged hearts may require surgery to restore functionality.
 
|-
 
|-
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|-
 
|-
 
| style="background: #d9d6d3;" align="center"| '''Inaprovaline'''
 
| style="background: #d9d6d3;" align="center"| '''Inaprovaline'''
| style="background: #d9d6d3;" | 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.
+
| style="background: #d9d6d3;" | Chemical that reduces pain to a minor extent, stops brain damage from progressing past a certain point (presumably), lowers the rate at which blood is lost through bleeding and arterial/venous bleeding (presumably), and can stabilize a wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
 
| style="background: #d9d6d3;" |  
 
| style="background: #d9d6d3;" |  
 
*Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
 
*Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
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*'''Examining''' shows any body parts with fractured bones.
 
*'''Examining''' shows any body parts with fractured bones.
 
*'''Analyzing''' detects fractures in the relevant body parts.
 
*'''Analyzing''' detects fractures in the relevant body parts.
 +
|}
 +
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
 +
!
 +
====Organ Damage====
 +
|-
 +
|
 +
Organs can receive damage from a number of different sources, but will ultimately, excluding the brain which may be healed via ateopine, need surgery to be patched up. If an organ receives too much damage, is left out of the body for too long, or if an infection in an organ goes beyond sepsis++, the organ will turn necrotic, decay, and become useless. Any patient with a dead organ that isn't their brain will require treatment for the damage a lack of that organ causes, and can be handed a transplant if spare organs are available.
 +
*'''In-Game''', a patient may do a number of things depending on what organ or organs are damaged: damaged lungs will cause a patient to cough out blood and gasp for air; damaged hearts will fail to circulate blood and may cause fainting and the effects of blood loss as a result; damaged livers and stomachs will cause vomiting (though if they have no mask it may simply be the stench of dead bodies upending their stomachs); damaged eyes will cause blindness; damaged brains will cause blindness, fainting, and eventually full death if they reach too high a damage. Fractures and shrapnels in the chest and head often cause or accompany damaged organs in their respective areas. 
 +
*'''Examining''' does nothing.
 +
*'''Analyzing''' may show a number of indicators depending on the damaged organs: damaged lungs usually show as nothing; damaged hearts will cause blood pressure to steadily lower regardless of blood injected and will fail to metabolize injected chemicals; damaged livers and stomachs will cause toxin damage that may display as "Major systematic organ failure"; damaged eyes will show as nothing; damaged brains will show as varying levels of damage to the "Brain activity" stat.
 
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|}
  
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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, 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.
+
*'''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 and/or if the patient's heart stops. 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, though may not appear if enough blood is lost. 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 and/or intercardinal 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 the bleeding may not appear if enough blood is lost and/or if the patient's heart stops. 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 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.
 
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. All bleeding may stop if enough blood is lost.
+
*'''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, though this could be the patient's heart stopping, whether caused by blood loss or not.
 
*'''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 may cause brain damage depending on severity.
 
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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 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.
+
*'''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. Arterial/venous and surgical bleeding will stop as their hearts seize up, and normal bleeding will slow. 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 "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."
+
*'''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." Blood pressure will remain stable, and chemicals won't circulate, as the heart won't be functioning. 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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*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; "
 +
!
 +
====Organ Damage====
 +
<small>Administer morphine, splint any fractures if necessary, remove any shrapnel, administer dylovene for livers/stomachs and gas victims, dexalin for lungs/hearts, ateopine for brains, perform relevant surgery</small>
 +
|-
 +
|
 +
Administer morphine. Check for other problems, remove any shrapnel and splint any fractures (if patient is self-transporting or otherwise necessary) that could cause further organ damage. Administer dylovene if liver/stomach is damaged or the patient was exposed to gas without a mask. Administer dexalin if available if heart/lungs are damaged. Administer ateopine if available to heal severe cases of brain damage. Perform the relevant surgery to fully heal the damaged organs.
 +
*Patients exposed to gas without a mask will ingest and be exposed to chemicals. These chemicals damage their eyes upon exposure and damage their organs and cause toxin damage while ingested; the sleeper can be used to pump the stomachs of patients to remove these chemicals before surgery.
 +
*If the organs of a patient, excluding their brain, receive too much damage, spend too much time spent outside the patient, or have infections go beyond sepsis++, the organ will suffer necrosis and become useless. The patient will suffer toxin damage and the resulting damage from a lack of that organ, though a transplant can be performed if organs are available.
 +
*If a patient's organs suffer necrosis and a transplant isn't viable, you can hype the patient on the necessary chemicals to counteract the effects. This can keep them decently alive, depending on what's damaged, as long as the chemicals remain metabolized.
 
|}
 
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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. You may want to skip it when operating on a single patient but use it when operating on yourself and/or on more than one patient.
 
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. You may want to skip it when operating on a single patient but use it when operating on yourself and/or on more than one patient.
  
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.
+
The chest of a patient only needs to be fractured to access the organs behind the bone, and the bonesaw by default is simply used to cause the fracture. Before or during surgeries for accessing the upper body's organs, 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 can kick it to eventually fracture it yourself to skip using the bonesaw.
 +
 
 +
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.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3;"
 +
!
 
====Fractures/Torn Ligaments====
 
====Fractures/Torn Ligaments====
 +
|-
 +
|
 +
*Scalpel
 +
*Hemostat (Optional, prevents special type of bleeding)
 +
*Retractor
 +
*If head or upper body, Trauma kit/Bandage 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)
 +
*Fix-o-vein, torn muscles, do before healing fractures if fractures also present
 +
*Bone Gel, fractures, applies gel
 +
*Bone Clamp, fractures, clamp in place, has chance to fail
 +
*Bone Gel, fractures, finishes and seals bone
 +
*Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
 +
|}
  
#Scalpel
+
{| class="wikitable mw-collapsible mw-collapsed" role="presentation" style="display: inline-table; width: 45%; background: #d9d6d3; "
#Hemostat (Optional, prevents special type of bleeding)
+
!
#Retractor
+
====Organ Damage====
#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
+
*Scalpel
#Bone Clamp
+
*Hemostat (Optional, prevents special type of bleeding)
#Bone Gel
+
*Retractor
If torn muscles:
+
*If head or upper body and not fractured, Bone Saw
#Fix-o-vein
+
*Trauma Kit or Bandage (both presumably work)
To close:
+
*Bone Gel, if head or Upper Body
#Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
+
*Bone Clamp, after previous
*Anesthetics are not necessary for surgery, and morphine can be optional, though the pain can cause shock if other injuries have already caused pain.
+
*Bone Gel, after previous
*Healing medicines administered before the surgery can heal damage while you operate.
+
*Cautery or Trauma Kit (Both will close incision, trauma kit helps to accelerate healing, using kit may be unnecessary if immediately followed by suturing)
 +
|}
  
 
===Analyzer Data===
 
===Analyzer Data===
 
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
 
The health analyzer, when used on a patient, shows a number of stats and values related to that patient's health.
  
'''Brain Status'''
+
'''Brain activity'''
 
: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.
 
: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)'''
 
'''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.
 
: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'''
+
'''Blood pressure'''
: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.
+
:Shows how much blood a patient has in percentage and volume, and the pressure of the patient's blood. Below 82% a patient will start suffering from noticeable effects of blood loss.
 +
'''Body 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, or the patient being on fire.
 +
'''Blood Type'''
 +
:Shows the patient's blood type.
 +
'''Radiation'''
 +
:Stat that changes if the patient is irradiated, and will show the level of radiation in the patient if they are (presumably).
 
'''Overall Status'''
 
'''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.
 
: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'''
+
::'''Major systematic organ failure detected.'''
 
:::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.
 
:::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'''
+
::'''Severe oxygen deprivation detected.'''
 
:::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.
 
:::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'''
+
::'''Severe anatomical damage detected.'''
 
:::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.
 
:::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'''
+
::'''Infections detected, '''
 
:::Indicator of (usually progressed) [[#Infections|bacterial infection]] in the patient, a result often of unclosed incisions and untreated burn wounds. Not an indicator of viral infections, presumably.
 
:::Indicator of (usually progressed) [[#Infections|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.'''
+
::'''Patient is at serious risk of going into shock. Painkillers .'''
 
:::Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
 
:::Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
::'''Cardiac Arrest, administer CPR immediately.'''
+
::'''Patient is suffering from cardiovascular shock. 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.
+
:::Shown when the patient's heart has a BPM of 0. Ateopine is usually used for starting a stopped heart, but CPR can be used on its own to inefficiently revive one, presumably.
'''Damage Statistics'''
+
'''Specific limb damage'''
 
: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.
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::'''Significant''': Warrants treatment, usually causes pain at levels exceeding that what morphine can remove.
 
::'''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.
 +
'''Reagent scan'''
 +
:Shows the chemicals that the patient has in their stomach, in their bloodstream, and that is currently being metabolized by the patient. If the scanner isn't able to identify a chemical, it will read as "unknown substance detected".

Revision as of 15:14, 12 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
Ateopine Restarts stopped hearts and heals brain damage.
  • Stopped hearts that are damaged and patients with low blood levels may struggle to circulate injected ateopine, you may want to inject blood before or immediately after administering. CPR can help if oxygen damage is present, and may help to kickstart stopped hearts, though it isn't always nessecary.
  • Damaged hearts may require surgery to restore functionality.
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.
  • The read-out may not always be accurate, and may display damage that's already been healed or may fail to display damage that still exists. You can examine patients or yourself, and/or observe over a period of time, to verify that the observee's fully healed.
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.
  • Does not stop normal (non-arterial/venous) bleeding.
  • Can be used repeatedly on the same body part to heal more damage.
  • Causes pain with each use.
Morphine Painkiller, administering more doesn't remove more pain but will help to subside the effects of pain for longer. Overdose is thirty units.
  • Causes fatal side-effects if taken with alcohol.
Morphine Ampoule A vial containing one hundred units of morphine.
  • Use it in hand to rip off the the lid. It can't be put back on don't worry.
  • You can draw reagents straight from it, whether it's opened or closed, using a syringe or syrette.
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.
  • Syrette's are injectors, and can be placed in your ear slot.
Wirecutters Used to remove shrapnel and pull teeth, target either the inflicted body part or the mouth with help intent.
  • You can remove multiple shrapnel on different body parts at the same time. Though the action will queue up, you cannot remove multiple shrapnel in one body part at the same time.
  • Shrapnel removal causes pain and may cause bleeding.
  • If a patient has an open incision, rather than pulling shrapnel you will instead "poke around" inside the incision if using wirecutters on the body part. This takes longer, but the queue can be stacked by repeatedly using the wirecutters on the part, or can be avoided by cauterizing or trauma kitting the incised part.
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.
  • Blood injectors may be placed behind your ear.

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.
  • 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.
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.
  • 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.
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.
  • Splinted fractures won't heal by themselves (presumably), and need to be healed in surgery.
  • Splinting yourself carries a chance of fumbling the splints, you can queue up multiple splint attempts to potentially splint yourself faster.
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.
  • Causes fatal side-effects if taken with alcohol.
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.
  • Found in oxygen deprivation treatment kits.
Inaprovaline Chemical that reduces pain to a minor extent, stops brain damage from progressing past a certain point (presumably), lowers the rate at which blood is lost through bleeding and arterial/venous bleeding (presumably), and can stabilize a wounded patient's injuries and damages from progressing any worse. Mix with dylovene to make tricordrazine.
  • Found in syringe and autoinjector form in first-aid kits. Autoinjector form can also be found in other first aid kits.
Dylovene Chemical used to remove toxin damage. Effective in most cases of toxin buildup. Mix with inaprovaline to make tricordrazine. No overdose.
  • Found in toxin first-aid kits.
Tricordrazine Chemical that heals all four basic damage types at a slow rate. Can be made by mixing inaprovaline with dylovene. No overdose.
  • Tricordrazine can be made in a bloodstream by injecting a person with inaprovaline and dylovene; You can use a sleeper to fill a patient with large quantities of tricordrazine using this method.
Kelotane Chemical used to remove burn damage. As the burns heal the wounds will be safe from infection.
  • Found in fire first aid kits.
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.
  • Found in first aid kits.
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.
  • Can be placed in your ear slot.

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.
  • The pack can be emptied and filled with up to three small items different from the ones initially loaded. This includes ammo and greandes.
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.

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.

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. You may want to skip it when operating on a single patient but use it when operating on yourself and/or on more than one patient.

The chest of a patient only needs to be fractured to access the organs behind the bone, and the bonesaw by default is simply used to cause the fracture. Before or during surgeries for accessing the upper body's organs, 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 can kick it to eventually fracture it yourself to skip using the bonesaw.

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 activity

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.

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.

Blood pressure

Shows how much blood a patient has in percentage and volume, and the pressure of the patient's blood. Below 82% a patient will start suffering from noticeable effects of blood loss.

Body 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, or the patient being on fire.

Blood Type

Shows the patient's blood type.

Radiation

Stat that changes if the patient is irradiated, and will show the level of radiation in the patient if they are (presumably).

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 detected.
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 detected.
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 detected.
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. Painkillers .
Indicator that some level of pain medication should be administered, less the patient fall unconscious or suffer cardiac arrest.
Patient is suffering from cardiovascular shock. Administer CPR immediately.
Shown when the patient's heart has a BPM of 0. Ateopine is usually used for starting a stopped heart, but CPR can be used on its own to inefficiently revive one, presumably.

Specific limb damage

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.

Reagent scan

Shows the chemicals that the patient has in their stomach, in their bloodstream, and that is currently being metabolized by the patient. If the scanner isn't able to identify a chemical, it will read as "unknown substance detected".