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 Cultivator. Physical injuries may also be received from certain Secrets as well as other sources such as Construction, Backgrounds, Illumitree, or from being caught by FishingDLC.

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 Tribulations.

Magical Injuries fall into one of the following categories:

* Regular injuries - Caused by a large variety of sources including consuming Serene Pill 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 Junk Pill 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 Sedation Pill and Evil Nectar, failing the Miracles Yin God Possession and Chant of Resonance, or failing Origins refinement,
* Special (`Special`) - unique injury from Fortune Dew

## 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 treatment:

* 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 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 used. If the injury type has a `TreatConstant` of 0 or if there are no medicines available, treatment will not occur.

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.

* Herb (Flesh,Organ,Bones) Curative power of 0.15
* Healing Balm (Flesh) Curative power of 0.4
* Healing Pill (Organ) Curative power of 0.4
* Bonemend Balm (Bones) Curative power of 0.4
* Stone Powder (Flesh,Organ,Bones): Curative power of 0.6 and can be used for all Body Parts. It is used first whenever available.
* Painreliever suppresses the pain from Injuries by increasing the Disciple's Pain Tolerance by 2.
* Laxative 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:

* Panacea Pill (All types except Soul and Special)
* Fortune Dew (All types except Food and Special)
* Holy Nectar (Soul)
* Heal Powder (Any Elemental)
* Wood Pill (Wood)
* Earth Pill (Earth)
* Fire Powder (Fire)
* Metal Pill (Metal)
* Water Pill (Water)
* Spirit Powder (Spirit)
* Cure Powder (Scar)

### Miracles

* Panacea (Miracle) (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`).

## 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.

## References

1. ↑ Settings\Npc\Damages\Damages.xml
2. ↑ Settings\Npc\Damages\Damages\_DLC.xml
3. ↑ Settings\Npc\Damages\GongDamages.xml
4. ↑ 4.0 4.1 4.2 `XiaWorld.NpcBodyData.Step`
5. ↑ 5.0 5.1 `XiaWorld.CommandTreatHim.CouldBeFind`
6. ↑ 6.0 6.1 `XiaWorld.ToilTreat.OnLeaveToil`