hediff first version
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@ -174,54 +174,32 @@
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WorkSpeedGlobal -->
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</li>
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</stages>
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<spawnThingOnRemoved>ThingDefName</spawnThingOnRemoved>
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<!-- Optional. Will spawn a thing via ThingDef when the hediff is removed -->
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<tendable>true_or_false</tendable>
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<tendable>false</tendable>
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<!-- Optional. If true, the injury can be tended by a doctor -->
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<chanceToCauseNoPain>number</chanceToCauseNoPain>
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<chanceToCauseNoPain>0</chanceToCauseNoPain>
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<!-- Optional. If set, the hediff might not trigger a pain tick when pain is calculated -->
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<makesSickThought>true_or_false</makesSickThought>
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<makesSickThought>false</makesSickThought>
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<!-- Optional. If true, the pawn will receive a mood debuff due to being sick when the hediff is active -->
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<makesAlert>true_or_false</makesAlert>
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<makesAlert>true</makesAlert>
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<!-- Optional. Defaults to true. No description available -->
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<causesNeed>NeedDefName</causesNeed>
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<!-- Optional. Links the hediff to a need, which will spawn when the hediff is active -->
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<minSeverity>number</minSeverity>
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<minSeverity>1</minSeverity>
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<!-- Optional. Sets a minimum severity for the hediff -->
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<maxSeverity>number</maxSeverity>
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<maxSeverity>1</maxSeverity>
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<!-- Optional. Sets a severity ceiling for the hediff -->
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<scenarioCanAdd>true_or_false</scenarioCanAdd>
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<scenarioCanAdd>true</scenarioCanAdd>
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<!-- Optional. If false, scenarios can't manually add the hediff to pawns -->
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<displayWound>true_or_false</displayWound>
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<displayWound>false</displayWound>
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<!-- Optional. If true, the pawn will be visually injured -->
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<defaultLabelColor>(R, G, B)</defaultLabelColor>
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<defaultLabelColor>(255, 200, 200)</defaultLabelColor>
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<!-- Optional. White by default. Sets a custom text colour for the hediff's label -->
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<injuryProps>
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<painPerSeverity>number</painPerSeverity>
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<!-- Optional. Defaults to 1. Determines pain to apply according to severity -->
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<averagePainPerSeverityOld>number</averagePainPerSeverityOld>
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<!-- Optional. Defaults to 0.5. Determines pain to apply according to severity if the injury is "old" -->
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<bleeding>number</bleeding>
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<!-- Optional. Defaults to 2. Determines the bleeding rate of the injury -->
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<canMerge>true_or_false</canMerge>
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<!-- Determines whether or not the injury can be merged with other injuries -->
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<fullyHealableOnlyByTend>true_or_false</fullyHealableOnlyByTend>
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<!-- Optional. If true, the injury will not disappear unless it was tended -->
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<destroyedLabel>label</destroyedLabel>
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<!-- Determines which label is applied to the body-part if it was destroyed as a result of the injury -->
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<destroyedOutLabel>label</destroyedOutLabel>
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<!-- Optional. Determines which label is applied to the body-part if it was removed from the body as a result of the injury -->
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<useRemovedLabel>true_or_false</useRemovedLabel>
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<!-- Optional. Only true in vanilla for SurgicalCut. Will use the "Removed" label -->
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</injuryProps>
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<addedPartProps>
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<isBionic>true_or_false</isBionic>
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<isBionic>false</isBionic>
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<!-- Optional. Define as true for bionic body parts -->
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<isSolid>true_or_false</isSolid>
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<isSolid>false</isSolid>
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<!-- Optional. Defaults to true. Used for some in-game functions -->
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<partEfficiency>number</partEfficiency>
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<partEfficiency>5</partEfficiency>
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<!-- Optional. Defaults to 1. Defines the efficiency of the body-part (1=100%) -->
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<isGoodWeapon>true_or_false</isGoodWeapon>
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<isGoodWeapon>true</isGoodWeapon>
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<!-- Optional. Defined as true for powerful body-parts like PowerClaw and ScytherBlade -->
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</addedPartProps>
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</HediffDef>
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