Injury

Injuries are negative effects to Body Parts that can be received from a variety of sources. It applies to all Disciples, and injuries to some of these Body Parts is a common cause of Death. Injuries also negatively affect a Character's Functions, making them less effective at various tasks.
==Physical Injuries==
Physical Injuries are injuries that are received from a physical source, such as being attacked with a Weapon, a Battle Spell, an Artifact, or being punched by a Physical CultivatorSettings\Npc\Damages\Damages.xml. Physical injuries may also be received from certain Secrets as well as other sources such as Construction, Backgrounds, Illumitree, or from being caught by FishingDLCSettings\Npc\Damages\Damages_DLC.xml.
Physical Injuries fall into one of the following categories:
*Regular injuries - Caused by a large variety of sources such as being hit with Weapons and Artifacts.
*Scar (OldScar) - Caused by a healed injury, and is purely cosmetic.
*Food (Dfood) - Caused by Bloating or running out of Food.
*Spirit (Ling) - Caused by certain Backgrounds or Pollinosis.
==Magical Injuries==
Magical Injuries are Injuries that are received from a magical source, such as consuming certain Pills, from the side effect of an elemental Artifact, as well as other sources such as Secrets, sleeping in an Ominous room, random events during Cultivation, or TribulationsSettings\Npc\Damages\GongDamages.xml.
Magical Injuries fall into one of the following categories:
*Regular injuries - Caused by a large variety of sources including consuming or certain Miracles.
*Spirit (Ling) - Caused by sources such as Qi Overflow or a collapsed Formation.
*Metal (Jin) - Caused by a variety of sources including Tribulations or being hit with a Metal type artifact.
*Wood (Mu) - Caused by a variety of sources including being hit with a Wood type artifact.
*Water (Shui) - Caused by a variety of sources including being hit with a Water type artifact.
*Fire (Huo) - Caused by a variety of sources including consuming or being hit with a Fire type artifact.
*Earth (Tu) - Caused by a variety of sources including being hit with a Earth type artifact.
*Soul (Soul) - Rare injury caused by the following sources: consuming and , failing the Miracles Yin God Possession and Chant of Resonance, or failing refinement,
*Special (Special) - unique injury from 
==Curing Injuries==
Different Injuries can be cured by different methods. As long as the Character has not died or become Dying, it is possible to cure these injuries with a variety of methods. 
===Natural healing===
The Natural healing rate depends on the following:
*If it is a Regular injury, Natural Resilience (RecoveryPower)
*If it is anything other than a Regular injury, (1+Natural Resilience for Inner Injuries (MagicDamageRecoveryPowerAddV)) is multiplied with the Natural Resilience.
Every second, the injury's Progress changes by the Trend of the injury minus the above number.
If the injury type has a TreatConstant of 0, Natural Resilience is ignored and only the natural Trend will change that injury's Progress.
==== Example====
A Character with 1%/sec Natural Resilience and an injury with a 0.4 Trend will lose 0.6% Progress per second, and an injury with 60% Progress will heal fully in 100 seconds without treatment. 
Another Character with 0.2%/sec Natural Resilience and the same injury will gain 0.2% Progress per second, and the injury will worsen until it is treated or the Character dies from the injury.
===Healing by a Doctor===
The Medicine Skill can be used by Disciples to treat Regular injuries using medicines. When performing the treatment action, the following Properties affect the treatmentXiaWorld.ToilTreat.OnLeaveToil. To maximize the effect of healing, an made with a Material with the best Work Speed Coefficient available in the Player Sect should be equipped by the Doctor disciple: 
*Healing Success Rate (TreatSuccessChance)
*Healing Speed (TreatSpeed)
*Healing Estimate (TreatmentExpectQuality)
*Minimum Healing (TreatmentRealQualityPercentMin)
*Maximum Healing (TreatmentRealQualityPercentMax)
The time taken depends on the Healing Speed, and its success rate depends on the Healing Success Rate. If the injury type has a TreatConstant of 0 or if there are no medicines available, treatment will not occur. 
If there are any medicines equipped on the Doctor Disciple, it is used first. Otherwise, if the Player Sect owns a medicine which can treat the Disciple, the medicine with the highest Curative power is usedXiaWorld.CommandTreatHim.CouldBeFind. 
If treatment is successful, the effect of the treatment is the Curative Power of the Medicine + Healing Estimate * (random number between Minimum Healing and Maximum Healing). 
If treatment fails, there is a 60% chance that the injury worsens by up to 0.4x of the original injury progress, up to a maximum of 90%. 
====Example====
A doctor with a Healing Estimate of 0.5/s, a Minimum Healing of 90%, a Maximum Healing of 120%, and a Success Rate of 90% is using a Herb (Curative power of 0.15) to treat an injury with 40% progress. 
* If successful, the injury is treated, reducing the injury's progress by between 0.6 (0.15+0.5*0.9) to 0.75 (0.15+0.5*1.2) per second for the length of the medicine's effect.
*If unsuccessful, the injury has a 60% chance to worsen, increasing its progress by up to 0.4x, up to a maximum of 56%.
===Medicines===
Medicines are only capable of healing Regular injuries unless otherwise stated. The five Medicines for healing injuries cannot be consumed directly, and must be applied by a doctor. 
* (Flesh,Organ,Bones) Curative power of 0.15
* (Flesh) Curative power of 0.4
* (Organ) Curative power of 0.4
* (Bones) Curative power of 0.4
* (Flesh,Organ,Bones): Curative power of 0.6 and can be used for all Body Parts. It is used first whenever available.
* suppresses the pain from Injuries by increasing the Disciple's Pain Tolerance by 2.
* cures Bloated and other Food type injuries cheaply while causing the Disciple to produce large amounts of Feces.
===Pills===
Most Magical injuries can only be cured using Pills or Miracles. Some examples include:
* (All types except Soul and Special)
* (All types except Food and Special)
* (Soul)
* (Any Elemental)
* (Wood)
* (Earth)
* (Fire)
* (Metal)
* (Water)
* (Spirit)
* (Scar)
===Miracles===
* (Five Elements, Spirit)
===Physical Cultivation===
Physical Cultivators can recover from all Injuries that do not result in Death. The rate at which they heal is governed by the Physical Cultivator Self-healing Rate (BodyPratice_BodyRecover)XiaWorld.NpcBodyData.Step.
==Injury mechanics ==
===Injury definition===
Each Injury has the following properties in their definitions:
*Lable (type of injury)
*TreatConstant (whether the injury heals over time)
*ValueMin (the minimum amount of body part damage for the injury)
*ValueMax (the maximum amount of body part damage for the injury when stacked)
*Pain (the amount of pain caused by the injury)
*Trend (the progression of the injury over time if not treated)
*Previous (progressed from another injury)
*Next (When current injury reaches ValueMax, it progresses to the next Injury type)
===Injury progression===
When an injury with the Next tag reaches the maximum value (ValueMax), it is removed and replaced with the new, worsened injury. Conversely, when an injury with the Previous tag reaches the minimum value (ValueMin), it is removed and replaced with the new, less severe injury.
===Body Part Loss===
Certain Injuries may result in a Body Part becoming lost. When that occurs, the Body Part is highlighted in red and results in a reduction of the Functions related to that Body Part. In order to reverse this, the Reconstruction Miracle needs to be cast on the affected Character.
==References==
Category:Game Mechanics
Category:Injuries