409 lines
10 KiB
XML
409 lines
10 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<HediffDef>
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<defName>DRM_Stun</defName>
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<label>Stun</label>
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<labelNoun>Stun</labelNoun>
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<description>This pawn is shocked by huge impact force.</description>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>HediffWithComps</hediffClass>
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<battleStateLabel>Shock</battleStateLabel>
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<maxSeverity>1</maxSeverity>
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<stages>
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<li>
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<label>minor</label>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.5</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>moderate</label>
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<minSeverity>0.8</minSeverity>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<setMax>0.25</setMax>
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</li>
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</capMods>
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</li>
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</stages>
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<comps>
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<li Class="HediffCompProperties_SelfHeal">
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<healAmount>0.2</healAmount>
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</li>
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</comps>
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</HediffDef>
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<HediffDef>
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<defName>DRM_SummonSickness</defName>
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<label>summon sickness</label>
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<description>This person should't appear there,his body is breaking down.the condition will keep getting worse.this condition can be lethal.</description>
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<initialSeverity>0.001</initialSeverity>
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<lethalSeverity>1</lethalSeverity>
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<maxSeverity>1</maxSeverity>
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<alwaysShowSeverity>true</alwaysShowSeverity>
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<duplicationAllowed>false</duplicationAllowed>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>1</severityPerDay>
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</li>
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<li Class="HediffCompProperties_SurgeryInspectable">
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<surgicalDetectionDesc>{PAWN_nameDef} is suffering from summon sickness. His body is breaking down.the condition will keep getting worse.this condition can be lethal.</surgicalDetectionDesc>
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</li>
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<li Class="HediffCompProperties_CauseMentalState">
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<humanMentalState>Berserk</humanMentalState>
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<mtbDaysToCauseMentalState>1</mtbDaysToCauseMentalState>
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</li>
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</comps>
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<stages>
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<li>
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<label>initial</label>
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<becomeVisible>True</becomeVisible>
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</li>
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<li>
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<minSeverity>0.2</minSeverity>
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<label>initial</label>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>-0.05</offset>
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</li>
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</capMods>
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<statOffsets>
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<MentalBreakThreshold>0.04</MentalBreakThreshold>
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</statOffsets>
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</li>
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<li>
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<minSeverity>0.5</minSeverity>
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<label>moderate</label>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>-0.1</offset>
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</li>
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</capMods>
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<statOffsets>
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<MentalBreakThreshold>0.08</MentalBreakThreshold>
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</statOffsets>
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</li>
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<li>
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<minSeverity>0.8</minSeverity>
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<label>extreme</label>
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<lifeThreatening>true</lifeThreatening>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>-0.15</offset>
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</li>
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</capMods>
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<statOffsets>
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<MentalBreakThreshold>0.14</MentalBreakThreshold>
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</statOffsets>
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</li>
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<li>
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<minSeverity>0.95</minSeverity>
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<label>debilitating</label>
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<lifeThreatening>true</lifeThreatening>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<setMax>0.1</setMax>
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</li>
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</capMods>
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</li>
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</stages>
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</HediffDef>
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<HediffDef ParentName="DiseaseBase">
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<defName>DRM_FearGas</defName>
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<label>Fear gas</label>
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<description>Aftereffects of exposure to Fear Toxgas, It burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to fear gas results in panic and violent behavior.</description>
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<isBad>true</isBad>
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<defaultLabelColor>(0.3,0.25,0.65)</defaultLabelColor>
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<initialSeverity>1</initialSeverity>
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<maxSeverity>3</maxSeverity>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-30</severityPerDay>
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</li>
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<li Class="HediffCompProperties_CauseMentalState">
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<animalMentalState>ManhunterPermanent</animalMentalState>
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<animalMentalStateAlias>Manhunter</animalMentalStateAlias>
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<humanMentalState>Berserk</humanMentalState>
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<mtbDaysToCauseMentalState>1</mtbDaysToCauseMentalState>
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</li>
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</comps>
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<stages>
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<li>
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<label>mild</label>
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<minSeverity>1</minSeverity>
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<painFactor>1.0</painFactor>
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<capMods>
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<li>
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<capacity>Sight</capacity>
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<offset>-0.3</offset>
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</li>
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<li>
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<capacity>Breathing</capacity>
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<offset>-0.15</offset>
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</li>
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</capMods>
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<statOffsets>
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<MentalBreakThreshold>0.14</MentalBreakThreshold>
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</statOffsets>
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</li>
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<li>
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<label>moderate</label>
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<minSeverity>2</minSeverity>
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<painFactor>1.2</painFactor>
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<capMods>
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<li>
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<capacity>Sight</capacity>
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<offset>-0.6</offset>
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</li>
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<li>
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<capacity>Breathing</capacity>
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<offset>-0.3</offset>
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</li>
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</capMods>
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<statOffsets>
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<MentalBreakThreshold>0.42</MentalBreakThreshold>
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</statOffsets>
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</li>
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<li>
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<label>severe</label>
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<minSeverity>3</minSeverity>
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<painFactor>2.0</painFactor>
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<capMods>
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<li>
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<capacity>Sight</capacity>
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<setMax>0</setMax>
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</li>
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<li>
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<capacity>Breathing</capacity>
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<offset>-0.60</offset>
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</li>
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</capMods>
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<statOffsets>
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<MentalBreakThreshold>1</MentalBreakThreshold>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>DRM_ArmorMeltdown</defName>
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<label>Armor Meltdown</label>
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<description>This preson's armor is melting down due heat effect.</description>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-4</severityPerDay>
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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</comps>
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<stages>
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<li>
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<label>minor</label>
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<becomeVisible>false</becomeVisible>
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</li>
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<li>
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<label>minor</label>
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<minSeverity>0.2</minSeverity>
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<statOffsets>
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<ArmorRating_Heat>-0.15</ArmorRating_Heat>
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</statOffsets>
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</li>
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<li>
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<label>moderate</label>
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<minSeverity>0.35</minSeverity>
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<statOffsets>
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<ArmorRating_Heat>-0.35</ArmorRating_Heat>
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</statOffsets>
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</li>
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<li>
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<label>serious</label>
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<minSeverity>0.5</minSeverity>
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<statOffsets>
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<ArmorRating_Heat>-0.65</ArmorRating_Heat>
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</statOffsets>
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</li>
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<li>
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<label>extreme</label>
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<minSeverity>0.65</minSeverity>
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<statOffsets>
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<ArmorRating_Heat>-0.8</ArmorRating_Heat>
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</statOffsets>
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</li>
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<li>
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<label>completely</label>
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<minSeverity>0.85</minSeverity>
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<statOffsets>
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<ArmorRating_Heat>-2</ArmorRating_Heat>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>DRM_AcidCorrosion</defName>
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<label>Acid Corrosion</label>
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<description>This preson's armor is corroding due acid .</description>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>DragonianMix.HediffCurseFlame</hediffClass>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-4</severityPerDay>
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</li>
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<li Class="HediffCompProperties_Disappears">
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<disappearsAfterTicks>1800</disappearsAfterTicks>
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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</comps>
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<stages>
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<li>
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<label>minor</label>
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</li>
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<li>
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<label>minor</label>
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<minSeverity>0.2</minSeverity>
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<statOffsets>
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<ArmorRating_Sharp>-0.15</ArmorRating_Sharp>
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<ArmorRating_Blunt>-0.1</ArmorRating_Blunt>
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</statOffsets>
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</li>
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<li>
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<label>moderate</label>
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<minSeverity>0.35</minSeverity>
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<statOffsets>
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<ArmorRating_Sharp>-0.35</ArmorRating_Sharp>
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<ArmorRating_Blunt>-0.3</ArmorRating_Blunt>
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</statOffsets>
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</li>
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<li>
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<label>serious</label>
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<minSeverity>0.5</minSeverity>
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<statOffsets>
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<ArmorRating_Sharp>-0.65</ArmorRating_Sharp>
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<ArmorRating_Blunt>-0.6</ArmorRating_Blunt>
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</statOffsets>
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</li>
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<li>
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<label>extreme</label>
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<minSeverity>0.65</minSeverity>
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<statOffsets>
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<ArmorRating_Sharp>-0.8</ArmorRating_Sharp>
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<ArmorRating_Blunt>-0.75</ArmorRating_Blunt>
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</statOffsets>
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</li>
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<li>
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<label>completely</label>
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<minSeverity>0.85</minSeverity>
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<statOffsets>
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<ArmorRating_Sharp>-2</ArmorRating_Sharp>
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<ArmorRating_Blunt>-2</ArmorRating_Blunt>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>DRM_ElectricShock</defName>
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<label>Electric Shock</label>
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<description>This preson is got a shock.</description>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-4</severityPerDay>
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</li>
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</comps>
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<injuryProps>
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<painPerSeverity>0.02</painPerSeverity>
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</injuryProps>
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<stages>
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<li>
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<label>minor</label>
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<becomeVisible>false</becomeVisible>
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</li>
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<li>
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<label>minor</label>
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<minSeverity>0.2</minSeverity>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.2</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.2</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>moderate</label>
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<minSeverity>0.35</minSeverity>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.4</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.4</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>serious</label>
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<minSeverity>0.5</minSeverity>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.6</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.6</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>extreme</label>
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<minSeverity>0.65</minSeverity>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.8</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.8</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>completely</label>
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<minSeverity>0.85</minSeverity>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<setMax>0</setMax>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<setMax>0</setMax>
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</li>
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</capMods>
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</li>
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</stages>
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</HediffDef>
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</Defs> |