///// INJURY EFFECTS /////
crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25
cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25
fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25
pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25
burnt_face.nut -- MeleeSkillMult *= 0.75;
burnt_hands.nut -- MeleeSkillMult *= 0.75;
deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50
pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25
deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50
smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50
fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60
severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50
broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50
split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50
injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25
cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25
broken_arm.nut -- DamageTotalMult *= 0.5; Cutti Body 50
split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50
burnt_face.nut -- MeleeDefenseMult *= 0.75;
deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50
fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25
pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25
cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25
fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60
severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50
crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50
broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25
split_nose.nut -- FatigueRecoveryRate -= 5;
pierced_cheek.nut -- FatigueRecoveryRate -= 3;
grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50
dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
inhaled_flames.nut -- ActionPoints -= 2;
///// INJURY SOURCE AND THRESHOLD /////
gt.Const.Injury.BluntBody <- [
fractured_hand", 0.25,
fractured_ribs", 0.25,
crushed_finger", 0.25,
fractured_elbow", 0.25,
sprained_ankle", 0.25,
bruised_leg", 0.25,
dislocated_shoulder", 0.5,
broken_arm", 0.5,
smashed_hand", 0.5,
broken_ribs", 0.5,
broken_leg", 0.5,
gt.Const.Injury.BluntHead <- [
broken_nose", 0.25,
severe_concussion", 0.5,
crushed_windpipe", 0.5,
fractured_skull", 0.6,
gt.Const.Injury.CuttingBody <- [
deep_abdominal_cut", 0.25,
cut_leg_muscles", 0.25,
cut_arm_sinew", 0.25,
cut_arm", 0.25,
cut_artery", 0.25,
exposed_ribs", 0.25,
split_shoulder", 0.5,
cut_achilles_tendon", 0.5,
split_hand", 0.5,
deep_chest_cut", 0.5,
gt.Const.Injury.CuttingHead <- [
ripped_ear", 0.25,
split_nose", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
deep_face_cut", 0.5,
cut_throat", 0.5,
gt.Const.Injury.PiercingBody <- [
pierced_leg_muscles", 0.25,
injured_shoulder", 0.25,
pierced_hand", 0.25,
pierced_chest", 0.25,
pierced_side", 0.25,
pierced_arm_muscles", 0.25,
grazed_kidney", 0.5,
pierced_lung", 0.5,
stabbed_guts", 0.5,
injured_knee_cap", 0.5,
gt.Const.Injury.PiercingHead <- [
ripped_ear", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
grazed_eye_socket", 0.5,
crushed_windpipe", 0.5,
gt.Const.Injury.BurningBody <- [
burnt_legs", 0.25,
burnt_hands", 0.5,
gt.Const.Injury.BurningHead <- [
burnt_face", 0.25,
inhaled_flames", 0.5,