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May 19th, 2019
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  1. BLOOD:
  2. *Blood level is a value that goes from 0 to 2000.
  3. *Natural blood production stops at 560. This can be surpassed with transfusions.
  4. Blood is measured in these thresholds:
  5. BLOOD_VOLUME_MAXIMUM 2000 357.1% Cannot add any more blood beyond this point.
  6. BLOOD_VOLUME_SLIME_SPLIT 1120 Slime people continuously generate blood, this is the point where they can split. ((NEEDS TESTING))
  7. BLOOD_VOLUME_NORMAL 560 100.0% Default blood level. Natural cap for blood regeneration.
  8. BLOOD_VOLUME_SAFE 475 84.8% Lowest safe point without any side effect.
  9. BLOOD_VOLUME_OKAY 336 60.0% Eventual death by oxygen deprivation at any point between 336 and 475, much faster the lower you go.
  10. BLOOD_VOLUME_BAD 224 40.0% RAPID death by oxygen deprivation at any point between 224 and 336, much faster the lower you go, 2x oxygen damage on top of that.
  11. BLOOD_VOLUME_SURVIVE 122 21.8% 5 oxy/tick regardless of blood value, 15%/tick chance for 2 to 6 seconds of unconsciousness. Any blood level < 122 is INSTANT death.
  12.  
  13. NOTE: Exact oxygen damage values and effects below, just know that you are NOT SAFE below 410 blood_volume!
  14.  
  15.  
  16. BLEEDING OUT:
  17. *Bleed_rate is directly increased by things like heparin, which is +2/tick up to a max of 8 for that chem.
  18. *Bleed_rate has a maximum cap, but also a minimum cap defined by temp_bleed, which occurs from a limb having >= 20 brute.
  19. The equation for when >= 20 brute on one limb is:
  20. Temp_bleed = brute * 0.013
  21. Bleed_rate =
  22. TOTAL Bleed_rate = min(temp_bleed + 0.5 * embedded_objects), max(bleed_rate - 0.5)
  23.  
  24. NOTE: This effectively means that bleeding caused by injuries/embedding are the minimum that bleed_rate will go, and if uninjured, the bleeding effect caused by things like heparin will naturally drop off by 0.5/tick until gone.
  25. NOTE: This occurs every tick. Your blood regeneration can overpower bleeding up to different points.
  26. NOTE: This can occur with multiple limbs if they are all above the bleeding threshold of >= 20 brute. Add theirs to temp_bleed.
  27.  
  28. Maximum sustainable temp_bleed causing brute damage, relative to regen:
  29. Regen Brute
  30. 0.625 48.0
  31. 0.5 38.4
  32. 0.4 30.7
  33. 0.3 23.0
  34. 0.2 15.3 -- Not possible, minimum is 20.
  35. 0.1 7.6 -- Not possible, minimum is 20.
  36. NOTE: This means your blood regeneration found at a nutrition of <= 250 makes it impossible to sustain any amount of bleed_rate.
  37.  
  38. *Bleed_rate can be stopped by medical gauze for 180 seconds, and improvised gauze for 90 seconds. This is applied to the whole body and it doesn't matter where you use it.
  39. *Bleed_rate is by itself is caused by heparin, which has a cap of 8 (in practice it results in a bleed_rate cap of 7.5 because of the -0.5)
  40.  
  41.  
  42. BLOOD LOSS EFFECTS:
  43. *Once below BLOOD_VOLUME_SAFE you will begin to suffer oxygen loss of worsening severity in accordance to your remaining blood level, with some additional effects depending on what tier you've fallen to.
  44. *Keep in mind humans naturally heal 5 oxygen/4 ticks so long as they can breathe.
  45. *Oxyloss as a damage type does not have fractions, and that it will always round DOWN.
  46. The calculations and effects are listed below, and change based on what category your blood level is in:
  47. BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE
  48. roundDOWN(Oxyloss)/tick = roundUP(560 - blood_volume) * 0.01
  49. 5%/tick "feel dizzy/woozy/faint", No real effect.
  50.  
  51. BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY
  52. roundDOWN(Oxyloss)/tick = roundUP(560 - blood_volume) * 0.02
  53. 5%/tick "feel very dizzy/woozy/faint", causes 6 ticks of blurry vision.
  54.  
  55. BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD
  56. 5 Oxyloss/tick
  57. 15%/tick "feel extremely dizzy/woozy/faint", causes 2 to 6 seconds unconsciousness.
  58.  
  59.  
  60. BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE
  61. 410 to 475.0 = 1 oxyloss/tick -- Being below 410 blood_volume (73.2%) will overpower your natural oxygen healing. This is the ACTUAL lowest safe limit!
  62. 336 to 409.9 = 2 oxyloss/tick
  63.  
  64. BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY
  65. 335 to 335.9 = 4 oxyloss/tick
  66. 285 to 334.9 = 5 oxyloss/tick
  67. 235 to 284.9 = 6 oxyloss/tick
  68. 223 to 234.9 = 7 oxyloss/tick
  69.  
  70. BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD
  71. 122 to 222.9 = 5 oxyloss/tick -- Being below 122 blood_volume will INSTANTLY KILL YOU!
  72.  
  73.  
  74.  
  75. BLOOD REGENERATION:
  76. *Regenerates up to 560 units whenever below it. Does nothing if above 560, you can keep the excess until you lose it through injury or transfusion.
  77. *Rate of regeneration is: 0.5 * Nutrition_ratio
  78. *This can be further sped up from other sources like consuming iron as a chem, which adds +0.5 blood/tick up to BLOOD_VOLUME_NORMAL.
  79. NOTE: Nutrition_ratio is determined by your current hunger level. If your satiety is above 80 at any point regardless of nutrition, nurtition_ratio is immediately set to 1.25.
  80. NOTE: Nutrition_ratio is also added to your hunger calculations, seen further below.
  81.  
  82. Nutrition Nutri ratio Blood Regen
  83. > 80 SATIETY 1.25 0.625
  84. > 600 NUTRITION 1.0 0.5
  85. > 550 NUTRITION 1.0 0.5
  86. > 450 NUTRITION 1.0 0.5
  87. > 350 NUTRITION 0.8 0.4
  88. > 250 NUTRITION 0.6 0.3
  89. > 150 NUTRITION 0.4 0.2
  90. 0 to 150 NUTRITION 0.2 0.1
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