Health, Energy and Hydration

## Health and the Medical Systems Overview

In version 1.5.0 the implementation of the new MK\_Medical system is complete.

MK\_Medical is a system based in vanilla healing system trying to bring a experience similar to BSG Tarkov and ACE, an intermediate to be precise. You can find the MK\_Medical mod in the following link.

The system features the following:

* Visual representation similar to BSG Tarkov status tracking.
* Automatic transformation of vanilla medical items into compatible KMP medical items.
* General and limbs grouping health tracking.
* Hunger and hydration system that allows a flexible game environment for buffs and de-buffs according to injected components or consumed items.
* Ambiance temperature tracking according to scenario type and altitude, penalties if player is in a freezing/heat stroke inducing environment as well as items to counteract this.
* Bleeding at light and heavy rates according to damage received.
* Generalized broken bone system for the limbs that affect your movement and weapon sway.
* Burn, shrapnel and fall damage.
* Medication buffing including PP effects and negation of de-buffs.
* Player and AI Revival systems (requires vanilla medical system module active)
* Player and AI treatment system, you are able to play medic roles.
* Visual feedback when suffering from concussions and bleeding or when junkied-up by meds and other various effects.
* Auditory feedback for the current state of your unit.
* Custom healing, drinking and eating mechanic similar to BSG Tarkov. You are basically able to select how much of a medical/survival item to consume.
* Over 20 different food items with different amount of energy recovery and additional metabolism effects. (Thanks KMP!)
* Over 20 different water items with different amounts of thirst recovery + empty + refilled items. (Thanks KMP!)
* 7 different buffing items (injectors).
* Over 20 different healing items, including bandages to stop bleeding, suture kits, medikits, etc.
* Revival capabilities using certain items from this mod, this makes the vanilla revival system compatible with this mod!
* Medical Ai capability and parameters that can be turned on an off via module for scenario creation.
* Full integration of custom medical classnames via module found for scenario creation, this allows the mission maker to integrate any classname as a medical item for MK\_Medical according to the category assigned to it.
* Medical Ai commandeering: Request support from your own AI medics and be ready for even the toughest battle. This system comes enabled by default, you can disable it by placing the module for you mission and turning the options required off.
* Radiation system that affect both players and AI that includes configurable classnames for items and radiation resistant equipment, as well radiation reduction items.
* Sound attenuation system and hearing damage.

### Survival System

The mod allows you to enjoy a survival based experience that will require you to hydrate and nourish yourself properly during the game session, if you fail to do so and you drop below certain threshold, you character will be impacted negatively and might eventually die. The MK\_Medical mod has more systems within itself, however we will only cover the relevant ones to this mission.

The system tick at a rate of 4~7 points per minute.

There are multiple survival items categories:

#### Energy

Commonly associated to food, uses will depend on size and weight.

Energy restoring might depend on their caloric values calculated upon use for the item, so its always better to use filling items in spare quantities as using them with default values can waste more uses than what you can actually recover from them at the time of use.

Some items might impact hydration negatively as they are considered dry foods.

#### Hydration

Commonly associated to beverages, uses will depend on size and weight.

Hydration restoring is similar to energy in regards of uses. Some items might impact your energy positively, as the might be either healthy or designed to give energy.

Some items will give you back empty version, you can refill those if you double click on them while being in a pond or in the ocean, in the future you will have to "process" water to be able to drink it if you refill them from this sources.

#### Temperature

Body temperature of your character affects energy and hydration flow, being in hot environments will make your temperature go up, while being in colder environments will make it go down. You can actually manage your temperature using hot and ice packs, as well as changing your clothing accordingly. The system is disabled for normal gameplay, however when activating the hardcore mode, it will be enabled for that specific player.

Environment temperature is dependant on humidity, height, as well as the temperature defined by the map itself.

#### Metabolism

VERY WIP feature, currently changes just a couple of minimal values that do not affect gameplay that much so its not worth considering atm.

### Medical system

Mk\_medical main feature is the medical system, the aim of it is to bring a slightly more fleshed out version of vanilla medical applied to a much more specific environment. While suffering wounds or applying certain items to yourself, the system will apply status effects to the player, which have to be treated in order to keep itself alive and not suffer penalties if the wounds are not grievous. The ailment and treatments can be seen in the following table.

## Operating the systems

### **General use**

#### Use an item Default values

Open inventory and double click on a compatible item to use it with the default use values. Default values operate under certain conditions, such as item type, function and size.

Example:

- Default value use for a soda will consume it all, since the size of a soda in real life would allow for such a thing easily.

- Default value use for a MRE will consume a portion of it, since in real life an MRE usually has enough calories for an entire day.

- Default value use for a surgery kit will consume 1 use out of it, since you would logically stitch a wound one by one.

Note that some items will cover the whole characteristic being affected, this is the case for medical statuses such as light bleeding, heavy bleeding, broken bones and pain.

#### Use item Specific values

Open inventory and double click on a compatible item while pressing the left control key to use value selector. Values on each item operate under the logic of size + weight.

Example:

- Mari'o's cereal has more uses than a sprat's can, or a T&J candy while weighting much more than those, as well as restoring energy while taking away a bit of hydration since its an oat based food.

- Jug-o-juice has more uses than a bottle of water or carton milk, while restoring hydration an a little bit of energy but being much more heavy than a bottle of water.

- "Kvass" brand alkaline water (do not confuse with the alcoholic beverage) has a decent amount of uses, as well as restoring energy and hydration in a 1:1 ratio since its a healthy beverage.

#### Medical status window

Open the medical window by using the default keybind (LCtrl+M) or rebind you control in the configuration tab for vanilla actions. The general window will show you your medical items and consumable while you have them on your inventory, as well as displaying health and survival related information. Hovering the mouse over the numerical values will give you a little tip on what that value does.

The lists on the right will show you your consumable items and their remaining uses, as well as you current medical related status.

Using medicine (injectors) will grant you different buffs during a small period of time, try them all to know their effects and side-effects.

#### Healing

The unit has 7 types of health, 1 per section + 1 general health counter, in order to treat each section, you will need to use healing treatment in the localized area (see following section). The general health its separated from the rest of the body, this allows you to take a bit more of punishment to the limbs while maintaining a "stable" condition. In order to treat the general health, a medikit item will have to be used straight from the inventory window. Treating your general health vs your sections is slightly different, as healing your general health grants more health points per use compared to sections.

#### Treating localized areas

When using the medical status window, you can actually treat specific areas by double clicking the status window for the area. Doing so will deploy a treatment list that will allow to treat all the possible generalized ailments for your unit, after selecting a treatment type, you can select the inventory from which you will obtain the required med to treat the area. If when selecting an inventory type no list shows, that means you don't have any of the required medicine/treatment items in the selected inventory. In order to regain section health, you need to treat them individually, as using medikits straight from the inventory only heal general health points.

Note: Healing "blacked" limbs only requires a medikit, no additional treatment is required for recovering them. Additional to this, only limbs can become "blacked", chest or head health reaching 0 will make the unit die.

#### Treat other units

Use the desired item while in very close proximity of another player and the effects will be applied to such entity. This will allow you to revive and close heavy bleeding wounds using surgery kits, splint, bandage, inject and medically treat buddies. If you are close enough and you open the Medical Status Window, you will be able to treat your buddy using the system, as well as to see their status and ailments.

#### Reviving from unconscious state (vanilla system compatible)

In order to revive or be revived, the unit has to be treated using one of the different types of surgery kits by opening the inventory and double clicking the kit while in close proximity of the unit to be revived. Doing so will wake the player from unconscious state (not when fully dead) while fully healing head and torso sections as well as partially healing general health of the unit. Any additional damage has to be manually healed afterwards.

While being unconscious, the units automatically stop bleeding in order to NOT die because of how the vanilla health system was designed. This is intentional, as MK\_medical is made with the intention of being an extension of the vanilla medical system.

#### Medication Objects & their Effects

The Medical system has been provided with multiple medicinal items that can be use to buff the player unit, whoever, most of them will have a debuff counterpart. None of them can be used more that one at a time and once uses they get expended and removed from the inventory.

All of the medicinal items with the exception of the Weed Joint and Coke Dime will granted the "medicated" status upon using them. This status is a precursor to the "overdose" status, using more than 1 medicinal item in a row will result in being overdosed.

The following table includes the name, effects and duration of the medication upon being used. Once the period of effect ends, the player medicated status will be removed and can be safely medicated once more.