-
Notifications
You must be signed in to change notification settings - Fork 37
Acid Attacks and Acid Immunity
juanosarg edited this page Feb 2, 2021
·
1 revision
A new Hediff, Hediff_AcidBuildup, has been added to provide acid attacks that cause extra damage over time. This hediff can be applied to any DamageDef by referring to it by its defName, "VEF_AcidBuildup". This hediff will then create additional acid burns for a while.
<DamageDef>
<defName>MM_AcidicBreath</defName>
<label>acidic breath</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<hediff>VEF_AcidBurn</hediff>
<defaultDamage>1</defaultDamage>
<deathMessage>{0} has been poisoned to death.</deathMessage>
<additionalHediffs>
<li>
<hediff>VEF_AcidBuildup</hediff>
<severityPerDamageDealt>0.01</severityPerDamageDealt>
<victimSeverityScaling>ToxicSensitivity</victimSeverityScaling>
</li>
</additionalHediffs>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<armorCategory>Heat</armorCategory>
</DamageDef>
There is also a very very simple comp class that can be added to a creature to make it immune to this extra damage.
You can either use it like shown above, or assign the AnimalBehaviours.Hediff_AcidBuildup to one of your own hediffs. In any case the Hediff_AcidBuildup class will always cause addditional VEF_AcidBurn wounds, since the call to them is hardcoded.
To add the comp to make an animal immune to this just add:
<comps>
<li Class="AnimalBehaviours.CompProperties_AcidImmunity">
</li>
</comps>
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- WeatherLetterExtensions
- WeatherOverlayExtension
- WeatherEffectsExtension
- ThingDefExtension
- Stuff commonality extension
- Biome extension
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Update to KCSG 2.0
- Exporting buildings
- Customizing symbols
- Debug helpers options
- Custom faction settlement
- Custom structure and scenarios
- Custom structure in quests
- Custom structure in WorldObjects
- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions
- Animal Behaviours Basics
-
Animal Behaviours Comp Classes
- Acid Attacks and Acid Immunity
- Animal Resources
- Animal Resources On Caravan
- Apply Hediff When Bound
- Asexual Reproduction
- Auto Nutrition
- Blink
- Build Periodically
- Cause Incident
- Change Def if Not Unique
- Change Weather
- Corpse Decayer
- Destroy This Item
- Die After Period
- Die And Change Into Another Def
- Dig Periodically
- Dig When Hungry
- Disease Event Immunity
- Disease Immunity
- Diseases After Period
- Doesn't flee
- Draftability
- Drop on Death
- Eat Weird Food
- Electrified
- Enrage Other Pawns
- Exploding Hatcher
- Extreme Xenophobia
- Fertilizer
- Filth Producer
- Fixed Gender
- Floating
- Gas Producer
- Give Thoughts On Caravan
- Graphic by Style
- Graphic by Terrain
- Hediff Effecter
- Hediff When Fleeing
- Highly Flammable
- Infecter
- Initial Ability
- Initial Hediff
- Initial Mental State
- Last Stand
- Light Sustenance
- Metamorphosis
- Mind Effecter
- Nearby Effecter
- No Taming Decay
- Passive Regenerator
- Pawn Overlay
- Produces no filth
- Refueling
- Regeneration
- State After Health Loss
- Summon On Spawn
- Swallow Whole
- Thought Effecter
- Untameable
- Animal Behaviours Hediff Comp Classes
- Animal Behaviours Damage Workers
- Animal Behaviours Def Extensions
- Animal Behaviours Extra Defs
- Animal Behaviours Misc