<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<HediffDef>
		<defName>RJW_BabyState</defName>
		<hediffClass>rjw.Hediff_SimpleBaby</hediffClass>
		<label>child is growing</label>
		<description>A growing child.</description>
		<initialSeverity>0.1</initialSeverity>
		<scenarioCanAdd>false</scenarioCanAdd>
		<stages>
			<li>
				<label>baby</label>
				<minSeverity>0.1</minSeverity>
				<capMods>
					<li>
						<capacity>Moving</capacity>
						<setMax>0</setMax>
					</li>
					<li>
						<capacity>Talking</capacity>
						<setMax>0</setMax>
					</li>
				</capMods>
			</li>
			<li>
				<label>toddler</label>
				<minSeverity>0.5</minSeverity>
				<capMods>
					<li>
						<capacity>Manipulation</capacity>
						<offset>-1.0</offset>
					</li>
					<li>
						<capacity>Talking</capacity>
						<offset>-0.5</offset>
					</li>
					<li>
						<capacity>Moving</capacity>
						<offset>-0.35</offset>
					</li>
				</capMods>
			</li>
			<li>
				<label>child</label>
				<minSeverity>0.75</minSeverity>
			</li>
		</stages>
	</HediffDef>

	<!-- This only exists separately from BabyState to get around a bug making children drop their weapons on savegame load.-->
	<HediffDef>
		<defName>RJW_NoManipulationFlag</defName>
		<hediffClass>HediffWithComps</hediffClass>
		<label>Too young to work</label>
		<description>Too young to work.</description>
		<initialSeverity>0.001</initialSeverity>
		<scenarioCanAdd>false</scenarioCanAdd>
		<stages>
			<li>
				<!--<everVisible>false</everVisible>-->
				<capMods>
					<li>
						<capacity>Manipulation</capacity>
						<setMax>0.0</setMax>
					</li>
				</capMods>
			</li>
		</stages>
	</HediffDef>

	<!-- Use CnP's UnhappyBaby instead
	<HediffDef>
		<defName>RJW_UnhappyBaby</defName>
		<hediffClass>rjw.Hediff_SimpleUnhappyBaby</hediffClass>
		<label>unhappy baby</label>
	</HediffDef>
	-->
</Defs>