1 | -1 means infinite duration |
0 | Additional armor protection per armor piece when using MODULAR_BOOSTED armor system |
0 | Allows interactions (such as healing) with other entities |
0 | Allows scaling of injury recovery status effects when getting the effect repeatedly |
1 | ALWAYS - unconscious players will always be attacked |
0 | Base chance for getting any type of bleed from '#medsystem:bleed_causing' damage type |
0 | Base chance for getting fracture from '#medsystem:fracture_causing' damage type |
0 | Bleed chance multiplier for items from '#medsystem:sharp_tools' tag - swords, spears, axes |
0 | Blood decal rendering scale |
0 | Blood/Unconscious system related configurations |
0 | Chance specifying if you can enter unconscious state instead of dying so that you may be rescued by your friends |
0 | Chance that you will drop held equipment from both hands upon entering unconscious state |
0 | Configure max bleed duration for effect stacking |
0 | Configure max fracture duration for effect stacking |
0 | Configure max injury recovery duration for effect stacking |
0 | Configure which limbs are covered by specific armor pieces. Does nothing when using VANILLA armor system |
0 | Damage multiplier for all other limbs |
0 | Damage multiplier for animal limbs |
0 | Damage multiplier for arms |
0 | Damage multiplier for body |
0 | Damage multiplier for head |
0 | Damage multiplier for legs |
0 | Damage multiplier for stomach |
0 | Default duration of bleeding status effect |
0 | Default duration of fracture status effect |
0 | Defines armor calculation logic with custom health system |
0 | Enables blood level display in health UI |
0 | Enables blood system simulation, unconscious entity state |
0 | Enables blood type display in health UI |
0 | Enables hit effects such as bleeds, fractures and other effects |
0 | Expands entity hitbox for projectile detection purposes by this amount in all directions |
0 | Forces all blood decals to be have specific color - configure in the option below |
0 | Forces player rotation synchronization between server and clients |
0 | Fracture chance multiplier for items from '#medsystem:blunt_tools' tag - shovels, pickaxes, hoes and mace |
0 | Global damage multiplier for all limbs |
0 | Health related configurations |
0 | Health will be primarily recovered into vital parts |
0 | How long it will take for fractures to heal after applying pressure dressing |
0 | How long it will take for fractures to heal after applying splints |
0 | How much damage entity needs to receive in order for decal to appear |
2 | IGNORE_RESCUE - unconscious players will be attacked as long as they're not in rescue mode |
0 | Lifetime percentage at which decals will start to fade out |
0 | Maximum amount of decals which can appear when damaging entities |
2 | MODULAR - modular armor - getting hit in head damages only helmet |
3 | MODULAR_BOOSTED - same as above, but each armor piece has additional protection. Configurable below |
3 | NEVER - unconscious players will never be attacked |
entry | Protection slot |
0 | Rescue waiting period before dying while in death unconscious state |
1 | Set to 0 to disable all limits |
1 | Set to 0 to disable damage decals |
1 | SIMULATED - modular armor with fully simulated logic such as deflections, blunt damage and so on |
0 | Sound pitch scaling when unconscious |
0 | Sound volume scaling when unconscious. Set to 0 to disable all sounds from being played |
0 | Specifies when entities can target unconscious players |
0 | Threshold for prioritized vital limb health recovery |
0 | Toggles all blood decals |
0 | Toggles blood decals for ALL entities even if they do not have custom health/blood system enabled |
0 | Unconscious duration interval on unconsciousness due to blood loss |
0 | Uses less hit traces for explosions to save performance |
4 | VANILLA - vanilla armor calculation, full armor is used for any damage calculations |
0 | Will prevent entering unconscious state on death if your head limb is dead too |
0 | Will trigger downed state if playing alone in singleplayer |