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Editing v0.34:Wound
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There are five different levels of injury in the game, ranging from none to complete part loss. | There are five different levels of injury in the game, ranging from none to complete part loss. | ||
− | Shown using the default colors, they are: | + | Shown using the default* colors, they are: |
<!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT. | <!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT. | ||
So no more "mangled" - RED is now "broken", and the old "broken" is now "inhibited" - don't fight it, just go with it. :\ | So no more "mangled" - RED is now "broken", and the old "broken" is now "inhibited" - don't fight it, just go with it. :\ | ||
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</div> | </div> | ||
− | :''(The [[color]] of wounds can be changed in [[d_init.txt]].)'' | + | :''(* The [[color]] of wounds can be changed in [[d_init.txt]].)'' |
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== Missing limb == | == Missing limb == | ||
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As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past. | As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past. | ||
− | Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s | + | Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. |
== Function loss == | == Function loss == | ||
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===Lower Body Paralysis=== | ===Lower Body Paralysis=== | ||
− | A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do--most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot | + | A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do--most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot. |
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first? | No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first? |