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A paramedic can use empty bloodbags (<emptybloodbag>-tag, item #1756) to create blood bags (<bloodbag>-tag, item #1757) from other mercs. These can then boost the health returned by surgery by ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG percent.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2467 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -465,6 +465,11 @@ AP_SODAMACHINE = 30
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;***********************************************************************
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;***********************************************************************
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AP_CAMERA = 30
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AP_CAMERA = 30
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;***********************************************************************
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;* The APs to take another merc's blood to fill a blood bag *
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;***********************************************************************
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AP_FILLBLOODBAG = 100
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[BPConstants]
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[BPConstants]
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;***********************************************************************
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;***********************************************************************
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;* Ratio of breath points to 1 energy (default = 100) *
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;* Ratio of breath points to 1 energy (default = 100) *
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@@ -543,4 +548,5 @@ BP_FORTIFICATION = 700
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BP_REMOVE_FORTIFICATION = 400
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BP_REMOVE_FORTIFICATION = 400
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BP_HANDCUFF = 100
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BP_HANDCUFF = 100
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BP_APPLYITEM = 5
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BP_APPLYITEM = 5
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BP_INVENTORY_ARM = 0
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BP_INVENTORY_ARM = 0
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BP_FILLBLOODBAG = 20
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@@ -449,6 +449,9 @@ NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
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BASE_PERCENT_SURGERY_HEAL = 10
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BASE_PERCENT_SURGERY_HEAL = 10
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ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
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ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
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; if a doctor has a blood bag and chooses to use it, this percentage is added to the health amount restored by surgery
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ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG = 15
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; Determines the percentage of medical supplies are used for surgery
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; Determines the percentage of medical supplies are used for surgery
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MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
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MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
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@@ -195,6 +195,8 @@
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<diseaseprotectionhand>0</diseaseprotectionhand>
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<diseaseprotectionhand>0</diseaseprotectionhand>
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<usRiotShieldStrength>0</usRiotShieldStrength>
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<usRiotShieldStrength>0</usRiotShieldStrength>
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<usRiotShieldGraphic>0</usRiotShieldGraphic>
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<usRiotShieldGraphic>0</usRiotShieldGraphic>
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<bloodbag>0</bloodbag>
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<emptybloodbag>0</emptybloodbag>
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<STAND_MODIFIERS>
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<STAND_MODIFIERS>
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<FlatBase>0</FlatBase>
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<FlatBase>0</FlatBase>
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<PercentBase>0</PercentBase>
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<PercentBase>0</PercentBase>
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@@ -52146,4 +52148,51 @@
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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</ITEM>
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<ITEM>
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<uiIndex>1756</uiIndex>
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<szItemName>E. Blood bag</szItemName>
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<szLongItemName>Empty blood bag</szLongItemName>
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<szItemDesc>This blood bag can be filled with the blood of a (hopefully willing) donor.</szItemDesc>
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<szBRName>Blood bag</szBRName>
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<szBRDesc>A simple blood bag, used to store blood for medical purposes.</szBRDesc>
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<usItemClass>268435456</usItemClass>
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<nasLayoutClass>1</nasLayoutClass>
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<ubGraphicType>1</ubGraphicType>
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<ubGraphicNum>908</ubGraphicNum>
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<ubWeight>1</ubWeight>
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<ubPerPocket>4</ubPerPocket>
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<ItemSize>16</ItemSize>
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<usPrice>4</usPrice>
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<ubCoolness>1</ubCoolness>
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<BR_NewInventory>6</BR_NewInventory>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<emptybloodbag>1</emptybloodbag>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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<ITEM>
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<uiIndex>1757</uiIndex>
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<szItemName>Blood bag</szItemName>
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<szLongItemName>Blood bag</szLongItemName>
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<szItemDesc>This package of fresh blood can be used up to boost a surgery.</szItemDesc>
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<szBRName>Blood bag</szBRName>
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<szBRDesc>Not for sale through BR.</szBRDesc>
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<usItemClass>268435456</usItemClass>
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<nasLayoutClass>1</nasLayoutClass>
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<ubCursor>5</ubCursor>
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<ubGraphicType>1</ubGraphicType>
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<ubGraphicNum>907</ubGraphicNum>
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<ubWeight>6</ubWeight>
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<ubPerPocket>2</ubPerPocket>
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<ItemSize>18</ItemSize>
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<usPrice>25</usPrice>
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<ubCoolness>1</ubCoolness>
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<Medical>1</Medical>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<bloodbag>1</bloodbag>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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</ITEMLIST>
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</ITEMLIST>
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@@ -85,4 +85,9 @@
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<sItemIndex>1752</sItemIndex>
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<sItemIndex>1752</sItemIndex>
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<ubOptimalNumber>2</ubOptimalNumber>
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<ubOptimalNumber>2</ubOptimalNumber>
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</INVENTORY>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>17</uiIndex>
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<sItemIndex>1756</sItemIndex>
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<ubOptimalNumber>6</ubOptimalNumber>
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</INVENTORY>
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</INVENTORYLIST>
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</INVENTORYLIST>
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@@ -115,4 +115,9 @@
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<sItemIndex>1752</sItemIndex>
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<sItemIndex>1752</sItemIndex>
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<ubOptimalNumber>4</ubOptimalNumber>
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<ubOptimalNumber>4</ubOptimalNumber>
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</INVENTORY>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>23</uiIndex>
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<sItemIndex>1756</sItemIndex>
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<ubOptimalNumber>6</ubOptimalNumber>
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</INVENTORY>
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</INVENTORYLIST>
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</INVENTORYLIST>
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@@ -460,6 +460,16 @@ AP_WATERTAP = 5
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;***********************************************************************
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;***********************************************************************
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AP_SODAMACHINE = 7
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AP_SODAMACHINE = 7
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;***********************************************************************
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;* The APs to take a photo *
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;***********************************************************************
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AP_CAMERA = 7
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;***********************************************************************
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;* The APs to take another merc's blood to fill a blood bag *
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;***********************************************************************
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AP_FILLBLOODBAG = 25
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[BPConstants]
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[BPConstants]
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;***********************************************************************
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;***********************************************************************
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;* Ratio of breath points to 1 energy (default = 100) *
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;* Ratio of breath points to 1 energy (default = 100) *
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@@ -538,4 +548,5 @@ BP_FORTIFICATION = 700
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BP_REMOVE_FORTIFICATION = 400
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BP_REMOVE_FORTIFICATION = 400
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BP_HANDCUFF = 100
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BP_HANDCUFF = 100
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BP_APPLYITEM = 5
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BP_APPLYITEM = 5
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BP_INVENTORY_ARM = 0
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BP_INVENTORY_ARM = 0
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BP_FILLBLOODBAG = 20
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Binary file not shown.
Binary file not shown.
@@ -449,6 +449,9 @@ NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
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BASE_PERCENT_SURGERY_HEAL = 10
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BASE_PERCENT_SURGERY_HEAL = 10
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ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
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ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
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; if a doctor has a blood bag and chooses to use it, this percentage is added to the health amount restored by surgery
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ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG = 15
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; Determines the percentage of medical supplies are used for surgery
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; Determines the percentage of medical supplies are used for surgery
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MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
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MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
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@@ -175,6 +175,8 @@
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<CrowbarModifier>0</CrowbarModifier>
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<CrowbarModifier>0</CrowbarModifier>
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<DisarmModifier>0</DisarmModifier>
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<DisarmModifier>0</DisarmModifier>
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<RepairModifier>0</RepairModifier>
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<RepairModifier>0</RepairModifier>
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<usHackingModifier>0</usHackingModifier>
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<usBurialModifier>0</usBurialModifier>
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<DamageChance>0</DamageChance>
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<DamageChance>0</DamageChance>
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<DirtIncreaseFactor>0.0</DirtIncreaseFactor>
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<DirtIncreaseFactor>0.0</DirtIncreaseFactor>
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<clothestype>0</clothestype>
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<clothestype>0</clothestype>
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@@ -191,6 +193,10 @@
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<usPortionSize>0</usPortionSize>
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<usPortionSize>0</usPortionSize>
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<diseaseprotectionface>0</diseaseprotectionface>
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<diseaseprotectionface>0</diseaseprotectionface>
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<diseaseprotectionhand>0</diseaseprotectionhand>
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<diseaseprotectionhand>0</diseaseprotectionhand>
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<usRiotShieldStrength>0</usRiotShieldStrength>
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<usRiotShieldGraphic>0</usRiotShieldGraphic>
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<bloodbag>0</bloodbag>
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<emptybloodbag>0</emptybloodbag>
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<STAND_MODIFIERS>
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<STAND_MODIFIERS>
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<FlatBase>0</FlatBase>
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<FlatBase>0</FlatBase>
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<PercentBase>0</PercentBase>
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<PercentBase>0</PercentBase>
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