Для начала создадим скрипт. Например health_effect.scripts:

---Система еды и постепенного лечения из Лурк мода---

objectinuse=0
objectused=0

--If/then statements for finding the item.
function start(obj)
snd = xr_sound.get_safe_sound_object([[$no_sound]])
if (db.actor~=nil) and (obj~=nil) then
slotinuse=db.actor:active_slot()
slot_div=1
    if obj:section() == "medkit" or obj:section() == "medkit_army" or obj:section() == "medkit_scientic" then
    snd= xr_sound.get_safe_sound_object([[interface\inv_medkit]])
    holster_time=time_global()+7000
    if (objectinuse==1) then
    holster_time=holster_time+7000
    end
    soundhub()

    elseif obj:section() == "antirad" then
    snd= xr_sound.get_safe_sound_object([[interface\inv_pills]])
    holster_time=time_global()+6000
    if (objectinuse==1) then
    holster_time=holster_time+6000
    end
    soundhub()

    elseif obj:section() == "bandage" then
    snd= xr_sound.get_safe_sound_object([[interface\inv_bandage]])
    holster_time=time_global()+6000
    if (objectinuse==1) then
    holster_time=holster_time+6000
    end
    soundhub()

    elseif obj:section() == "vodka" then
    snd= xr_sound.get_safe_sound_object([[interface\inv_vodka]])
    holster_time=time_global()+4000
    if (objectinuse==1) then
    holster_time=holster_time+4000
    end
    soundhub()

    elseif obj:section() == "energy_drink" then
    snd= xr_sound.get_safe_sound_object([[interface\inv_softdrink]])
    holster_time=time_global()+4000
    if (objectinuse==1) then
    holster_time=holster_time+4000
    end
    soundhub()

    elseif obj:section() == "bread" or obj:section() == "conserva" or obj:section() == "kolbasa" then
    snd= xr_sound.get_safe_sound_object([[interface\inv_food]])
    holster_time=time_global()+7000
    if (objectinuse==1) then
    holster_time=holster_time+7000
    end
    soundhub()
    end

end
end

--Other stuff executes from here.
function soundhub()
if db.actor:alive() then
snd:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0)
snd = xr_sound.get_safe_sound_object([[$no_sound]])
    if (objectinuse==0) then
    db.actor:hide_weapon()
    objectinuse=1
    if slotinuse == 1 then
    slot_div = ((holster_time-time_global())/1.5)
    else
    slot_div = 0
    end
    end
objectused=objectused+1
weapontimer()
end
end

--Holster time. Its set up as additive: A food and a drink taken together will apply instantly, but your gun is holstered for 9 seconds.
function weapontimer()
if (holster_time~=nil) and (time_global()>(holster_time-slot_div)) and level.present() then
objectused=objectused-1
    if (objectused==0) then
    db.actor:restore_weapon()
    objectinuse=0
    holster_time=nil
    end
end
end

--Message for time remaining and math.Round function. Not used.
--[[
function message()
news_manager.send_tip(db.actor, tostring(math.Round((holster_time - time_global())/1000)).."s", nil, nil, 1000)
end

--Math.round
function math.Round(num)
local floored = math.floor(num)
if (num - floored) >= 0.5 then
return math.ceil(num)
else
return floored
end
end
]]--

Стоит, кстати, учесть параметр

snd = xr_sound.get_safe_sound_object([[interface\inv_food]])

Отвечает за воспроизводимый звук. Так что если его нет, поймаете вылет. Теперь создаёте скрипт abc_medkit.script:

-- Shortened Creds: ABC Mod made this, LURK team just cleaned up the indentions.

-- Should the use of the same medkit accumulate over the previous one?
multiple_medkit = "yes" --Не пробовал ставить no. Но почти уверен что будет вылет

-- How many minutes should take to complete the healing process.
hp_fullhealth_time = 0.125 --Кол-во в течении которого будет юзаться аптечка

--0.25

-- Health update time in MS. 1000 = 1 Second.
hupd_time = 50 --Апдейт времени.Лучше не трогать

-- Time modulation
time_mod=0

-- HP Healed. No higher than 1.
hp_med_kit = 0.65 --Параметр отвечающий за восстановление жизней одной аптечкой.Точнее за скорость восстановления
hp_med_army = 0.75
hp_med_sci = 0.80

-- Is Army faster than Normal?
army_fast = "yes"

-- Is Science faster than Normal?
sci_fast = "yes"

-- Is Science faster than Army?
sci_fast_than_army = "yes"

-- Should medkit_scientic anti-radiation process be progressive?
sci_antirad = "yes"

-- EOF
 
local med_kit, med_band, med_army, med_sci, medused, medid, medname
local objdtc = 0
function chk_medlot_object(obj)
if db.actor ~= nil then 
local objdt = time_global()
    if obj ~= nil and obj ~= "load" then
    medname = obj:section()
    if medname == "medkit" or medname == "medkit_army" or medname == "medkit_scientic" then
        if objdtc == 0 then objdtc = time_global() + 350 end
    med_used = "yes"
    med_id = obj:id()
    end
    end
if med_used == "yes" and objdt > objdtc then
objdtc = 0
med_used = "no"
    if level.object_by_id(med_id) == nil then
    if medname == "medkit" then  med_kit = "yes" end
    if medname == "medkit_army" then  med_army = "yes" end
    if medname == "medkit_scientic" then  med_sci = "yes" end
    time_mod=0
    end
end
new_medkit()
end
end

local time_mkit, time_army, time_sci, count_mkit, count_army, count_sci
function new_medkit()
if db.actor ~= nil and level.present() then
local cgametimemed = time_global()
local hft = (hp_fullhealth_time * 60000) / hupd_time
    --normal
    if med_kit == "yes" then
    if time_mkit == nil then time_mkit = time_global() + hupd_time end
    if cgametimemed > time_mkit then
    time_mkit = time_global() + hupd_time
    local player_hp = db.actor.health
        if player_hp < 1 then
        if count_mkit == nil then count_mkit = 0 end
        if count_mkit < (hft + 1) then
        db.actor.health = (hp_med_kit/(hft + time_mod))
        count_mkit = count_mkit + 1
        --abort("TimeMod: "..time_mod)
        --abort("Health: "..hp_med_kit/(hft + time_mod))
        time_mod = math.clamp(time_mod+0.23,0,35)
        else
        med_kit = nil
        time_mkit = nil
        count_mkit = nil
        end
        else
        med_kit = nil
        time_mkit = nil
        count_mkit = nil
        end
    end
    end
    --army
    if med_army == "yes" then
    if time_army == nil then time_army = time_global() + hupd_time end
    if cgametimemed > time_army then
    time_army = time_global() + hupd_time
    local player_hp = db.actor.health
        if player_hp < 1 then
        if count_army == nil then count_army = 0 end
        if count_army < (hft + 1) then
        local mamf = 0
            if army_fast == "yes" then mamf = (hp_med_army/hft) / 4 end
        db.actor.health = (hp_med_army/hft) + mamf
        count_army = count_army + 1
        time_mod = math.clamp(time_mod+0.23,0,35)
        else
        med_kit = nil
        time_mkit = nil
        count_mkit = nil
        end
        else
        med_kit = nil
        time_mkit = nil
        count_mkit = nil
        end
    end
    end
    --science
    if med_sci == "yes" then
    if time_sci == nil then time_sci = time_global() + hupd_time end
    if cgametimemed > time_sci then
    time_sci = time_global() + hupd_time
    local player_hp = db.actor.health
        if player_hp < 1 then
        if count_sci == nil then count_sci = 0 end
        if count_sci < (hft + 1) then
        local mamf = 0
        local sfta = 4
        if sci_fast_than_army == "yes" then sfta = 2 end
        if sci_fast == "yes" then mamf = (hp_med_army/hft) / sfta end
        db.actor.health = (hp_med_sci/hft) + mamf
        if sci_antirad == "yes" then db.actor.radiation = -(hp_med_sci/hft) end
        count_sci = count_sci + 1
        time_mod = math.clamp(time_mod+0.23,0,35)
        else
        med_kit = nil
        time_mkit = nil
        count_mkit = nil
        end
        else
        med_kit = nil
        time_mkit = nil
        count_mkit = nil
    end
    end
end
end
end

function math.clamp (value,mini,maxi)
local clamped = value
if clamped < mini then clamped = mini end
if clamped > maxi then clamped = maxi end
return clamped
end

Теперь самое сложное. Лезем в bind_stalker.scripts. После

self.object:set_callback(callback.on_item_drop, nil)

Пишем

self.object:set_callback(callback.use_object, nil)

В итоге получается вот так:

self.object:set_callback(callback.inventory_info, nil)
self.object:set_callback(callback.article_info, nil)
self.object:set_callback(callback.on_item_take, nil)
self.object:set_callback(callback.on_item_drop, nil)
    self.object:set_callback(callback.use_object, nil)
--self.object:set_callback(callback.actor_sleep, nil)
self.object:set_callback(callback.task_state, nil)
self.object:set_callback(callback.level_border_enter, nil)
self.object:set_callback(callback.level_border_exit, nil)
self.object:set_callback(callback.take_item_from_box, nil)

После

self.object:set_callback(callback.on_item_drop, self.on_item_drop, self)

Пишем

self.object:set_callback(callback.use_object, self.use_object, self)

В итоге:

self.object:set_callback(callback.inventory_info, self.info_callback, self)
self.object:set_callback(callback.article_info, self.article_callback, self)
self.object:set_callback(callback.on_item_take, self.on_item_take, self)
self.object:set_callback(callback.on_item_drop, self.on_item_drop, self)
    self.object:set_callback(callback.use_object, self.use_object, self)
self.object:set_callback(callback.trade_sell_buy_item, self.on_trade, self) -- for game stats
--self.object:set_callback(callback.actor_sleep, self.sleep_callback, self)
self.object:set_callback(callback.task_state, self.task_callback, self)
--self.object:set_callback(callback.map_location_added, self.map_location_added_callback, self)
self.object:set_callback(callback.level_border_enter, self.level_border_enter, self)
self.object:set_callback(callback.level_border_exit, self.level_border_exit, self)
self.object:set_callback(callback.take_item_from_box, self.take_item_from_box, self)

Ищем функцию:

function actor_binder:on_item_drop (obj)

и после ее завершения пишем:

----------------------------------------------------------------------------------------------------------------------
function actor_binder:use_object(obj)
heal_regen.start(obj)
end
----------------------------------------------------------------------------------------------------------------------

В итоге:

----------------------------------------------------------------------------------------------------------------------
function actor_binder:on_item_drop (obj)
    level_tasks.proceed(self.object)
    --game_stats.update_drop_item (obj, self.object)
    abc_medkit.chk_medlot_object(obj)
abc_sleep.uptabc(obj)
end
----------------------------------------------------------------------------------------------------------------------
function actor_binder:use_object(obj)
heal_regen.start(obj)
end
----------------------------------------------------------------------------------------------------------------------

После

--game_stats.update_drop_item (obj, self.object)

Пишем

abc_medkit.chk_medlot_object(obj)

После

function actor_binder:update(delta)

Пишем

abc_medkit.chk_medlot_object()
heal_regen.weapontimer()

Затем надо найти звуки и прописать их в директории \sounds\interface\

Далее идем в файл config\misc\items.ltx, ищем секции аптечек ([medkit],[medkit_army],[medkit_scientic]) и меняем в них параметр eat_health на 0.0, иначе актер будет лечится дважды (сначала сразу, по стандартному, а потом уже постепенно)

Автор статьи: Fireman3000, дополнил Darkscape, а так же спасибо Lurk моду и ABC.