important changes
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198bf8078d
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<BackstoryDef>
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<defName>OverzealousBackstory</defName>
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<identifier>OverzealousBackstory</identifier>
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<slot>Adulthood</slot>
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<title>supernatural</title>
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<titleShort>supernatural</titleShort>
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<description>[PAWN_nameDef] has acquired skills beyond comprehension.</description>
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<skillGains>
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<Melee>20</Melee>
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<Shooting>5</Shooting>
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<Social>10</Social>
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<Medicine>4</Medicine>
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<Construction>6</Construction>
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<Intellectual>8</Intellectual>
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</skillGains>
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<shuffleable>False</shuffleable>
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</BackstoryDef>
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</Defs>
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@ -9,6 +9,7 @@
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<label>overzealous body</label>
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<label>overzealous body</label>
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<!-- Sets the in-game display name for the hediff -->
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<!-- Sets the in-game display name for the hediff -->
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<hediffClass>HediffWithComps</hediffClass>
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<hediffClass>HediffWithComps</hediffClass>
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<description>This body has power beyond comprehension.</description>
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<!-- Defines the hediff class to use. Use HediffWithComps for general purposes. Vanilla classes:
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<!-- Defines the hediff class to use. Use HediffWithComps for general purposes. Vanilla classes:
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Hediff_AddedPart
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Hediff_AddedPart
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Hediff_Addiction
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Hediff_Addiction
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@ -40,7 +41,7 @@
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<!-- Optional. Defaults to 1. Sets a multiplier for pain as a result of this stage -->
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<!-- Optional. Defaults to 1. Sets a multiplier for pain as a result of this stage -->
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<painOffset>-0.9</painOffset>
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<painOffset>-0.9</painOffset>
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<!-- Optional. Changes pain by a flat number (negative values decrease pain, positive values increase pain) -->
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<!-- Optional. Changes pain by a flat number (negative values decrease pain, positive values increase pain) -->
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<!-- <partEfficiencyFactor>100</partEfficiencyFactor> -->
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<!-- <partEfficiencyFactor>50</partEfficiencyFactor> -->
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<!-- Optional. Defaults to 1. If the hediff acts as a body part, defines the efficiency of the body part -->
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<!-- Optional. Defaults to 1. If the hediff acts as a body part, defines the efficiency of the body part -->
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<hungerRateFactor>1.3</hungerRateFactor>
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<hungerRateFactor>1.3</hungerRateFactor>
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<!-- Optional. Defaults to 1. Defines the hunger need's depletion rate. Higher values cause the need to deplete faster -->
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<!-- Optional. Defaults to 1. Defines the hunger need's depletion rate. Higher values cause the need to deplete faster -->
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@ -56,70 +57,70 @@
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<!-- Optional. Causes the stage to offset certain capacities for the pawn -->
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<!-- Optional. Causes the stage to offset certain capacities for the pawn -->
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<li>
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<li>
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<capacity>BloodFiltration</capacity>
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<capacity>BloodFiltration</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>BloodPumping</capacity>
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<capacity>BloodPumping</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Breathing</capacity>
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<capacity>Breathing</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Consciousness</capacity>
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<capacity>Consciousness</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Eating</capacity>
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<capacity>Eating</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Hearing</capacity>
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<capacity>Hearing</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Manipulation</capacity>
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<capacity>Manipulation</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Metabolism</capacity>
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<capacity>Metabolism</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Moving</capacity>
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<capacity>Moving</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Sight</capacity>
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<capacity>Sight</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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<li>
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<li>
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<capacity>Talking</capacity>
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<capacity>Talking</capacity>
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<offset>100</offset>
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<offset>50</offset>
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<setMax>100</setMax>
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<setMax>50</setMax>
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</li>
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</li>
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</capMods>
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</capMods>
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<statOffsets>
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<statOffsets>
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<!-- Optional. Can offset pawn stat(s) by value -->
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<!-- Optional. Can offset pawn stat(s) by value -->
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<CarryingCapacity>500</CarryingCapacity>
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<CarryingCapacity>500</CarryingCapacity>
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<ComfyTemperatureMin>-100</ComfyTemperatureMin>
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<ComfyTemperatureMin>-50</ComfyTemperatureMin>
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<ComfyTemperatureMax>100</ComfyTemperatureMax>
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<ComfyTemperatureMax>50</ComfyTemperatureMax>
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<ImmunityGainSpeed>10</ImmunityGainSpeed>
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<ImmunityGainSpeed>10</ImmunityGainSpeed>
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<ImmunityGainSpeedFactor>10</ImmunityGainSpeedFactor>
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<ImmunityGainSpeedFactor>10</ImmunityGainSpeedFactor>
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<MeleeDPS>100</MeleeDPS>
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<MeleeDPS>5000</MeleeDPS>
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<MeleeHitChance>100</MeleeHitChance>
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<MeleeHitChance>5000</MeleeHitChance>
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<MoveSpeed>100</MoveSpeed>
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<MoveSpeed>50</MoveSpeed>
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</statOffsets>
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</statOffsets>
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<!-- Available vanilla defNames:
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<!-- Available vanilla defNames:
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AimingDelayFactor
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AimingDelayFactor
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<li>
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<li>
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<label>Overzealous</label>
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<label>Overzealous</label>
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<!-- This is what the trait will be called in-game (during generation, in the "Character" tab etc.) -->
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<!-- This is what the trait will be called in-game (during generation, in the "Character" tab etc.) -->
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<description>NAME is special, HE has unnatural powers beyond imagination.</description>
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<description>[PAWN_nameDef] is special, [PAWN_posessive] has unnatural powers beyond imagination.</description>
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<!-- Long-form description. Tip: You can use the following keywords (must be written in capital letters):
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<!-- Long-form description. Tip: You can use the following keywords (must be written in capital letters):
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NAME (= pawn name)
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NAME (= pawn name)
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HE (= he, she)
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HE (= he, she)
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WorkSpeedGlobal -->
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WorkSpeedGlobal -->
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</statOffsets>
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</statOffsets>
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<skillGains>
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<skillGains>
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<!-- Optional. Modifies pawn skills by value. Negative numbers decrease the skill, positive numbers increase it -->
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<li>
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<key>Construction</key>
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<!-- Available vanilla defNames:
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Animals
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Artistic
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Construction
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Cooking
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Crafting
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Growing
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Medicine
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Melee
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Mining
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Research
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Shooting
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Social -->
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<value>4</value>
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</li>
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<li>
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<key>Medicine</key>
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<value>6</value>
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</li>
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<li>
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<key>Melee</key>
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<value>20</value>
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</li>
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<li>
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<key>Research</key>
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<value>10</value>
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</li>
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<li>
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<key>Shooting</key>
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<value>6</value>
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</li>
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<li>
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<key>Social</key>
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<value>10</value>
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</li>
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</skillGains>
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</skillGains>
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<socialFightChanceFactor>0.3</socialFightChanceFactor>
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<socialFightChanceFactor>0.3</socialFightChanceFactor>
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<!-- Optional. Defaults to 1. Multiplier for the pawn's likelihood of starting a social fight with another pawn -->
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<!-- Optional. Defaults to 1. Multiplier for the pawn's likelihood of starting a social fight with another pawn -->
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