A complete injury and medical system for RedM servers. wasvendel_health tracks damage by body region and individual bones, gives players a visual injury status panel, and supports self-treatment, player doctors, and NPC doctor services.
Core gameplay behavior can be adjusted through open configuration files without editing the protected core logic. You can configure injury scaling, weapon damage modifiers, healing items, doctor requirements, NPC doctor location and prices, somatic injury effects, SQL persistence, and language strings.
Bone-Based Injury Tracking – Damage is applied to individual bones and grouped into body regions: head, body, hands, and legs.
Multiple Damage Detection Methods – Detects injuries through network hits, health loss checks, entity damage events, and game event payloads.
Injury Status Panel / NUI – Visual skeleton-based panel with region injury cards and percentage-based injury display.
Self-Treatment – Players can treat injured body regions using bandages, with a configurable healing limit per region. Default value: 80%.
Player Doctor System – Examination UI for nearby patients, region treatment, HP healing, and resuscitation.
Revive Rhythm Minigame – Timing-based resuscitation minigame with configurable beats, miss limits, and duration.
Doctor Treatment Minigame – Treatments can require a successful wasvendel_minigame check before applying the healing effect.
Revive Attempt Limit – Configure how many revive attempts are allowed during a single downed state.
NPC Doctor – Paid self-treatment and carried-player revival at a configurable location, with animations and progress bars.
Carry-Revive Support – Revive an unconscious carried player at the NPC doctor when no player doctor is available.
Somatic Injury Effects – Limping, blurred vision, aiming shake, bleeding particles, random falls, and horse dismounts.
Consumable Healing Items – Usable healing items, such as medicine, with cooldowns, animations, and HP restoration.
Per-Weapon Damage Scaling – Configurable damage multipliers for melee weapons, firearms, bows, thrown weapons, and other damage types.
SQL Persistence – Saves the full bone health map per character, with automatic periodic saving.
Export API – Client-side and server-side exports for panels, healing, injury snapshots, revive checks, and persistence.
Multi-Language Support – English and Hungarian language files included in configs/lang.lua.
Injury System – Region-based injuries, bone health map, /mystatus command, and remote status checks.
Self-Heal – Bandage usage with animation, progress bar, cooldown, and limited region healing.
Doctor System – Player doctor UI, region healing, HP healing, resuscitation, proximity checks, and item usage.
NPC Doctor – Paid self-heal and revive service, which can be disabled when player doctors are on duty.
Injury Effects – Limping, random falls, horse dismounts, blurred vision, screen flashes, aiming shake, and bleeding effects.
Integrations – Full healing, region healing, status checks, doctor healing, persistent saving, and revive quota exports.
Full export documentation is available in the exports.md file.
Players can receive region-based injuries from combat, falls, animals, and weapons. By opening the injury status panel, they can see exactly which body parts are damaged, partially treat themselves with bandages, and visit a doctor for full recovery.
Player doctors can examine patients, use the required medical items, complete treatment minigames, and revive unconscious players within the configured attempt limit.
If no player doctor is available, the NPC doctor can provide paid treatment, including reviving an unconscious ally who is being carried. Injuries persist between sessions and continue to affect movement, aiming, vision, and bleeding until they are properly treated.
Server-side and client-side core files are protected with CFX Escrow, while all configuration files remain fully open and editable.
VORP / RSG Core
vorp_inventory / rsg_inventory
oxmysql
wasvendel_minigame – free resource