hediff first version

This commit is contained in:
Christoph J. Scherr 2024-06-01 14:21:03 +02:00
parent ad992df7a5
commit f07c63a6fc
1 changed files with 13 additions and 35 deletions

View File

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