Difference between revisions of "User:JuliaCat/test"

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<?xml version="1.0" encoding="utf-8" ?>
 
<div>
 
<div>
{{Stub|reason=general}}
+
<!-- Core AbilityDefs -->
{{See also|Disease|Injury|Ailments|Artificial body parts}}
+
<Defs>
  
A '''Hediff''' (short for ''he''alth ''diff''erence) is a modifier applied to either the whole or a specific part of a pawn, producing the wide variety of effects. These represent themselves in-game as [[disease]]s, [[injury|injuries]], [[ailments]], [[artificial body parts]], and so on.
+
  <AbilityDef Name="PsycastBase" Abstract="True">
 +
    <abilityClass>Psycast</abilityClass>
 +
    <category>Psychic</category>
 +
    <statBases>
 +
      <Ability_Duration>0</Ability_Duration>
 +
    </statBases>
 +
    <warmupSound>PsycastCastLoop</warmupSound>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastPsycast</verbClass>
 +
      <range>24.9</range>
 +
      <requireLineOfSight>True</requireLineOfSight>
 +
      <warmupTime>1</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <canTargetAnimals>False</canTargetAnimals>
 +
        <thingCategory>Item</thingCategory>
 +
        <mapObjectTargetsMustBeAutoAttackable>False</mapObjectTargetsMustBeAutoAttackable>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
<div class="mw-collapsible">
+
  <AbilityDef Abstract="True" Name="SpeechBase">
== Core{{RimworldIcon}} ==
+
    <iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
<div class="mw-collapsible-content">
+
    <hotKey>Misc12</hotKey>
<div class="mw-collapsible">
+
    <gizmoClass>Command_AbilitySpeech</gizmoClass>
=== Example Table ===
+
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<div class="mw-collapsible-content">
+
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
{| id="Example table" {{STDT| sortable}}
+
    <targetRequired>False</targetRequired>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <hostile>false</hostile>
|- id="" <!-- defName="" -->
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<br />()
+
    <verbProperties>
<br />()
+
      <verbClass>Verb_CastAbility</verbClass>
|
+
      <range>-1</range>
|# ''':''' <br /><br /><!---
+
    </verbProperties>
--># ''':''' <br /><br /><!---
+
    <comps>
--># ''':'''
+
      <li Class="CompProperties_AbilityRequiresCapacity">
|- id="" <!-- defName="" -->
+
        <capacity>Talking</capacity>
!  ()
+
      </li>
|  ()
+
    </comps>
| '''Makes Sick Thought:''' {{|}}<br />'''Lethal Severity:''' %<br />'''Scenario Can Add:''' <br />'''Tendable:''' {{|}}<br/>'''Base Tend Duration Hours:''' <br />'''Severity Per Day Tended:''' {{---|%}}<br />'''Severity Per Day Not Immune:''' {{++|%}}<br />'''Immunity Per Day Sick:''' {{+|%}}<br />'''Severity Per Day Immune:''' {{---|%}}<br />'''Immunity Per Day Not Sick:''' {{---|%}}<br />'''Disappears After Ticks:''' {{Ticks|0}}~{{Ticks|0}}<br />'''Show Remaining Time:''' {{Good|true}}<br /><br /><!--
+
  </AbilityDef>
-->'''Hediff Class:''' <br />'''Default Label Color:''' {{Color|0%|0%|0%}}<br />'''Force Render Tree Recache:''' <br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Show Tend Quality:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' <br />'''Label Tended Well Inner:''' <br />'''Label Solid Tended Well:''' <br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' <br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|%}}<br />'''Can Merge:''' <br />'''Destroyed Label:''' <br />'''Destroyed Out Label:''' <br /><br /><!--
 
--> # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
 
| # '''''Minor:'''''<br />'''Become Visible:''' {{Good|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' %<br /><br /><!--
 
--> # '''''Major:'''''<br />'''Min Severity:''' %<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Severe:'''''<br />'''Min Severity:''' %<br />'''Vomit {{MTB}} Days:''' <br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br /><br />'''[[Manipulation]] Offset:''' {{--|%}}<br /><br /><!--
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' %<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|%}}<br />'''[[Consciousness]] Offset:''' {{--|%}}<br /><br />'''[[Manipulation]] Offset:''' {{--|%}}<br />'''[[Breathing]] Offset:''' {{--|%}}
 
|}
 
</div>
 
</div>
 
  
=== Debug ===
+
  <AbilityDef Name="AbilityTouchBase" Abstract="True">
{| id="Debug" {{STDT| sortable}}
+
    <stunTargetWhileCasting>true</stunTargetWhileCasting>
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
|- id="Unburnable" <!-- defName="DEV_Unburnable" -->
+
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
! Unburnable
+
    <jobDef>CastAbilityOnThingMelee</jobDef>
| Cannot catch fire.
+
  </AbilityDef>
| -
 
| '''[[Flammability]] Factor:''' {{Good|x0%}}
 
|}
 
  
<div class="mw-collapsible">
+
</Defs>
=== Global ===
+
<!-- Royalty AbilityCategores -->
<div class="mw-collapsible-content">
+
<Defs>
<div class="mw-collapsible mw-collapsed">
+
 
==== Misc ====
+
  <AbilityCategoryDef>
<div class="mw-collapsible-content">
+
    <defName>WordOf</defName>
{| id="Global misc" {{STDT| sortable}}
+
    <displayOrder>0</displayOrder>
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
  </AbilityCategoryDef>
|- id="Blood loss" <!-- defName="BloodLoss" -->
 
! Blood loss
 
| A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
 
<br />Blood loss naturally recovers over time as the body slowly regenerates its blood supply.
 
| '''Lethal Severity:''' 100%
 
|# '''''Minor:''''' Become Visible; false<br /><br /><!---
 
--># '''''Minor:''''' '''Min Severity:''' 15%<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' '''Min Severity:''' 30%<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
-->'''''Severe:''''' '''Min Severity:''' 45%<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
 
--># '''''Extreme:''''' '''Min Severity:''' 60%, Life Threatening; true<br />'''[[Consciousness]]:''' Offset; {{--|40%}}<br />Max; {{Bad|10%}}
 
|- id="Disease base" <!-- defName="", Name="DiseaseBase", Abstract="True" -->
 
| Disease Base
 
| Used for many Hediffs
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.001<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
 
| -
 
|- id="Anesthetic" <!-- defName="Anesthetic", ParentName="DiseaseBase" -->
 
! Anesthetic
 
| Sleep drugs in the bloodstream. Anesthetic renders creatures unconscious.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Is Bad:''' false<br />'''Initial Severity:''' 100%<br />'''Max Severity:''' 100%<br />'''Disappears After Ticks:''' {{Ticks|45000}}~{{Ticks|120000}}<br />'''Show Remaining Time:''' true<br />'''Severity Per Day:''' {{---|80%}}
 
| '''Wearing off:''' Pain Factor; {{Good|95%}}<br />Vomit {{MTB}} Days: 4<br />'''[[Consciousness]] Max;''' {{Bad|90%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Moving]] Offset:''' {{--|5%}}<br /><br />'''''Mental State Givers:''''' Mental State; [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days; 50<br /><br /><!---
 
-->'''Woozy:''' '''Min Severity:''' 60%, Pain Factor; {{Good|80%}}<br />Vomit {{MTB}} Days: 0.25<br />'''[[Consciousness]] Max:''' {{Bad|70%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Talking]] Offset:''' {{--|20%}}<br />'''[[Digestion]] Offset:''' {{--|20%}}<br />'''[[Sight]] Offset:''' {{--|15%}}<br />Forget Memory Thought {{MTB}} Days; 5 <br />'''''Mental State Givers:''''' Mental State; [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days; 5<br /><br /><!---
 
-->'''Sedated:''' '''Min Severity:''' 80%, Pain Factor; {{Good|0%}}<br />Vomit {{MTB}} Days: 0.25<br />'''[[Consciousness]] Max:''' {{Bad|1%}}
 
|- id="Catatonic breakdown" <!-- defName="CatatonicBreakdown", ParentName="DiseaseBase" -->
 
! Catatonic breakdown <br />(A catatonic breakdown)
 
| A state of mental shock which leads to a total inability to function. The victim collapses, effectively unconscious.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks/gametime/days|100000}}~{{Ticks/gametime/days|300000}}<br />Recovery Thought; [[Thoughts#Catharsis|Catharsis]]
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic shock" <!-- defName="PsychicShock", ParentName="DiseaseBase" -->
 
! Psychic shock <br />(A psychic shock)
 
| A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|7500}}
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic coma" <!-- defName="PsychicComa", ParentName="DiseaseBase" -->
 
! Psychic coma <br />(A psychic coma)
 
| A form of benign coma during which the brain recovers from a psychic overload.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|7500}}
 
| '''[[Consciousness]];''' Max {{Bad|10%}}
 
|- id="Psychic hangover" <!-- defName="PsychicHangover", ParentName="DiseaseBase" -->
 
! Pychic hangover <br />(A psychic hangover)
 
| An after-effect of neural heat. Psychic hangover is bothersome, but not dangerous.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks|60000}}<br />Severity Per Day: 100%
 
| # '''Forming:''' Min Severity: 0%<br /><br /><!---
 
--> # '''Buzzing:''' Min Severity: 6.25%<br />'''[[Consciousness]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor: {{Bad|80%}}<br />Hunger Rate Factor; {{Bad|150%}}<br />Rest Fall Rate Factor: {{Bad|150%}}
 
|- id="[[Brain]] shock" <!-- defName="BrainShock" -->
 
! [[Brain]] shock <br />(A brain shock)
 
| After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Disappears After Ticks:''' {{Ticks|2500}}~{{Ticks|3500}}
 
| '''[[Consciousness]]:''' Max; {{Bad|10%}}
 
|- id="Cryptosleep sickness" <!-- defName="CryptosleepSickness", ParentName="DiseaseBase" -->
 
! Cryptosleep sickness
 
| After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. <br />(After-effects of using a cryptosleep pod including dizziness, nausea, and vomiting.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />scenarioCanAdd; true<br />'''Disappears After Ticks:''' {{Ticks|8000}}~{{Ticks|12000}}<br />showRemainingTime; true
 
| Vomit {{MTB}} Days: 0.125<br />'''[[Consciousness]]:''' Post Factor; {{Bad|80%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|90%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}
 
|- id="Food poisoning" <!-- defName="FoodPoisoning", ParentName="DiseaseBase" -->
 
! Food poisoning
 
| Gastrointestinal illness caused by consuming decayed or unclean food. It can be caused by eating rotten food, by incompetent cooks accidentally poisoning meals, or by eating from unsafe wild sources. The patient will vomit and feel sick for some time.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->scenarioCanAdd: true, Initial Severity: 100%, severityPerDay: {{---|100%}}
 
| # '''Recovering:''' Vomit {{MTB}} Days; 0.4<br />'''Pain Offset:''' {{++|20%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|60%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|95%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|50%}}<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 20%, Vomit {{MTB}} Days; 0.2<br />'''Pain Offset:''' {{++|40%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|50%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|50%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|80%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|85%}}<br />'''[[Talking]]:''' Post Factor; {{Bad|80%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|30%}}<br /><br /><!---
 
--> # '''Initial:''' Min Severity: 80%, Vomit {{MTB}} Days; 0.3<br />'''Pain Offset:''' {{++|20%}}<br />'''[[Consciousness]]:''' Post Factor; {{Bad|60%}}<br />'''[[Moving]]:''' Post Factor; {{Bad|80%}}<br />'''[[Manipulation]]:''' Post Factor; {{Bad|90%}}<br />'''[[Blood Filtration]]:''' Post Factor; {{Bad|95%}}<br />'''[[Eating]]:''' Post Factor; {{Bad|50%}}
 
|- id="Toxic buildup" <!-- defName="ToxicBuildup" -->
 
! Toxic buildup
 
| Poison in the bloodstream. This can come from various sources, including environmental toxins, venomous bites, or poisoned weapons.
 
<br />At high doses, toxic buildup is lethal. Even at low doses, it can generate cancers.
 
<br />If a creature dies with toxic buildup, there's a chance that they cannot be eaten. The higher the toxic buildup, the higher the chance.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|70%|100%|70%}}<br />'''Lethal Severity:''' 100%, canApplyDodChanceForCapacityChanges: true<br />'''Makes Sick Thought:''' {{Bad|true}}<br />scenarioCanAdd: true, taleOnVisible: ToxicityRevealed, compClass: HediffComp_ImmunizableToxic<br />'''Severity Per Day Not Immune:''' {{---|8%}}<br />surgicalDetectionDesc: {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.
 
|# '''Initial:''' becomeVisible: false<br /><br /><!---
 
--># '''Initial:''' Min Severity: 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' Min Severity: 40%, Vomit {{MTB}} Days: 4<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''HediffGivers Random:''' Hediff: Dementia, {{MTB}} Days: 146, Parts To Affect: [[Brain]], Hediff: Carcinoma, {{MTB}} Days: 438, Can Affect Any Live Part: true<br /><br /><!---
 
--># '''''Serious:''''' Min Severity: 60%, Vomit {{MTB}} Days: 1<br />'''[[Consciousness]] Offset:''' {{--|25%}}<br />'''HediffGivers Random:''' Hediff: Dementia, {{MTB}} Days: 37, Parts To Affect: [[Brain]], Hediff: Carcinoma, {{MTB}} Days: 111, Can Affect Any Live Part: true<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 80%, Vomit {{MTB}} Days: 0.5<br />'''[[Consciousness]]:''' Max; {{Bad|10%}}<br />Offset; {{--|25%}}<br />'''HediffGivers Random:''' Hediff: Dementia, {{MTB}} Days: 13, Parts To Affect: [[Brain]], Hediff: Carcinoma, {{MTB}} Days: 39, Can Affect Any Live Part: true
 
|- id="Pregnant" <!-- defName="Pregnant" -->
 
! Pregnant <br />(Pregnancy)<br />Debug Label Extra: animal
 
| This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.
 
| '''Hediff Class:''' Hediff_Pregnant<br />'''Default Label Color:''' {{Color|70%|100%|70%}}<br />Is Bad: false, Initial Severity: 0.1%, preventsPregnancy: true, pregnant: true, Message After Ticks: {{Ticks|600}}<br />Message: {0} is pregnant!, messageType: PositiveEvent
 
|# '''Early-stage:''' Vomit {{MTB}} Days: 2.5<br /><br /><!---
 
--># '''Middle-stage:''' Min Severity: 33.3%<br />'''[[Moving]] Offset:''' {{--|15%}}<br /><br /><!---
 
--># '''Late-stage:''' Min Severity: 66.6%, Vomit {{MTB}} Days: 2<br />'''[[Moving]] Offset:''' {{--|30%}}
 
|- id="[[Heart]] attack" <!-- defName="HeartAttack" -->
 
! heart attack <br />(A heart attack)
 
| A disruption in the heart's normal beating rhythm. [[Heart]] attacks can be debilitatingly painful. They can worsen and lead to death, or recover.
 
| '''Hediff Class:''' Hediff_HeartAttack<br />'''Default Label Color:''' {{Color|100%|20%|20%}}<br />'''Initial Severity:''' 40%<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}
 
|# '''Painful:''' lifeThreatening: true<br />'''Pain Offset:''' {{++|40%}}<br />'''[[Consciousness]] Post Factor:''' {{Bad|50%}}<br /><br /><!---
 
--># '''Debilitating:''' Min Severity: 60%, lifeThreatening: true<br />'''Pain Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br /><br /><!---
 
--># '''Fatal:''' Min Severity: 100%
 
|- id="Drug overdose" <!-- defName="DrugOverdose" -->
 
! Drug overdose <br />(A drug overdose)
 
| Generalized toxic effects due to over-concentration of drugs in the bloodstream.
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|100%|0%|50%}}<br />'''Lethal Severity:''' 100%, severityPerDay: {{---|100%}}<br />sendLetterWhenDiscovered: true, discoverLetterLabel: Overdose: {0}, discoverLetterText: {0} is overdosing!
 
|# '''''Minor:''''' becomeVisible: false<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 50%, Vomit {{MTB}} Days: 0.3<br />'''[[Consciousness]] Max:''' {{Bad|50%}}<br /><br /><!---
 
--># '''''Major:''''' Min Severity: 75%, Death {{MTB}} Days: 3<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br />'''HediffGivers Random:''' Hediff: ChemicalDamageModerate, {{MTB}} Days: 2.5<br />'''Parts To Affect:''' [[Brain]]
 
|- id="Resurrection sickness" <!-- defName="ResurrectionSickness", ParentName="DiseaseBase" -->
 
! Resurrection sickness
 
| After-effects of resurrection. Artificially-restarted body processes take time to rebalance themselves.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Disappears After Ticks:''' {{Ticks/gametime/days|90000}}~{{Ticks/gametime/days|150000}}<br />showRemainingTime: true
 
| Vomit {{MTB}} Days: 0.5<br />'''[[Moving]] Post Factor:''' {{Bad|10%}}<br />'''[[Manipulation]] Post Factor:''' {{Bad|10%}}
 
|- id="Covered in firefoam" <!-- defName="CoveredInFirefoam" -->
 
! Covered in firefoam
 
| Covered in a fire-retardant foam.
 
| '''Hediff Class:''' Hediff_CoveredInFirefoam<br />'''Disappears After Ticks:''' {{Ticks|900}}
 
| '''[[Flammability]]:''' {{Good|0%}}
 
|- id="Psychic invisibility" <!-- defName="PsychicInvisibility" -->
 
! Psychic invisibility
 
| Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.
 
| '''Hediff Class:''' Hediff With Comps<br />Is Bad: false, visibleToPlayer: true, showRemainingTime: True, Disappears On Death
 
| -
 
|}
 
</div>
 
</div>
 
  
==== Needs ====
+
  <AbilityCategoryDef>
{| id="Global needs" {{STDT| sortable}}
+
    <defName>Psychic</defName>
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
    <displayOrder>1</displayOrder>
|- id="Malnutrition" <!-- defName="Malnutrition" -->
+
  </AbilityCategoryDef>
! Malnutrition
 
| Abnormally low body fat and weight, typically caused by lack of food. Malnutrition is always very unpleasant, but its initial effects are mild. Without food, though, a malnourished creature will waste away, losing muscle mass and capacities. Malnutrition ends with death. Upon re-feeding malnutrition naturally recovers over time. Malnourished creatures have larger appetites than normal.
 
| '''Lethal Severity:''' 100%, scenarioCanAdd: true
 
|# '''Trivial:''' socialFightChanceFactor: {{Bad|x150%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|50%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%, socialFightChanceFactor: {{Bad|x200%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' Min Severity: 40%, socialFightChanceFactor: {{Bad|x250%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Severe:''''' Min Severity: 60%, socialFightChanceFactor: {{Bad|x300%}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 80%<br />'''Life Threatening:''' {{Bad|true}}<br />'''[[Hunger Rate]] Factor Offset:''' {{++|60%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|}
 
  
==== Temperature ====
+
  <AbilityCategoryDef>
{| id="Global temperature" {{STDT| sortable}}
+
    <defName>Skip</defName>
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
+
    <displayOrder>2</displayOrder>
|- id="Heatstroke" <!-- defName="Heatstroke" -->
+
  </AbilityCategoryDef>
! Heatstroke
+
 
| A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, heat stroke gets worse until death.
+
</Defs>
| '''Default Label Color:''' {{Color|80%|80%|35%}}<!--#cccc59 --><br />'''Lethal Severity:''' 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HeatstrokeRevealed
+
<!-- Royalty Abilities -->
|# '''Initial:''' becomeVisible: false<br /><br /><!---
+
<Defs>
--># '''Initial:''' Min Severity: 4%<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Serious:''''' Min Severity: 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Hypothermia" <!-- defName="Hypothermia" -->
 
! Hypothermia
 
| Dangerously low core body temperature. Unless re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold environments.
 
| '''Default Label Color:''' {{Color|80%|80%|100%}}<br />'''Lethal Severity:''' 100%, canApplyDodChanceForCapacityChanges: true, taleOnVisible: HypothermiaRevealed
 
|# '''Shivering:''' becomeVisible: false<br /><br /><!---
 
--># '''Shivering:''' Min Severity: 4%<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 20%<br />'''[[Moving]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /># '''''Serious:''''' Min Severity: 35%<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<!--
 
--># '''''Extreme:''''' Min Severity: 62%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|30%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Hypothermic slowdown" <!-- defName="HypothermicSlowdown" -->
 
! Hypothermic slowdown
 
| A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.
 
| '''Default Label Color:''' {{Color|80%|80%|100%}}
 
|# '''''Minor:''''' becomeVisible: false<br /><br /><!---
 
--># '''''Minor:''''' Min Severity: 4%<br />'''[[Moving]] Offset:''' {{--|8%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!---
 
--># '''''Moderate:''''' Min Severity: 20%, [[Hunger Rate]] Factor Offset: {{---|10%}}<br />'''[[Moving]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!---
 
--># '''''Serious:''''' Min Severity: 35%, [[Hunger Rate]] Factor Offset: {{---|40%}}<br />'''[[Moving]] Offset:''' {{--|40%}}<br />'''[[Manipulation]] Offset:''' {{--|50%}}<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!---
 
--># '''''Extreme:''''' Min Severity: 62%, [[Hunger Rate]] Factor Offset: {{---|95%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
 
=== Local ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible">
 
==== Chronic ====
 
<div class="mw-collapsible-content">
 
{| id="Local chronic" {{STDT| sortable}}
 
! Label <br />(Noun) !! Description <br />(Short) !! Details !! Stages
 
|- id="ChronicDiseaseBase" <!-- defName="", Name="ChronicDiseaseBase", ParentName="DiseaseBase", Abstract="True" -->
 
! Chronic Disease Base
 
| -
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| -
 
|- id="Bad back" <!-- defName="BadBack", ParentName="ChronicDiseaseBase" -->
 
! Bad back <br />(A bad back)
 
| Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| # '''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}
 
|- id="Frail" <!-- defName="Frail", ParentName="ChronicDiseaseBase" -->
 
! Frail <br />(Frailty)
 
| Generalized loss of muscle and bone density.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true
 
| # '''[[Moving]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}
 
|- id="Cataract" <!-- defName="Cataract", ParentName="ChronicDiseaseBase" -->
 
! Cataract <br />(A cataract)
 
| Milky-looking opacity in the eye. Cataracts impair vision.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
 
| # '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Blindness" <!-- defName="Blindness", ParentName="ChronicDiseaseBase" -->
 
! Blindness
 
| Total inability to see.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
 
| # '''Part Efficiency Offset:''' {{--|100%}}
 
|- id="Hearing loss" <!-- defName="HearingLoss", ParentName="ChronicDiseaseBase" -->
 
! Hearing loss
 
| Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Cure All At Once If Cured By Item:''' {{Good|true}}
 
| # '''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Dementia" <!-- defName="Dementia", ParentName="ChronicDiseaseBase" -->
 
! Dementia
 
| Neural degradation which causes deficits in the ability to think and remember. Dementia has various causes including aging, specific illnesses, and toxins.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' truedecayPerDayPercentageLevelCurve: <br />(4, 0.05), <br />(12, 0.15), <br />(20, 0.25)
 
| # '''Part Efficiency Offset:''' {{--|15%}}<br />'''[[Talking]] Offset:''' {{--|25%}}<br />'''[[Hearing]] Offset:''' {{--|25%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 5
 
|- id="Alzheimer's" <!-- defName="Alzheimers", ParentName="ChronicDiseaseBase" -->
 
! Alzheimer's
 
| A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Severity Per Day Not Immune:''' {{++|0.3%}}
 
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|5%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 12<br />'''Forget Memory Thought {{MTB}} Days:''' 7<br /><br /><!---
 
--> # '''''Minor:''''' Min Severity: 20%<br />'''Part Efficiency Offset:''' {{--|10%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 9<br />'''Forget Memory Thought {{MTB}} Days:''' 4, pctConditionalThoughtsNullified: 15%<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 50%<br />'''Part Efficiency Offset:''' {{--|15%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 7<br />'''Forget Memory Thought {{MTB}} Days:''' 2, pctConditionalThoughtsNullified: 33%<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 80%<br />'''Part Efficiency Offset:''' {{--|20%}}<br /><br />'''''Mental State Givers:'''''<br />mentalState: [[Mental break#Confused wandering|Confused wandering]], {{MTB}} Days: 4<br />'''Forget Memory Thought {{MTB}} Days:''' 1, pctConditionalThoughtsNullified: 50%
 
|- id="Asthma" <!-- defName="Asthma", ParentName="ChronicDiseaseBase" -->
 
! Asthma
 
| A long-term inflammatory disease of the airways in the lungs. It requires regular tending to prevent symptoms.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 50%<br />'''Tendable:''' {{Good|true}}<br />'''Cure All At Once If Cured By Item:''' {{Good|true}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}<br />'''Base Tend Duration Hours:''' 168<br />'''Tend All At Once:''' {{Good|true}}<br />'''Severity Per Day Tended:''' {{---|80%}}
 
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|10%}}<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 30%<br />'''Part Efficiency Offset:''' {{--|30%}}<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 45%<br />'''Part Efficiency Offset:''' {{--|50%}}
 
|- id="Artery blockage" <!-- defName="HeartArteryBlockage", ParentName="ChronicDiseaseBase" -->
 
! Artery blockage <br />(An artery blockage)
 
| A blockage in one of the critical arteries in the heart. [[Heart]] artery blockages randomly induce heart attacks.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Lethal Severity:''' 100%<br />'''Severity Per Day Not Immune:''' {{++|0.07%}}<br />severityPerDayNotImmuneRandomFactor: {{Bad|x50%}}~{{Bad|x300%}} <br />({{++|0.035%}}~{{++|0.21%}})
 
| Common to all stages:<br />'''HediffGivers Random:''' hediff: HeartAttack<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Parts To Affect:''' [[Heart]]<br /><br /><!---
 
--> # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|5%}}<br /> {{MTB}} Days: 300<br /><br /><!---
 
--> # '''''Minor:''''' Min Severity: 20%<br />'''Part Efficiency Offset:''' {{--|10%}}<br />{{MTB}} Days: 200<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 40%<br />'''Part Efficiency Offset:''' {{--|15%}}<br />{{MTB}} Days: 100<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 60%<br />'''Part Efficiency Offset:''' {{--|35%}}<br />{{MTB}} Days: 60<br /><br /><!---
 
--> # '''''Extreme:''''' Min Severity: 90%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Part Efficiency Offset:''' {{--|60%}}<br />{{MTB}} Days: 30
 
|- id="" <!-- defName="Carcinoma", ParentName="ChronicDiseaseBase" -->
 
! Carcinoma <br />(A carcinoma)
 
| A lump of cancerous tissue. Without treatment, the carcinoma will grow over time, causing worsening symptoms and eventually killing the patient.
 
<br />A skilled doctor can excise the carcinoma. An unskilled doctor may be able to simply amputate the body part which contains the carcinoma.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true'''Hediff Class:''' Hediff With Comps<br />'''Initial Severity:''' 30%, chanceToCauseNoPain: 30%<br />'''Tendable:''' {{Good|true}}<br />removeOnQuestLodgers: true<br />'''Base Tend Duration Hours:''' 96<br />'''Severity Per Day Tended:''' {{---|0.27%}}<br />severityPerDayGrowing: {{++|0.3%}}<br />severityPerDayRemission: {{---|0.2%}}<br />severityPerDayGrowingRandomFactor: 0.45~1.65, severityPerDayRemissionRandomFactor: 0.7~1.5
 
| # '''''Minor:''''' '''Part Efficiency Offset:''' {{--|10%}}<br />'''Pain Offset:''' {{++|10%}}<br /><br /><!---
 
--> # '''''Minor:''''' Min Severity: 15%<br />'''Part Efficiency Offset:''' {{--|25%}}<br />'''Pain Offset:''' {{++|20%}}<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 40%<br />'''Part Efficiency Offset:''' {{--|50%}}<br />'''Pain Offset:''' {{++|35%}}<br /><br /><!---
 
--> # '''''Major:''''' Min Severity: 60%<br />'''Part Efficiency Offset:''' {{--|80%}}<br />'''Pain Offset:''' {{++|50%}}<br /><br /><!---
 
--> # '''''Extreme:''''' Min Severity: 80%<br />'''Part Efficiency Offset:''' {{--|90%}}<br />'''Pain Offset:''' {{++|60%}}<br /><br /><!---
 
--> # '''''Extreme:''''' Min Severity: 100%<br />'''Part Efficiency Offset:''' {{--|100%}}<br />'''Pain Offset:''' {{++|70%}}<br />destroyPart: {{Bad|true}}
 
<!--
 
|- id="" defName="", Name="OrganDecayDetailsBase" ParentName="ChronicDiseaseBase" Abstract="True"
 
! Organ decay
 
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
 
| '''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%
 
| -
 
|- id="" defName="", Name="OrganDecayBase" ParentName="OrganDecayDetailsBase" Abstract="True"
 
! -
 
| -
 
| canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed
 
|# '''''Minor:''''' '''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{-|10%}}<br /><br /># '''''Moderate:''''' '''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{-|25%}}<br /><br /># '''''Severe:''''' '''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{-|50%}}<br /><br /># '''''Extreme:''''' '''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{-|75%}}<br />'''Life Threatening:''' {{Bad|true}}
 
|- id="" defName="OrganDecay", ParentName="OrganDecayBase"
 
! -
 
| -
 
| '''Severity Per Day Range:''' {{++|1.66%}}~{{++|3.34%}} 30 ~ 60 days
 
| -
 
-->
 
|- id="Organ decay" <!-- defName="OrganDecay", ParentName="OrganDecayBase" -->
 
! Organ decay
 
| An untreatable degenerative disease affecting a single organ. The cause may be bacterial or viral. The illness seems to strike randomly from an unknown natural reservoir; it is not directly contagious between people.<br /><br />This organ will slowly lose function before dying completely. Replace it with a bionic or natural organ.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
--> # '''''Chronic Disease Base:'''''<br />'''Chronic:''' {{Bad|true}}<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br />'''Always Show Severity:''' {{Good|true}}<br />'''Initial Severity:''' 0.1%<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />canAffectBionicOrImplant: false<br />'''Lethal Severity:''' 100%, onlyLifeThreateningTo: [[Heart]], Destroy Organ Message Text: {PAWN_labelShort}'s {1} was destroyed by organ decay., damageType: Decayed<br />'''Severity Per Day Range:''' {{++|1.66%}}~{{++|3.34%}} (30 ~ 60 days)
 
| # '''''Minor:''''' '''Min Severity:''' 0%<br />'''Pain Offset:''' {{++|5%}}<br />'''Part Efficiency Offset:''' {{--|10%}}<br /><br /><!---
 
--># '''''Moderate:''''' '''Min Severity:''' 20%<br />'''Pain Offset:''' {{++|10%}}<br />'''Part Efficiency Offset:''' {{--|25%}}<br /><br /><!---
 
--># '''''Severe:''''' '''Min Severity:''' 40%<br />'''Pain Offset:''' {{++|15%}}<br />'''Part Efficiency Offset:''' {{--|50%}}<br /><br /><!---
 
--># '''''Extreme:''''' '''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|25%}}<br />'''Part Efficiency Offset:''' {{--|75%}}<br />'''Life Threatening:''' {{Bad|true}}
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
  <AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="True">
==== Infections ====
+
    <category>Skip</category>
<div class="mw-collapsible-content">
+
  </AbilityDef>
{| id="Local infections" {{STDT| sortable}}
+
 
! Label (Noun) !! Description (Short) !! Details !! Stages
+
  <AbilityDef ParentName="PsycastBase">
|- id="Infection Base" <!-- defName="", Name="InfectionBase", Abstract="True" -->
+
    <defName>Painblock</defName>
! Infection Base
+
    <label>painblock</label>
| Used for infections
+
    <description>Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them.</description>
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
    <level>1</level>
| -
+
    <iconPath>UI/Abilities/Painblock</iconPath>
|- id="Gut worms" <!-- defName="GutWorms", ParentName="InfectionBase" -->
+
    <hotKey>Misc1</hotKey>
! Gut worms
+
    <hostile>false</hostile>
| Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
    <statBases>
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48, disappearsAtTotalTendQuality: 300%
+
      <Ability_EntropyGain>8</Ability_EntropyGain>
| * '''painOffset:''' {{++|20%}}<br />hungerRateFactorOffset: {{++|100%}}<br />vomit {{MTB}} Days: 1
+
      <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
|- id="Muscle parasites" <!-- defName="MuscleParasites", ParentName="InfectionBase" -->
+
      <Ability_Duration>120</Ability_Duration>
! Muscle parasites
+
    </statBases>
| Parasitic creatures in the muscles. These cause weakness and a lack of coordination.
+
    <verbProperties>
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
      <warmupTime>0.25</warmupTime>
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48, disappearsAtTotalTendQuality: 300%
+
      <range>24.9</range>
| * '''painOffset:''' {{++|20%}}<br />RestFallRateFactor: {{++|100%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Moving]] Offset:''' {{--|30%}}
+
      <targetParams>
|- id="" <!-- defName="", Abstract="True", ParentName="InfectionBase", Name="MechanitesBase" -->
+
        <canTargetSelf>True</canTargetSelf>
! Mechanites Base
+
        <canTargetAnimals>True</canTargetAnimals>
| -
+
      </targetParams>
|  # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
+
    </verbProperties>
-->'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
+
    <comps>
| -
+
      <li Class = "CompProperties_AbilityGiveHediff">
|- id="Fibrous mechanites" <!-- defName="FibrousMechanites", ParentName="MechanitesBase" -->
+
        <compClass>CompAbilityEffect_GiveHediff</compClass>
! Fibrous mechanites
+
        <hediffDef>PsychicAnesthesia</hediffDef>
| Semi-coherent mechanites which develop fibrous links in muscle tissue. They enhance the victim's strength, but also cause intense pain. These are probably a mutated strain of strength-enhancing mechanites.
+
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
| '''Mechanites Base:'''<br />'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
+
        <psychic>True</psychic>
| * '''Mild pain:''' painOffset: {{++|20%}}<br />RestFallRateFactor Offset: {{++|70%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}<br />'''[[Moving]] Offset:''' {{+|50%}}<br />'''[[Blood Pumping]] Offset:''' {{+|50%}}<br /><br /><!--
+
        <applicableToMechs>False</applicableToMechs>
--> * '''Intense pain:''' '''Min Severity:''' 50%, painOffset: {{++|60%}}<br />RestFallRateFactor Offset: {{++|100%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}<br />'''[[Moving]] Offset:''' {{+|50%}}<br />'''[[Blood Pumping]] Offset:''' {{+|50%}}
+
      </li>
|- id="Sensory mechanites" <!-- defName="SensoryMechanites", ParentName="MechanitesBase" -->
+
      <li Class="CompProperties_AbilityFleckOnTarget">
! Sensory mechanites
+
        <fleckDef>PsycastPsychicEffect</fleckDef>
| Semi-coherent mechanites which reside in the nervous system. They enhance the victim's senses, but also cause intense pain. These are probably a mutated strain of sense-enhancing mechanites.
+
      </li>
|  '''Mechanites Base:'''<br />'''Hediff Class:''' Hediff With Comps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Makes Alert:''' {{Bad|false}}<br />'''Min Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|900000}}~{{Ticks/gametime/days|1800000}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Severity Per Day Not Immune:''' {{++|25%}}
+
    </comps>
| * '''Mild pain:''' painOffset: {{++|20%}}<br />RestFallRateFactor Offset: {{++|70%}}<br />'''[[Sight]] Offset:''' {{+|50%}}<br />'''[[Hearing]] Offset:''' {{+|50%}}<br />'''[[Talking]] Offset:''' {{+|50%}}<br />'''[[Manipulation]] Offset:''' {{+|30%}}<br /><br /><!--
+
  </AbilityDef>
--> * '''Intense pain:''' '''Min Severity:''' 50%, painOffset: {{++|60%}}<br />RestFallRateFactor Offset: {{++|100%}}<br />'''[[Sight]] Offset:''' {{+|50%}}<br />'''[[Hearing]] Offset:''' {{+|50%}}<br />'''[[Talking]] Offset:''' {{+|50%}}<br />'''[[Manipulation]] Offset:''' {{+|30%}}
 
|- id="Infection" <!-- defName="WoundInfection", ParentName="InfectionBase" -->
 
! Infection (An infection)
 
| Bacterial infection in a wound. Without treatment, the bacteria will multiply, killing local tissue, and eventually causing blood poisoning and death.
 
<br />Through aeons of human warfare, infections have often taken more lives than the wounds themselves.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|53%}}<br />'''Severity Per Day Not Immune:''' {{++|84%}}<br />immunityPerDaySick: {{+|64.41%}}<br />severityPerDayImmune: {{---|70%}}<br />immunityPerDayNotSick: {{---|40%}}<br />sendLetterWhenDiscovered: true
 
| * '''''Minor:''''' painOffset: {{++|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 33%, painOffset: {{++|8%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 78%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|12%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 87%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|85%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}}<br />'''[[Breathing]] Offset:''' {{--|5%}}
 
|- id="Flu" <!-- defName="Flu", ParentName="InfectionBase" -->
 
! Flu
 
| An infectious disease caused by the influenza virus.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|7.73%}}<br />'''Severity Per Day Not Immune:''' {{++|24.88%}}<br />immunityPerDaySick: {{+|23.88%}}<br />severityPerDayImmune: {{---|49.47%}}<br />immunityPerDayNotSick: {{---|6%}}
 
| * '''''Minor:''''' '''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 66.6%<br />'''Vomit {{MTB}} Days:''' 1.5<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 83.3%, lifeThreatening: true<br />'''Vomit {{MTB}} Days:''' 0.75, painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Breathing]] Offset:''' {{--|20%}}
 
|- id="Animal flu" <!-- defName="Animal_Flu", ParentName="InfectionBase" -->
 
! Flu<br />debugLabelExtra: animal
 
| An infectious disease caused by the influenza virus. This strain is adapted for infecting non-human species.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|11.05%}}<br />'''Severity Per Day Not Immune:''' {{++|24.88%}}<br />immunityPerDaySick: {{+|26.14%}}<br />severityPerDayImmune: {{---|49.47%}}<br />immunityPerDayNotSick: {{---|6%}}
 
| * '''''Minor:''''' '''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 66.6%<br />'''Vomit {{MTB}} Days:''' 1.5<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 83.3%, lifeThreatening: true<br />'''Vomit {{MTB}} Days:''' 0.75, painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br />'''[[Breathing]] Offset:''' {{--|20%}}
 
|- id="Plague" <!-- defName="Plague", ParentName="InfectionBase" -->
 
! Plague
 
| An infectious disease caused by bacteria.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|36.28%}}<br />'''Severity Per Day Not Immune:''' {{++|66.6%}}<br />immunityPerDaySick: {{+|52.24%}}<br />severityPerDayImmune: {{---|33.3%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|20%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 60%, painOffset: {{++|35%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 80%, painOffset: {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 90%, lifeThreatening: true, painOffset: {{++|85%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}
 
|- id="Animal plague" <!-- defName="Animal_Plague", ParentName="InfectionBase" -->
 
! Plague<br />debugLabelExtra: animal
 
| An infectious disease caused by bacteria. This strain is adapted to infecting non-human species.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Tendable:''' {{Good|true}}<br />'''Base Tend Duration Hours:''' 48<br />'''Severity Per Day Tended:''' {{---|42.54%}}<br />'''Severity Per Day Not Immune:''' {{++|66.6%}}<br />immunityPerDaySick: {{+|60.92%}}<br />severityPerDayImmune: {{---|33.3%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|20%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br />'''[[Manipulation]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 60%<br />painOffset: {{++|35%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /> * '''''Extreme:''''' '''Min Severity:''' 80%<br />painOffset: {{++|60%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}<!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 90%<br />'''Life Threatening:''' {{Bad|true}}<br />painOffset: {{++|85%}}<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br />'''[[Manipulation]] Offset:''' {{--|30%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}
 
|- id="Malaria" <!-- defName="Malaria", ParentName="InfectionBase" -->
 
! Malaria
 
| An infectious disease caused by a mosquito-borne parasite.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->makesSickThought: true<br />'''Lethal Severity:''' 100%<br />scenarioCanAdd: true<br />'''Tendable:''' {{Good|true}}<br/>'''Base Tend Duration Hours:''' 12<br />'''Severity Per Day Tended:''' {{---|23.2%}}<br />'''Severity Per Day Not Immune:''' {{++|27.02%}}<br />immunityPerDaySick: {{+|31.45%}}<br />severityPerDayImmune: {{---|72.97%}}<br />immunityPerDayNotSick: {{---|3%}}
 
| * '''''Minor:''''' '''[[Blood Filtration]] Offset:''' {{--|10%}}<br />'''[[Consciousness]] Offset:''' {{--|5%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 78%<br />'''Vomit {{MTB}} Days:''' 1.5<br />painOffset: {{++|30%}}<br />'''[[Blood Filtration]] Offset:''' {{--|20%}}<br />'''[[Consciousness]] Offset:''' {{--|12%}}<br />'''[[Manipulation]] Offset:''' {{--|8%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 91%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 0.75<br />painOffset: {{++|30%}}<br />'''[[Blood Filtration]] Offset:''' {{--|22%}}<br />'''[[Consciousness]] Max:''' {{Bad|10%}<br />'''[[Manipulation]] Offset:''' {{--|10%}}
 
|- id="Sleeping sickness" <!-- defName="SleepingSickness", ParentName="InfectionBase" -->
 
! sleeping sickness
 
| An infectious disease caused by an insect-borne parasite. Sleeping sickness is not as deadly as some other diseases, but progresses slowly. The body takes a long time to clear the infection.
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|80%|80%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Is Infection:''' {{Bad|true}}<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Lethal Severity:''' 100%<br />makesSickThought: true<br />tendable: {{Good|true}}<br/>'''Base Tend Duration Hours:''' 32<br />'''Severity Per Day Tended:''' {{---|7%}}<br />'''Severity Per Day Not Immune:''' {{++|12%}}<br />immunityPerDaySick: {{+|10%}}<br />severityPerDayImmune: {{---|17.6%}}<br />immunityPerDayNotSick: {{---|2%}}
 
| * '''''Minor:''''' painOffset: {{++|2%}}<br />'''[[Consciousness]] Offset:''' {{--|2%}}<br />'''[[Manipulation]] Offset:''' {{--|2%}}<br /><br /><!--
 
--> * '''''Minor:''''' '''Min Severity:''' 43.75%<br />painOffset: {{++|3%}}<br />'''[[Consciousness]] Offset:''' {{--|4%}}<br />'''[[Manipulation]] Offset:''' {{--|4%}}<br /><br /><!--
 
--> * '''''Major:''''' '''Min Severity:''' 62.5%<br />'''Vomit {{MTB}} Days:''' 3.5<br />painOffset: {{++|5%}}<br />'''[[Consciousness]] Offset:''' {{--|15%}}<br />'''[[Manipulation]] Offset:''' {{--|6%}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 87.5%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 1.75<br />painOffset: {{++|10%}}<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> * '''''Extreme:''''' '''Min Severity:''' 93.75%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Vomit {{MTB}} Days:''' 1<br />painOffset: {{++|15%}}<br />'''[[Consciousness]] Max:''' {{--|10%}}<br />'''[[Manipulation]] Offset:''' {{--|20%}}
 
|- id="Rot stink exposure" <!-- defName="LungRotExposure" -->
 
! Rot stink exposure
 
| Long-term exposure to rot stink gas. Rot stink exposure has no direct health effects. However, serious rot stink exposure has a chance to result in a painful bacterial infection known as lung rot. When not exposed to rot stink gas, rot stink exposure will slowly decrease.
 
| '''Hediff Class:''' Hediff_RotStinkExposure<br />'''Default Label Color:''' {{Color|214|90|24}}<br />'''Initial Severity:''' 0.1%<br />'''Max Severity:''' 100%<br />canApplyDodChanceForCapacityChanges: true<br /><br /># '''Severity From Gas:'''<br />gasType: RotStink<br />severityGasDensityFactor: 4%<br />intervalTicks: {{Ticks|60}}<br />severityNotExposed: {{---|0.02%}} ({{---|20%}} per day)<br />exposureStatFactor: ToxicEnvironmentResistance<br /><br /># '''GiveHediffLungRot:'''<br />hediffDef: LungRot<br />'''{{MTB}} Over Rot Gas Exposure Curve:''' (0.5, 8), (1, 0.5)<br />mtbCheckDuration: {{Ticks|600}}<br />'''Min Severity:''' 50%<br /><br /># '''Surgery Inspectable:'''<br />surgicalDetectionDesc: {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.
 
| # '''Become Visible:''' {{Bad|false}}<br /><br /><!---
 
--> # '''''Minor:'''''<br />'''Min Severity:''' 15%<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 35%<br /><br /><!---
 
--> # '''''Serious:'''''<br />'''Min Severity:''' 50%
 
|- id="Lung rot" <!-- defName="LungRot", ParentName="DiseaseBase" -->
 
! Lung rot
 
| A bacterial disease that targets an individual's lungs. Minor cases are little more than an irritation, but if left unchecked the bacterial growth results in an increasing amount of fluid buildup in the victim's lungs, eventually resulting in death.<br /><br />If treated properly, the body's immune system will eventually clear lung rot. (A painful bacterial disease caused by exposure to rot stink gas. Upon reaching full saturation, it will kill the affected individual.)
 
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!---
 
-->'''Hediff Class:''' HediffWithComps<br />'''Makes Sick Thought:''' {{Bad|true}}<br />'''Lethal Severity:''' 100%<br />'''Min Severity:''' 0.1%<br />'''Initial Severity:''' 0.1%<br />'''Tendable:''' {{Good|True}}<br/>'''Severity Per Day:''' {{++|30%}}<br />'''Severity Per Day Tended:''' {{---|100%}}<br />'''Base Tend Duration Hours:''' 48<br />'''Disappears After Ticks:''' {{Ticks/gametime/days|240000}}~{{Ticks/gametime/days|480000}}<br />'''Show Remaining Time:''' {{Good|true}}
 
| # '''''Minor:'''''<br />'''Pain Offset:''' {{++|5%}}<br />'''[[Breathing]] Offset:''' {{--|5%}}<br /><br /><!---
 
--> # '''''Major:'''''<br />'''Min Severity:''' 60%<br />'''Pain Offset:''' {{++|5%}}<br />'''[[Breathing]] Offset:''' {{--|10%}}<br /><br /><!---
 
--> # '''''Extreme:'''''<br />'''Min Severity:''' 85%<br />'''Life Threatening:''' {{Bad|true}}<br />'''Pain Offset:''' {{++|10%}}<br />'''[[Breathing]] Offset:''' {{--|15%}}<br /><br />'''[[Consciousness]] Offset:''' {{--|10%}}
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
  <AbilityDef ParentName="PsycastBase">
==== Injuries ====
+
    <defName>Stun</defName>
<div class="mw-collapsible-content">
+
    <label>stun</label>
{| id="Local injuries" {{STDT| sortable}}
+
    <description>Momentarily disrupt motor function in the target's brain, preventing any movement.</description>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <level>1</level>
|- id="Missing body part" <!-- defName="MissingBodyPart" -->
+
    <iconPath>UI/Abilities/Stun</iconPath>
! Missing body part<br />(A missing body part)<br />'''Pretty:''' Missing a {1}
+
    <writeCombatLog>True</writeCombatLog>
| A body part is entirely missing.
+
    <hotKey>Misc3</hotKey>
| '''Hediff Class:''' Hediff_MissingPart<br />'''Default Label Color:''' {{Color|50%|50%|50%}}<br />'''Force Render Tree Recache:''' true<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' true<br /><br /><!--
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
-->'''''Injury Props:'''''<br />'''Bleed Rate:''' {{Bad|12%}}<br />'''Pain Per Severity:''' {{Bad|12.5%}}<br /><br /><!--
+
    <statBases>
-->'''Show Tend Quality:''' {{Bad|false}}
+
      <Ability_EntropyGain>12</Ability_EntropyGain>
| -
+
      <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost>
|- id="Injury Base" <!-- defName="", Name="InjuryBase", Abstract="True" -->
+
      <Ability_Duration>3</Ability_Duration>
| ''Injury Base''<br />'''Pretty:''' {0} in the {1}
+
    </statBases>
| -
+
    <verbProperties>
| '''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}
+
      <warmupTime>0.25</warmupTime>
| -
+
      <range>24.9</range>
|- id="Wound" <!-- defName="Misc", ParentName="InjuryBase" -->
+
      <targetParams>
! Wound<br />(An injury)<br />'''Pretty:''' An injury in the {1}
+
        <canTargetAnimals>True</canTargetAnimals>
| Miscellaneous injuries.
+
      </targetParams>
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
+
    </verbProperties>
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />Label Tended Well Inner: Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
+
    <comps>
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Scar<br /><br /><!--
+
      <li Class = "CompProperties_AbilityEffectWithDuration">
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Destroyed
+
        <compClass>CompAbilityEffect_Stun</compClass>
| -
+
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
|- id="Burn base" <!-- defName="", ParentName="InjuryBase", Name="BurnBase", Abstract="True" -->
+
        <psychic>True</psychic>
| ''Burn Base''<br />'''Pretty:''' {0} in the {1}
+
        <goodwillImpact>-15</goodwillImpact>
| -
+
      </li>
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
+
      <li Class="CompProperties_AbilityFleckOnTarget">
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
+
        <fleckDef>PsycastPsychicEffect</fleckDef>
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
+
      </li>
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true
+
    </comps>
| -
+
  </AbilityDef>
|- id="Burn" <!-- defName="Burn", ParentName="BurnBase" -->
 
! Burn<br />(A burn)<br />'''Pretty:''' A burn in the {1}
 
| A burn.
 
| # '''''Burn Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off<br />'''Destroyed Out Label:''' Burned out
 
| -
 
|- id="Electrical burn" <!-- defName="ElectricalBurn", ParentName="BurnBase" -->
 
! Electrical burn<br />(An electrical burn)<br />'''Pretty:''' An electrical burn in the {1}
 
| An electical burn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Electrical burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off<br />'''Destroyed Out Label:''' Burned out
 
| -
 
|- id="Chemical burn" <!-- defName="ChemicalBurn", ParentName="BurnBase" -->
 
! Chemical burn<br />(A chemical burn)<br />'''Pretty:''' A chemical burn in the {1}
 
| A chemical burn.
 
| # '''''Burn Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Chemical burn scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.875%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Burned off (chemical)<br />'''Destroyed Out Label:''' Burned out (chemical)
 
| -
 
|- id="Crush" <!-- defName="Crush", ParentName="InjuryBase" -->
 
! Crush<br />(A crush wound)<br />'''Pretty:''' A crush wound in the {1}
 
| A crushing wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Mangled scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|1%}}<br /><br />'''Can Merge:''' true<br />'''Destroyed Label:''' Crushed
 
| -
 
|- id="Crack" <!-- defName="Crack", ParentName="InjuryBase" -->
 
! Crack<br />(A crack wound)<br />'''Pretty:''' A crack wound in the {1}
 
| A crack.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Set<br />'''Label Tended Well Inner:''' Set<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Permanent crack<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' Shattered
 
| -
 
|- id="Cut" <!-- defName="Cut", ParentName="InjuryBase" -->
 
! Cut<br />(A cut)<br />'''Pretty:''' A cut in the {1}
 
| A cut.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Cut scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Surgical cut" <!-- defName="SurgicalCut", ParentName="InjuryBase" -->
 
! Surgical cut<br />(A surgical cut)<br />'''Pretty:''' A surgical cut in the {1}
 
| A cut made during surgery.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Surgical scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Use Removed Label:''' true
 
| -
 
|- id="Execution cut" <!-- defName="ExecutionCut", ParentName="InjuryBase" -->
 
! Cut<br />(A cut)<br />'''Pretty:''' A cut in the {1}
 
| A cut made during execution.<br />'''Debug Label Extra:''' execution
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Scratch" <!-- defName="Scratch", ParentName="InjuryBase" -->
 
! Scratch<br />(A scratch)<br />'''Pretty:''' A scratch in the {1}
 
| A scratch or tear.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Scratch scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Torn off<br />'''Destroyed Out Label:''' Torn out
 
| -
 
|- id="Bite" <!-- defName="Bite", ParentName="InjuryBase" -->
 
! Bite<br />(A bite wound)<br />'''Pretty:''' A bite wound in the {1}
 
| A bite wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|30%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Bite scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Bitten off<br />'''Destroyed Out Label:''' Bitten out
 
| -
 
|- id="Stab" <!-- defName="Stab", ParentName="InjuryBase" -->
 
! Stab<br />(A stab wound)<br />'''Pretty:''' A stab wound in the {1}
 
| A stab wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Stab scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Cut off<br />'''Destroyed Out Label:''' Cut out
 
| -
 
|- id="Gunshot" <!-- defName="Gunshot", ParentName="InjuryBase" -->
 
! Gunshot<br />(A gunshot wound)<br />'''Pretty:''' A gunshot wound in the {1}
 
| A gunshot wound.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|15%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Old gunshot<br />'''Instantly Permanent Label:''' Permanent gunshot injury<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Shot off<br />'''Destroyed Out Label:''' Shot out
 
| -
 
|- id="Shredded" <!-- defName="Shredded", ParentName="InjuryBase" -->
 
! Shredded<br />(A shredded wound)<br />'''Pretty:''' A shredded wound in the {1}
 
| A part of the body has been shredded and torn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Sutured<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|20%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Shredded scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Bleed Rate:''' {{Bad|6%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Torn off<br />'''Destroyed Out Label:''' Torn out
 
| -
 
|- id="Bruise" <!-- defName="Bruise", ParentName="InjuryBase" -->
 
! Bruise<br />(A bruise)<br />'''Pretty:''' A bruise in the {1}
 
| A bruise.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Set<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' false<br />'''Destroyed Label:''' Destroyed
 
| -
 
|- id="Frostbite" <!-- defName="Frostbite", ParentName="InjuryBase" -->
 
! Frostbite<br />'''Pretty:''' {0} in the {1}
 
| Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Display Wound:''' false<br /><br /><!--
 
--> # '''''Tend Duration Comp:'''''<br />'''Label Tended Well:''' Bandaged<br />'''Label Tended Well Inner:''' Tended<br />'''Label Solid Tended Well:''' Tended<br /><br /><!--
 
--> # '''''Infecter Comp:'''''<br />'''Infection Chance:''' {{Bad|25%}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Frostbite scar<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Pain Per Severity:''' {{Bad|1.25%}}<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Can Merge:''' true<br />'''Destroyed Label:''' Lost to frostbite
 
| -
 
|- id="Acid burn" <!-- defName="AcidBurn", ParentName="InjuryBase" -->
 
! Acid burn<br />(An acid burn)<br />'''Pretty:''' An acid burn in the {1}
 
| An acid burn.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
--> # '''''Gets Permanent Comp:'''''<br />'''Permanent Label:''' Acid burn scar<br /><br /><!--
 
--> # '''''Injury Props:''''<br />'''Destroyed Label:''' Dissolved off<br />'''Destroyed Out Label:''' Dissolved
 
| -
 
|- id="Decayed organ" <!-- defName="Decayed", ParentName="InjuryBase" -->>
 
! Decayed organ<br />(A decayed organ)<br />'''Pretty:''' Decayed {1}
 
| This organ has completely decayed.
 
| # '''''Injury Base:'''''<br />'''Hediff Class:''' Hediff_Injury<br />'''Tendable:''' {{Good|true}}<br/>'''Display Wound:''' {{Good|true}}<br /><br /><!--
 
-->'''Default Label Color:''' {{Color|50%|50%|50%}}<br />'''Display Wound:''' false<br />'''Tendable:''' {{Bad|false}}<br /><br /><!--
 
--> # '''''Injury Props:'''''<br />'''Average Pain Per Severity Permanent:''' {{Bad|0.625%}}<br />'''Destroyed Label:''' Decayed<br />'''Always Use Destroyed Label:''' true
 
| -
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
  <AbilityDef ParentName="PsycastBase">
==== Misc ====
+
    <defName>Burden</defName>
<div class="mw-collapsible-content">
+
    <label>burden</label>
{| id="Global misc" {{STDT| sortable}}
+
    <description>Slow the target for a short time by suppressing motor activity in the brain.</description>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <level>1</level>
|- id="Trauma savant" <!-- defName="TraumaSavant", ParentName="DiseaseBase" -->
+
    <iconPath>UI/Abilities/Burden</iconPath>
! Trauma savant (Trauma)
+
    <writeCombatLog>True</writeCombatLog>
| An exceptional condition caused by trauma to the brain. The brain, in the face of injury, has developed extreme abilities in some areas, while losing the ability to speak.
+
    <hotKey>Misc4</hotKey>
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
| '''Opinion Of Others Factor:''' 0%<br />'''Part Ignore Missing {{HP}}:''' {{Good|true}} (to avoid penalties from brain injuries, so manipulation is 100%+)<br />'''[[Talking]] Max:''' {{Bad|0%}}<br />'''[[Hearing]] Max:''' {{Bad|0%}}<br />'''[[Manipulation]] Offset:''' {{+|50%}}
+
    <statBases>
|- id="Moderate chemical damage" <!-- defName="ChemicalDamageModerate", ParentName="DiseaseBase" -->
+
      <Ability_EntropyGain>8</Ability_EntropyGain>
! Chemical damage
+
      <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost>
| Chemical damage at the cellular level.
+
      <Ability_Duration>20</Ability_Duration>
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
    </statBases>
| '''Part Efficiency Offset:''' {{--|50%}}
+
    <verbProperties>
|- id="Severe chemical damage" <!-- defName="ChemicalDamageSevere", ParentName="DiseaseBase" -->
+
      <warmupTime>0.25</warmupTime>
! Chemical damage<br />''Debug Label Extra:'' severe
+
      <range>29.9</range>
| Chemical damage at the cellular level.
+
      <targetParams>
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
        <canTargetAnimals>True</canTargetAnimals>
| '''Part Efficiency Offset:''' {{--|80%}}
+
      </targetParams>
|- id="Cirrhosis" <!-- defName="Cirrhosis", ParentName="DiseaseBase" -->
+
    </verbProperties>
! Cirrhosis
+
    <comps>
| A degenerative liver disease caused by excessive alcohol consumption.
+
      <li Class = "CompProperties_AbilityGiveHediff">
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)
+
        <compClass>CompAbilityEffect_GiveHediff</compClass>
| '''Part Efficiency Offset:''' {{--|60%}}<br />'''Pain Offset:''' {{++|15%}}<br />'''[[Moving]] Offset:''' {{--|10%}}
+
        <hediffDef>PsychicBurden</hediffDef>
|- id="Resurrection psychosis" <!-- defName="ResurrectionPsychosis", ParentName="DiseaseBase" -->
+
        <psychic>True</psychic>
! Resurrection psychosis
+
        <goodwillImpact>-15</goodwillImpact>
| Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
+
      </li>
<br />Resurrected people require mechanites to rebuild their bodily functions at the cellular level. Mechanites always have a chance to lose coherence, and if they do, they wreak havoc in the central nervous system. The older the corpse, the more mechanite action is required to resurrect it, and the greater the chance of eventual decoherence.<br />(Chaotic thought patterns caused by after-effects of resurrection. Resurrection psychosis is progressive and eventually causes psychosis and death.)
+
      <li Class="CompProperties_AbilityFleckOnTarget">
| # '''''Disease Base:'''''<br />'''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 0.1%<br />'''Remove On Redress Chance By Days Curve:''' (0, 0), (2, 0), (7, 0.5), (20, 1)<br /><br /><!--
+
        <fleckDef>PsycastPsychicEffect</fleckDef>
-->Lethal Severity:''' 100%<br />'''Severity Per Day:''' {{++|1%}}<br /><br /><!--
+
      </li>
--> # '''''Surgery Inspectable'''''<br />'''Surgical Detection Desc:'''<br />''{PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.''
+
    </comps>
| # '''''Early:'''''<br />'''Become Visible:''' {{Bad|false}}<br /><br /><!--
+
  </AbilityDef>
--> # '''''Early:'''''<br />'''Min Severity:''' 10%<br />'''Mental Break {{MTB}} Days:''' 9<br /><br /><!--
 
--> # '''''Moderate:'''''<br />'''Min Severity:''' 25%<br />'''Mental Break {{MTB}} Days:''' 6<br />'''[[Consciousness]] Offset:''' {{--|10%}}<br /><br /><!--
 
--> # '''''Advanced:'''''<br />'''Min Severity:''' 40%<br />'''Mental Break {{MTB}} Days:''' 3<br />'''[[Consciousness]] Offset:''' {{--|20%}}<br /><br /><!--
 
--> # '''''Severe:'''''<br />'''Min Severity:''' 55%<br />'''Mental Break {{MTB}} Days:''' 0.5<br />'''[[Consciousness]] Offset:''' {{--|30%}}<br /><br /><!--
 
--> # '''''Total:'''''<br />'''Min Severity:''' 70%<br />'''Mental Break {{MTB}} Days:''' 0.25<br />'''[[Consciousness]] Offset:''' {{--|40%}}<br /><br /><!--
 
--> # '''''Catatonic:'''''<br />'''Min Severity:''' 85%<br />'''[[Consciousness]] Max:''' {{Bad|10%}}
 
|- id="Scaria" <!-- defName="Scaria" -->
 
! Scaria
 
| A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather.<br />(A disease which causes affected creatures to enter berserk rages. If not treated, scaria kills its host about five days after infection.)
 
| '''Hediff Class:''' Hediff With Comps<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br /><br /><!--
 
--> # '''''Kill After Days'''''<br />'''Days:''' 5<br /><br /><!--
 
--> # '''''Cause Mental State'''''<br />'''Animal Mental State:''' Permanent manhunter<br /><br />'''Animal Mental State Alias:''' Manhunter<br />'''Human Mental State:''' Berserk<br />'''Letter Def:''' Small threat<br />'''{{MTB}} Days To Cause Mental State:''' 1
 
| -
 
|- id="Sterilized" <!-- defName="Sterilized", Name="Sterilized" -->
 
! Sterilized
 
| This creature's reproductive system has been permanently shut down.
 
| '''Hediff Class:''' Hediff<br />'''Default Label Color:''' {{Color|90%|100%|35%}}<br />'''Initial Severity:''' 100%<br />'''Prevents Pregnancy:''' true<br />'''Tags:''' Sterilized<br />'''Remove With Tags:''' ReversibleSterilized
 
| '''Fertility{{BiotechIcon}} Factor:''' 0%
 
|}
 
</div>
 
</div>
 
  
<div class="mw-collapsible">
+
  <AbilityDef ParentName="PsycastBase">
==== Terrain Attacks ====
+
    <defName>BlindingPulse</defName>
<div class="mw-collapsible-content">
+
    <label>blinding pulse</label>
{| id="Global terrain attacks" {{STDT| sortable}}
+
    <description>Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point.</description>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <level>2</level>
|- id="Sand" <!-- defName="SandInEyes" -->
+
    <iconPath>UI/Abilities/BlindingPulse</iconPath>
! Sand<br />(Sand)
+
    <writeCombatLog>True</writeCombatLog>
| Sand in the eyes. It impairs vision, but can be cleared within a few moments.
+
    <hotKey>Misc5</hotKey>
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 2%
+
    <statBases>
| '''Part Efficiency Offset:''' {{--|50%}}
+
      <Ability_EntropyGain>20</Ability_EntropyGain>
|- id="Dirt" <!-- defName="DirtInEyes" -->
+
      <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost>
! Dirt<br />(Dirt)
+
      <Ability_Duration>30</Ability_Duration>
| Dirt in the eyes. It impairs vision, but can be cleared in a few moments.
+
      <Ability_EffectRadius>3.9</Ability_EffectRadius>
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
    </statBases>
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
+
    <verbProperties>
| '''Part Efficiency Offset:''' {{--|80%}}
+
      <warmupTime>1</warmupTime>
|- id="Mud" <!-- defName="MudInEyes" -->
+
      <range>24.9</range>
! Mud<br />(Mud)
+
      <targetParams>
| Mud in the eyes. It impairs vision, but can be cleared in a few moments.
+
        <canTargetSelf>True</canTargetSelf>
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
        <canTargetAnimals>True</canTargetAnimals>
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 5%
+
        <canTargetLocations>True</canTargetLocations>
| '''Part Efficiency Offset:''' {{--|80%}}
+
      </targetParams>
|- id="Gravel" <!-- defName="GravelInEyes" -->
+
    </verbProperties>
! Gravel<br />(Gravel)
+
    <comps>
| Gravel in the eyes. It impairs vision, but can be cleared in a few moments.
+
      <li Class = "CompProperties_AbilityGiveHediff">
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
        <compClass>CompAbilityEffect_GiveHediff</compClass>
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
+
        <hediffDef>PsychicBlindness</hediffDef>
| '''Part Efficiency Offset:''' {{--|80%}}
+
        <onlyBrain>True</onlyBrain>
|- id="Water" <!-- defName="WaterInEyes" -->
+
        <psychic>True</psychic>
! Water<br />(Water)
+
        <goodwillImpact>-15</goodwillImpact>
| Water in the eyes. It impairs vision, but can be cleared in a few moments.
+
        <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
| '''Hediff Class:''' Hediff With Comps<br />'''Battle State Label:''' blind<br />'''Max Severity:''' 100%<br /><br /><!--
+
      </li>
-->'''''Self Heal:'''''<br />'''Heal Amount:''' 10%
+
      <li Class="CompProperties_AbilityFleckOnTarget">
| '''Part Efficiency Offset:''' {{--|50%}}
+
        <fleckDef>PsycastPsychicEffect</fleckDef>
|}
+
      </li>
</div>
+
    </comps>
</div>
+
  </AbilityDef>
  
</div>
+
  <!--
</div>
+
  <AbilityDef ParentName="PsycastBase">
 +
    <defName>EntropyLink</defName>
 +
    <label>entropy link</label>
 +
    <description>Form a psychic link between caster and target, so that gain and loss of neural heat is shared between both equally. The link lasts for some time, but will break if the two move far apart.</description>
 +
    <level>2</level>
 +
    <iconPath>UI/Abilities/EntropyLink</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <statBases>
 +
      <Ability_EntropyGain>10</Ability_EntropyGain>
 +
      <Ability_Duration>120</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>1</warmupTime>
 +
      <range>14.9</range>
 +
      <targetParams>
 +
        <onlyTargetControlledPawns>True</onlyTargetControlledPawns>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class = "CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>EntropyLink</hediffDef>
 +
        <psychic>True</psychic>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
        <applyToSelf>True</applyToSelf>
 +
        <replaceExisting>True</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
  -->
  
<div class="mw-collapsible">
+
  <AbilityDef ParentName="PsycastBase">
=== Body Parts ===
+
    <defName>EntropyDump</defName>
<div class="mw-collapsible-content">
+
    <label>neural heat dump</label>
==== Base ====
+
    <description>Instantly dump all your neural heat into someone else. As a side-effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted.</description>
{| id="Body parts base" {{STDT| sortable}}
+
    <level>2</level>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <iconPath>UI/Abilities/EntropyDump</iconPath>
|- id="Implant hediff base" <!-- defName="", Name="ImplantHediffBase", Abstract="True" -->
+
    <hotKey>Misc12</hotKey>
| ''Implant Hediff Base''
+
    <statBases>
| -
+
      <Ability_EntropyGain>0</Ability_EntropyGain>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
      <Ability_Duration>1000</Ability_Duration>
| -
+
    </statBases>
|- id="Added Body Part Base" <!-- defName="", Name="AddedBodyPartBase", ParentName="ImplantHediffBase", Abstract="True" -->
+
    <verbProperties>
| ''Added Body PartBase''
+
      <warmupTime>1</warmupTime>
| -
+
      <range>24.9</range>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true
+
      <targetParams>
| -
+
        <onlyTargetColonists>True</onlyTargetColonists>
|}
+
        <neverTargetIncapacitated>True</neverTargetIncapacitated>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PsychicComa</hediffDef>
 +
      </li>
 +
      <li Class="CompProperties_AbilityTransferEntropy">
 +
        <psychic>True</psychic>
 +
        <targetReceivesEntropy>False</targetReceivesEntropy>
 +
        <goodwillImpact>-15</goodwillImpact>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Medieval ====
+
  <AbilityDef ParentName="PsycastBase">
{| id="Medieval body parts" {{STDT| sortable}}
+
    <defName>Beckon</defName>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <label>beckon</label>
|- id="Peg leg" <!-- defName="PegLeg", ParentName="AddedBodyPartBase" -->
+
    <description>Psychically command the target to approach the caster.</description>
! Peg leg<br />(A peg leg)
+
    <level>3</level>
| An installed peg leg. Allows the user to walk again, albeit not very well.
+
    <iconPath>UI/Abilities/Beckon</iconPath>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
+
    <writeCombatLog>True</writeCombatLog>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
+
    <hotKey>Misc6</hotKey>
| -
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|- id="Wooden hand" <!-- defName="WoodenHand", ParentName="AddedBodyPartBase" -->
+
    <statBases>
! Wooden hand<br />(A wooden hand)
+
      <Ability_EntropyGain>20</Ability_EntropyGain>
| An installed wooden hand. Better than a stump, but not by much.
+
      <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
+
      <Ability_Duration>8</Ability_Duration>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|60%}}
+
    </statBases>
| -
+
    <verbProperties>
|- id="Wooden foot" <!-- defName="WoodenFoot", ParentName="AddedBodyPartBase" -->
+
      <warmupTime>0.25</warmupTime>
! Wooden foot<br />(A wooden foot)
+
      <range>19.9</range>
| An installed wooden foot. Restores some stability to the user, but without finer motor skills.
+
      <targetParams>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Spawn Thing On Removed:''' [[Wood]]<br /><br /><!--
+
        <canTargetAnimals>True</canTargetAnimals>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
+
        <neverTargetIncapacitated>True</neverTargetIncapacitated>
| -
+
      </targetParams>
|- id="Denture" <!-- defName="Denture", ParentName="AddedBodyPartBase" -->
+
    </verbProperties>
! Denture<br />(A denture)
+
    <comps>
| An installed denture. Allows for some basic functionality like eating and talking.
+
      <li Class ="CompProperties_AbilityForceJob">
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' false<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
+
        <compClass>CompAbilityEffect_ForceJob</compClass>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Bad|80%}}
+
        <jobDef>GotoMindControlled</jobDef>
| -
+
        <destination>Caster</destination>
|}
+
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
        <psychic>True</psychic>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Prosthetic ====
+
  <AbilityDef ParentName="PsycastBase">
{| id="Prosthetic body parts" {{STDT| sortable}}
+
    <defName>VertigoPulse</defName>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <label>vertigo pulse</label>
|- id="Prosthetic leg" <!-- defName="SimpleProstheticLeg", ParentName="AddedBodyPartBase" -->
+
    <description>Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well.</description>
! Prosthetic leg<br />(A prosthetic leg)
+
    <level>3</level>
| An installed prosthetic leg. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
+
    <iconPath>UI/Abilities/NauseaPulse</iconPath>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic leg]]<br />'''Spawn Thing On Removed:''' [[Prosthetic leg]]<br /><br /><!--
+
    <writeCombatLog>True</writeCombatLog>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 85%
+
    <hotKey>Misc7</hotKey>
| -
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|- id="Prosthetic arm" <!-- defName="SimpleProstheticArm", ParentName="AddedBodyPartBase" -->
+
    <statBases>
! Prosthetic arm<br />(A prosthetic arm)
+
      <Ability_EntropyGain>30</Ability_EntropyGain>
| An installed prosthetic arm. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
+
      <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic arm]]<br />'''Spawn Thing On Removed:''' [[Prosthetic arm]]<br /><br /><!--
+
      <Ability_Duration>20</Ability_Duration>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 50%<br /><br /><!--
+
      <Ability_EffectRadius>3.9</Ability_EffectRadius>
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 8.2 (Same as natural fist)<br />'''Cooldown Time:''' 2
+
    </statBases>
| -
+
    <verbProperties>
|- id="Prosthetic heart" <!-- defName="SimpleProstheticHeart", ParentName="AddedBodyPartBase" -->
+
      <warmupTime>1</warmupTime>
! Prosthetic heart<br />(A prosthetic heart)
+
      <range>24.9</range>
| An installed prosthetic heart. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.
+
      <targetParams>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Prosthetic heart]]<br />'''Spawn Thing On Removed:''' [[Prosthetic heart]]<br /><br /><!--
+
        <canTargetSelf>True</canTargetSelf>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 80%
+
        <canTargetAnimals>True</canTargetAnimals>
| -
+
        <canTargetLocations>True</canTargetLocations>
|- id="Cochlear implant" <!-- defName="CochlearImplant", ParentName="AddedBodyPartBase" -->
+
      </targetParams>
! Cochlear implant<br />(A cochlear implant)
+
    </verbProperties>
| An installed cochlear implant. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
+
    <comps>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Cochlear implant]]<br />'''Spawn Thing On Removed:''' [[Cochlear implant]]<br /><br /><!--
+
      <li Class = "CompProperties_AbilityGiveHediff">
--> # '''''Added Part Props:'''''<br />'''Part Efficiency:''' 65%
+
        <compClass>CompAbilityEffect_GiveHediff</compClass>
| -
+
        <hediffDef>PsychicVertigo</hediffDef>
|- id="Power claw" <!-- defName="PowerClaw", ParentName="AddedBodyPartBase" -->
+
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
! Power claw<br />(A power claw)
+
        <psychic>True</psychic>
| An installed power claw consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.
+
        <goodwillImpact>-15</goodwillImpact>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Power claw]]<br />'''Spawn Thing On Removed:''' [[Power claw]]<br /><br /><!--
+
        <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
--> # '''''Added Part Props:'''''<br />'''Is Good Weapon:''' {{Good|true}}<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
+
      </li>
--> # '''''Verb Giver:'''''<br />'''Claw:'''<br />'''Capacities:''' Scratch<br />'''Power:''' 22<br />'''Cooldown Time:''' 2<br />'''Always Treat As Weapon:''' true
+
      <li Class="CompProperties_AbilityFleckOnTarget">
| '''[[Moving]] Offset:''' {{--|8%}}
+
        <fleckDef>PsycastPsychicEffect</fleckDef>
|- id="Joywire" <!-- defName="Joywire", ParentName="ImplantHediffBase" -->
+
      </li>
! Joywire<br />(A joywire)
+
    </comps>
| An installed joywire implant. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
+
  </AbilityDef>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Joywire]]<br />'''Spawn Thing On Removed:''' [[Joywire]]
+
 
| '''Part Efficiency Offset:''' {{--|20%}}
+
  <AbilityDef ParentName="PsycastBaseSkip">
|- id="Painstopper" <!-- defName="Painstopper", ParentName="ImplantHediffBase" -->
+
    <defName>ChaosSkip</defName>
! Painstopper<br />(A painstopper)
+
    <label>chaos skip</label>
| An installed painstopper implant. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
+
    <description>Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported.</description>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Painstopper]]<br />'''Spawn Thing On Removed:''' [[Painstopper]]
+
    <level>3</level>
| '''Pain Factor:''' {{Good|x0%}}
+
    <iconPath>UI/Abilities/SkipChaos</iconPath>
|}
+
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc8</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_EntropyGain>18</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>0.25</warmupTime>
 +
      <range>24.9</range>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
        <canTargetItems>True</canTargetItems>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityTeleport">
 +
        <compClass>CompAbilityEffect_Teleport</compClass>
 +
        <destination>RandomInRange</destination>
 +
        <randomRange>6.9~24.9</randomRange>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>10</clamorRadius>
 +
        <destClamorType>Ability</destClamorType>
 +
        <destClamorRadius>10</destClamorRadius>
 +
        <stunTicks>70~120</stunTicks>
 +
        <goodwillImpact>-15</goodwillImpact>
 +
        <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Bionic ====
+
  <AbilityDef ParentName="PsycastBaseSkip">
{| id="Bionic body parts" {{STDT| sortable}}
+
    <defName>Skip</defName>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <label>skip</label>
|- id="Bionic eye" <!-- defName="BionicEye", ParentName="AddedBodyPartBase" -->
+
    <description>Teleport the target to a desired position not too far from its starting point. Objects which are too large cannot be teleported.</description>
! Bionic eye<br />(A bionic eye)
+
    <level>4</level>
| An installed bionic eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
+
    <iconPath>UI/Abilities/Skip</iconPath>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic eye]]<br />'''Spawn Thing On Removed:''' [[Bionic eye]]<br /><br /><!--
+
    <writeCombatLog>True</writeCombatLog>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
    <showPsycastEffects>False</showPsycastEffects>
| -
+
    <hotKey>Misc9</hotKey>
|- id="Bionic arm" <!-- defName="BionicArm", ParentName="AddedBodyPartBase" -->
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
! Bionic arm <br />(A bionic arm)
+
    <statBases>
| An installed bionic arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
+
      <Ability_EntropyGain>25</Ability_EntropyGain>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic arm]]<br />'''Spawn Thing On Removed:''' [[Bionic arm]]<br /><br /><!--
+
      <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
+
    </statBases>
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 12<br />'''Cooldown Time:''' 2
+
    <verbProperties>
| -
+
      <warmupTime>0.25</warmupTime>
|- id="Bionic leg" <!-- defName="BionicLeg", ParentName="AddedBodyPartBase" -->
+
      <range>27.9</range>
! Bionic leg<br />(A bionic leg)
+
      <targetParams>
| An installed bionic leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
+
        <canTargetSelf>True</canTargetSelf>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic leg]]<br />'''Spawn Thing On Removed:''' [[Bionic leg]]<br /><br /><!--
+
        <canTargetAnimals>True</canTargetAnimals>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
        <canTargetItems>True</canTargetItems>
| -
+
      </targetParams>
|- id="Bionic spine" <!-- defName="BionicSpine", ParentName="AddedBodyPartBase" -->
+
    </verbProperties>
! Bionic spine<br />(A bionic spine)
+
    <comps>
| An installed bionic spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
+
      <li Class = "CompProperties_AbilityTeleport">
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic spine]]<br />'''Spawn Thing On Removed:''' [[Bionic spine]]<br /><br /><!--
+
        <compClass>CompAbilityEffect_Teleport</compClass>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Better Than Natural:''' {{Good|true}}
+
        <destination>Selected</destination>
| -
+
        <requiresLineOfSight>True</requiresLineOfSight>
|- id="Bionic heart" <!-- defName="BionicHeart", ParentName="AddedBodyPartBase" -->
+
        <range>27.9</range>
! Bionic heart<br />(A bionic heart)
+
        <clamorType>Ability</clamorType>
| An installed bionic heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.
+
        <clamorRadius>10</clamorRadius>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic heart]]<br />'''Spawn Thing On Removed:''' [[Bionic heart]]<br /><br /><!--
+
        <destClamorType>Ability</destClamorType>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
        <destClamorRadius>10</destClamorRadius>
| -
+
        <stunTicks>18~60</stunTicks>
|- id="Bionic stomach" <!-- defName="BionicStomach", ParentName="AddedBodyPartBase" -->
+
        <goodwillImpact>-15</goodwillImpact>
! Bionic stomach<br />(A bionic stomach)
+
        <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
| An installed bionic stomach. A person with this has a much lower chance of getting food poisoning, and is immune to some stomach diseases. An integrated lattice-dust healing system automatically repairs any damage to the artificial organ. It is better than a biological stomach in almost every way.
+
      </li>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic stomach]]<br />'''Spawn Thing On Removed:''' [[Bionic stomach]]<br /><br /><!--
+
    </comps>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
  </AbilityDef>
| '''Make Immune To:''' [[Gut worms]]<br />'''Food Poisoning Chance Factor:''' {{Good|x50%}}
+
 
|- id="Death acidifier" <!-- defName="DeathAcidifier", ParentName="ImplantHediffBase" -->
+
  <AbilityDef ParentName="PsycastBaseSkip">
! Death acidifier<br />(A death acidifier)
+
    <defName>Wallraise</defName>
| An installed death acidifier. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.
+
    <label>wallraise</label>
| '''Hediff Class:''' Hediff_Implant<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Death acidifier]]<br />'''Spawn Thing On Removed:''' [[Death acidifier]]<br /><br /><!--
+
    <description>Form a temporary wall by skipping rubble and soil up from deep under the ground.</description>
--> # '''''Dissolve Gear On Death:'''''<br />'''Filth:''' Slime<br />'''Injury Created On Death:''' Chemical burn<br />'''Injury Count:''' 3~6
+
    <level>4</level>
| -
+
    <iconPath>UI/Abilities/Wallraise</iconPath>
|- id="Bionic ear" <!-- defName="BionicEar", ParentName="AddedBodyPartBase" -->
+
    <writeCombatLog>True</writeCombatLog>
! Bionic ear<br />(A bionic ear)
+
    <hotKey>Misc10</hotKey>
| An installed bionic ear. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic ear]]<br />'''Spawn Thing On Removed:''' [[Bionic ear]]<br /><br /><!--
+
    <statBases>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
      <Ability_EntropyGain>35</Ability_EntropyGain>
| -
+
      <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
|- id="Bionic tongue" <!-- defName="BionicTongue", ParentName="AddedBodyPartBase" -->
+
    </statBases>
! Bionic tongue<br />(A bionic tongue)
+
    <verbProperties>
| An installed bionic tongue. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.
+
      <warmupTime>1</warmupTime>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic tongue]]<br />'''Spawn Thing On Removed:''' [[Bionic tongue]]<br /><br /><!--
+
      <range>24.9</range>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' 100%
+
      <targetParams>
| -
+
        <canTargetPawns>False</canTargetPawns>
|- id="Bionic jaw" <!-- defName="BionicJaw", ParentName="AddedBodyPartBase" -->
+
        <canTargetLocations>True</canTargetLocations>
! Bionic jaw<br />(A bionic jaw)
+
      </targetParams>
| An installed bionic jaw. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
+
    </verbProperties>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br />'''Description Hyperlinks:''' [[Bionic jaw]]<br />'''Spawn Thing On Removed:''' [[Bionic jaw]]<br /><br /><!--
+
    <comps>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|125%}}<br />'''Better Than Natural:''' {{Good|true}}
+
      <li Class = "CompProperties_AbilityWallraise">
| -
+
        <compClass>CompAbilityEffect_Wallraise</compClass>
|}
+
        <pattern>
 +
          <li>(0, 0)</li>
 +
          <li>(1, 0)</li>
 +
          <li>(-1, 0)</li>
 +
          <li>(0, 1)</li>
 +
          <li>(0, -1)</li>
 +
        </pattern>
 +
        <screenShakeIntensity>1.0</screenShakeIntensity>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>25</clamorRadius>
 +
        <sound>PsycastWallraise</sound>
 +
      </li>
 +
      <li Class="CompProperties_AbilityEffecterOnTarget">
 +
        <effecterDef>Skip_Exit</effecterDef>
 +
        <maintainForTicks>60</maintainForTicks>
 +
        <scale>1.55</scale>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDefs>
 +
          <li>PsycastSkipInnerExit</li>
 +
          <li>PsycastSkipOuterRingExit</li>
 +
        </fleckDefs>
 +
        <scale>1.55</scale>
 +
        <sound>Psycast_Skip_Exit</sound>
 +
        <preCastTicks>5</preCastTicks>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Archotech ====
+
  <AbilityDef ParentName="PsycastBaseSkip">
{| id="Archotech body parts" {{STDT| sortable}}
+
    <defName>Smokepop</defName>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <label>smokepop</label>
|- id="Archotech eye" <!-- defName="ArchotechEye", ParentName="AddedBodyPartBase" -->
+
    <description>Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.</description>
! Archotech eye<br />(An archotech eye)
+
    <level>4</level>
| An installed archotech eye. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to human minds.
+
    <iconPath>UI/Abilities/Smokepop</iconPath>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
+
    <writeCombatLog>True</writeCombatLog>
-->'''Description Hyperlinks:''' [[Archotech eye]]<br />'''Spawn Thing On Removed:''' [[Archotech eye]]<br /><br /><!--
+
    <hotKey>Misc10</hotKey>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
| -
+
    <statBases>
|- id="Archotech arm" <!-- defName="ArchotechArm", ParentName="AddedBodyPartBase" -->
+
      <Ability_EntropyGain>30</Ability_EntropyGain>
! Archotech arm<br />(An archotech arm)
+
      <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
| An installed archotech arm. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
+
    </statBases>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
+
    <verbProperties>
-->'''Description Hyperlinks:''' [[Archotech arm]]<br />'''Spawn Thing On Removed:''' [[Archotech arm]]<br /><br /><!--
+
      <warmupTime>1</warmupTime>
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}<br /><br /><!--
+
      <range>24.9</range>
--> # '''''Verb Giver:'''''<br />'''Fist:'''<br />'''Capacities:''' Blunt<br />'''Power:''' 14<br />'''Cooldown Time:''' 2
+
      <targetParams>
| -
+
        <canTargetPawns>False</canTargetPawns>
|- id="Archotech leg" <!-- defName="ArchotechLeg", ParentName="AddedBodyPartBase" -->
+
        <canTargetLocations>True</canTargetLocations>
! Archotech leg<br />(An archotech leg)
+
      </targetParams>
| An installed archotech leg. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.
+
    </verbProperties>
| '''Hediff Class:''' Hediff_AddedPart<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Counts As Added Part Or Implant:''' true<br />'''Allow Mothball If Low Priority World Pawn:''' true<br /><br /><!--
+
    <comps>
-->'''Description Hyperlinks:''' [[Archotech leg]]<br />'''Spawn Thing On Removed:''' [[Archotech leg]]<br /><br /><!--
+
      <li Class = "CompProperties_AbilitySmokepop">
--> # '''''Added Part Props:'''''<br />'''Solid:''' true<br />'''Part Efficiency:''' {{Good|150%}}<br />'''Better Than Natural:''' {{Good|true}}
+
        <smokeRadius>3.5</smokeRadius>
| -
+
        <clamorType>Ability</clamorType>
|}
+
        <clamorRadius>15</clamorRadius>
 +
      </li>
 +
      <li Class="CompProperties_AbilityEffecterOnTarget">
 +
        <effecterDef>Skip_Exit</effecterDef>
 +
        <maintainForTicks>60</maintainForTicks>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDefs>
 +
          <li>PsycastSkipInnerExit</li>
 +
          <li>PsycastSkipOuterRingExit</li>
 +
        </fleckDefs>
 +
        <sound>Psycast_Skip_Exit</sound>
 +
        <preCastTicks>5</preCastTicks>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Natural ====
+
  <AbilityDef ParentName="PsycastBase">
No Hediffs
+
    <defName>Focus</defName>
 +
    <label>focus</label>
 +
    <description>Psychically focus the target's mind, boosting their sight, hearing and moving capacities.</description>
 +
    <level>4</level>
 +
    <iconPath>UI/Abilities/Focus</iconPath>
 +
    <hotKey>Misc11</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_EntropyGain>15</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.03</Ability_PsyfocusCost>
 +
      <Ability_Duration>60</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>0.25</warmupTime>
 +
      <range>27.9</range>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class = "CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PsychicFocus</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <psychic>True</psychic>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Special ====
+
  <AbilityDef ParentName="PsycastBase">
Empty
+
    <defName>Berserk</defName>
 +
    <label>berserk</label>
 +
    <description>Induce an angry psychosis in the target's mind, causing them to attack anyone nearby.</description>
 +
    <level>5</level>
 +
    <iconPath>UI/Abilities/Berserk</iconPath>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc12</hotKey>
 +
    <statBases>
 +
      <Ability_EntropyGain>40</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost>
 +
      <Ability_Duration>15</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>0.25</warmupTime>
 +
      <range>19.9</range>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
        <neverTargetIncapacitated>True</neverTargetIncapacitated>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class = "CompProperties_AbilityGiveMentalState">
 +
        <compClass>CompAbilityEffect_GiveMentalState</compClass>
 +
        <stateDef>Berserk</stateDef>
 +
        <stateDefForMechs>BerserkMechanoid</stateDefForMechs>
 +
        <psychic>True</psychic>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
        <canTargetBosses>false</canTargetBosses>
 +
        <goodwillImpact>-75</goodwillImpact>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="PsycastBase">
 +
    <defName>Invisibility</defName>
 +
    <label>invisibility</label>
 +
    <description>Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time.</description>
 +
    <level>5</level>
 +
    <iconPath>UI/Abilities/Invisibility</iconPath>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc12</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_EntropyGain>45</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.03</Ability_PsyfocusCost>
 +
      <Ability_Duration>15</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>1</warmupTime>
 +
      <range>19.9</range>
 +
      <onlyManualCast>True</onlyManualCast>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class = "CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PsychicInvisibility</hediffDef>
 +
        <psychic>True</psychic>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
   
 +
  </AbilityDef>
  
</div>
+
  <AbilityDef ParentName="PsycastBase">
</div>
+
    <defName>BerserkPulse</defName>
 +
    <label>berserk pulse</label>
 +
    <description>Generate an overwhelming rush of undirected rage in everyone near the target point.</description>
 +
    <level>6</level>
 +
    <iconPath>UI/Abilities/BerserkPulse</iconPath>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc12</hotKey>
 +
    <statBases>
 +
      <Ability_EntropyGain>65</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.06</Ability_PsyfocusCost>
 +
      <Ability_Duration>10</Ability_Duration>
 +
      <Ability_EffectRadius>2.9</Ability_EffectRadius>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>1</warmupTime>
 +
      <range>14.9</range>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
        <canTargetLocations>True</canTargetLocations>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class = "CompProperties_AbilityGiveMentalState">
 +
        <compClass>CompAbilityEffect_GiveMentalState</compClass>
 +
        <stateDef>Berserk</stateDef>
 +
        <stateDefForMechs>BerserkMechanoid</stateDefForMechs>
 +
        <psychic>True</psychic>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
        <canTargetBosses>false</canTargetBosses>
 +
        <goodwillImpact>-75</goodwillImpact>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
<div class="mw-collapsible">
+
  <AbilityDef ParentName="PsycastBase">
=== Psycasts ===
+
    <defName>ManhunterPulse</defName>
<div class="mw-collapsible-content">
+
    <label>manhunter pulse</label>
{| id="Psycasts" {{STDT| sortable}}
+
    <description>Drive nearby animals into a manhunting rage using a psychic pulse.</description>
! Label<br />(Noun)<br />'''Pretty:''' !! style="max-width: 500px;" | Description<br />(Short) !! Details !! Stages
+
    <level>6</level>
|- id="Psylink" <!-- defName="PsychicAmplifier" -->
+
    <iconPath>UI/Abilities/AnimalBerserkPulse</iconPath>
! Psylink{{RoyaltyIcon}}{{BiotechIcon}}
+
    <writeCombatLog>True</writeCombatLog>
| An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible.<br /><br />Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned.<br /><br />Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree.<br /><br />As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.<br />(Allows a person to psychically-induce an archotech to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers.)
+
    <hotKey>Misc12</hotKey>
| '''Hediff Class:''' Hediff_Psylink<br />'''Description Hyperlinks:''' PsychicAmplifier<br />'''Default Label Color:''' {{Color|60%|60%|100%}}<br />'''Is Bad:''' {{Good|false}}<br />'''Price Impact:''' true<br/>'''Initial Severity:''' 1 (Severity is bound to level of implant)<br />'''Min Severity:''' 0<br />'''Max Severity:''' 6<br />'''Keep On Body Part Restoration:''' {{Good|True}}
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
| # '''''Min Severity:''''' 1<br />'''[[Neural heat limit]]:''' x100%<br />'''[[Neural heat recovery rate]]:''' {{---|100%}}<br /><br /><!--
+
    <statBases>
--> # '''''Min Severity:''''' 2<br />'''[[Neural heat limit]]:''' x133.34%<br />'''[[Neural heat recovery rate]]:''' {{---|112.5%}}<br /><br /><!--
+
      <Ability_EntropyGain>50</Ability_EntropyGain>
--> # '''''Min Severity:''''' 3<br />'''[[Neural heat limit]]:''' x166.67%<br />'''[[Neural heat recovery rate]]:''' {{---|125%}}<br /><br /><!--
+
      <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost>
--> # '''''Min Severity:''''' 4<br />'''[[Neural heat limit]]:''' x200%<br />'''[[Neural heat recovery rate]]:''' {{---|137.5%}}<br /><br /><!--
+
      <Ability_Duration>60</Ability_Duration>
--> # '''''Min Severity:''''' 5<br />'''[[Neural heat limit]]:''' x233.34%<br />'''[[Neural heat recovery rate]]:''' {{---|150%}}<br /><br /><!--
+
      <Ability_EffectRadius>27.9</Ability_EffectRadius>
--> # '''''Min Severity:''''' 6<br />'''[[Neural heat limit]]:''' x266.67%<br />'''[[Neural heat recovery rate]]:''' {{---|162.5%}}
+
    </statBases>
|}
+
    <verbProperties>
</div>
+
      <warmupTime>1</warmupTime>
</div>
+
      <range>34.9</range>
 +
      <targetParams>
 +
        <canTargetHumans>False</canTargetHumans>
 +
        <canTargetMechs>False</canTargetMechs>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
        <canTargetLocations>True</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class = "CompProperties_AbilityGiveMentalState">
 +
        <compClass>CompAbilityEffect_GiveMentalState</compClass>
 +
        <stateDef>Manhunter</stateDef>
 +
        <psychic>True</psychic>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
        <goodwillImpact>-75</goodwillImpact>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
<div class="mw-collapsible">
+
  <AbilityDef ParentName="PsycastBaseSkip">
=== HediffGiverSetDefs ===
+
    <defName>MassChaosSkip</defName>
<div class="mw-collapsible-content">
+
    <label>mass chaos skip</label>
{| id="" {{STDT| sortable}}
+
    <description>Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.</description>
! HediffGiverSetDef DefName !! HediffGivers Hediff !! Details
+
    <level>6</level>
<!-- defName="OrganicStandard" -->
+
    <iconPath>UI/Abilities/SkipChaosMass</iconPath>
<!-- Environmental -->
+
    <writeCombatLog>True</writeCombatLog>
|- id="Bleeding" <!-- Class="HediffGiver_Bleeding" -->
+
    <hotKey>Misc12</hotKey>
! OrganicStandard
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
! BloodLoss
+
    <statBases>
| -
+
      <Ability_EntropyGain>40</Ability_EntropyGain>
|- id="Hypothermia" <!-- Class="HediffGiver_Hypothermia" -->
+
      <Ability_PsyfocusCost>0.03</Ability_PsyfocusCost>
! OrganicStandard
+
      <Ability_EffectRadius>7.9</Ability_EffectRadius>
! Hypothermia, hediffInsectoid: HypothermicSlowdown
+
    </statBases>
| -
+
    <verbProperties>
|- id="" <!-- Class="HediffGiver_Heat" -->
+
      <warmupTime>1</warmupTime>
! OrganicStandard
+
      <targetParams>
! Heatstroke
+
        <canTargetSelf>True</canTargetSelf>
| -
+
        <canTargetAnimals>True</canTargetAnimals>
<!-- Special -->
+
        <canTargetLocations>True</canTargetLocations>
|- id="" <!-- Class="HediffGiver_RandomAgeCurved" -->
+
      </targetParams>
! OrganicStandard
+
    </verbProperties>
! HeartAttack
+
    <comps>
| '''Parts To Affect:''' [[Heart]]<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Min Player Population:''' 2<br />'''Age Fraction {{MTB}} Days Curve:''' (0.6, 9999999), (0.8, 2500), (1, 300)
+
      <li Class="CompProperties_AbilityTeleport">
<!-- Birthday long-term chronic-->
+
        <compClass>CompAbilityEffect_Teleport</compClass>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
        <destination>RandomInRange</destination>
! OrganicStandard
+
        <randomRange>6.9~24.9</randomRange>
! Carcinoma
+
        <requiresLineOfSight>True</requiresLineOfSight>
| canAffectAnyLivePart: true<br />'''Age Fraction Chance Curve:''' (0.28, 0), (1, 0.0011), (1.5, 0.0015)<br />'''Average Severity Per Day Before Generation:''' 0.05%
+
        <goodwillImpact>-5</goodwillImpact>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
        <clamorType>Ability</clamorType>
! OrganicStandard
+
        <clamorRadius>25</clamorRadius>
! BadBack
+
        <stunTicks>70~120</stunTicks>
| '''Parts To Affect:''' [[Spine]]<br />'''Age Fraction Chance Curve:''' (0.5, 0), (0.625, 0.0093), (0.75, 0.01395), (0.875, 0.01395), (1, 0.0186)
+
        <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
      </li>
! OrganicStandard
+
    </comps>
! Frail
+
  </AbilityDef>
| '''Parts To Affect:''' [[Torso]]<br />'''Age Fraction Chance Curve:''' (0.625, 0), (0.75, 0.01395), (0.875, 0.02604)
+
 
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
  <AbilityDef ParentName="PsycastBaseSkip">
! OrganicStandard
+
    <defName>Waterskip</defName>
! Cataract
+
    <label>waterskip</label>
| '''Parts To Affect:''' [[Eye]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
+
    <description>Douse a target area in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers.</description>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
    <level>2</level>
! OrganicStandard
+
    <iconPath>UI/Abilities/Waterskip</iconPath>
! HearingLoss
+
    <hotKey>Misc12</hotKey>
| '''Parts To Affect:''' [[Ear]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0.6, 0), (0.75, 0.0053), (0.875, 0.011045)
+
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
    <hostile>false</hostile>
! OrganicStandard
+
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
! Dementia
+
    <statBases>
| '''Parts To Affect:''' [[Brain]]<br />'''Age Fraction Chance Curve:''' (0.85, 0), (0.95, 0.0093), (1.15, 0.093)
+
      <Ability_EntropyGain>25</Ability_EntropyGain>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
      <Ability_PsyfocusCost>0.015</Ability_PsyfocusCost>
! OrganicStandard
+
      <Ability_EffectRadius>1.9</Ability_EffectRadius>
! Alzheimers
+
    </statBases>
| '''Parts To Affect:''' [[Brain]]<br />'''Age Fraction Chance Curve:''' (0.42, 0), (0.7, 0.00061), (0.9, 0.0012), (1, 0.002), (1.5, 0.003)<br />'''Average Severity Per Day Before Generation:''' 0.1%
+
    <verbProperties>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
      <warmupTime>1</warmupTime>
! OrganicStandard
+
      <range>24.9</range>
! Asthma
+
      <targetParams>
| '''Parts To Affect:''' [[Lung]]<br />'''Count To Affect:''' 2<br />'''Age Fraction Chance Curve:''' (0, 0), (0.2, 0.00048), (0.3, 0.00096), (0.5, 0.001344)
+
        <canTargetPawns>False</canTargetPawns>
|- id="" <!-- Class="HediffGiver_Birthday" -->
+
        <canTargetLocations>True</canTargetLocations>
! OrganicStandard
+
      </targetParams>
! HeartArteryBlockage
+
    </verbProperties>
| '''Parts To Affect:''' [[Heart]]<br />'''Allow On Lodgers:''' false<br />'''Allow On Quest Reward Pawns:''' false<br />'''Allow On Quest Reserved Pawns:''' false<br />'''Allow On Beggars:''' false<br />'''Age Fraction Chance Curve:''' (0.25, 0), (0.3, 0.001), (0.5, 0.00145), (1, 0.0016), (1.5, 0.0017)<br />'''Average Severity Per Day Before Generation:''' 0.025%
+
    <comps>
<!-- new hediff giver set -->
+
      <li Class = "CompProperties_AbilityWaterskip">
<!-- defName="Human" -->
+
        <screenShakeIntensity>0.5</screenShakeIntensity>
|- id="" <!-- Class="HediffGiver_BrainInjury" -->
+
        <clamorType>Ability</clamorType>
! Human
+
        <clamorRadius>10</clamorRadius>
! TraumaSavant
+
      </li>
| '''Parts To Affect:''' [[Brain]], chancePerDamagePct: 12%, letterLabel: Trauma savant, letter: [PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.
+
      <li Class="CompProperties_AbilityEffecterOnTarget">
|}
+
        <effecterDef>Skip_Exit</effecterDef>
</div>
+
        <maintainForTicks>60</maintainForTicks>
</div>
+
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDefs>
 +
          <li>PsycastSkipInnerExit</li>
 +
          <li>PsycastSkipOuterRingExit</li>
 +
        </fleckDefs>
 +
        <sound>Psycast_Skip_Exit</sound>
 +
        <preCastTicks>5</preCastTicks>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
</div>
+
  <AbilityDef ParentName="PsycastBaseSkip">
</div>
+
    <defName>Flashstorm</defName>
 +
    <label>flashstorm</label>
 +
    <description>Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating.</description>
 +
    <level>5</level>
 +
    <iconPath>UI/Abilities/Flashstorm</iconPath>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc12</hotKey>
 +
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 +
    <statBases>
 +
      <Ability_EntropyGain>65</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost>
 +
      <Ability_EffectRadius>13.9</Ability_EffectRadius>
 +
      <Ability_Duration>164</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>1</warmupTime>
 +
      <range>19.9</range>
 +
      <targetParams>
 +
        <canTargetPawns>False</canTargetPawns>
 +
        <canTargetLocations>True</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityFlashstorm">
 +
        <goodwillImpact>-35</goodwillImpact>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>FlashstormAreaEffect</fleckDef>
 +
        <sound>Psycast_Skip_Exit</sound>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
<div class="mw-collapsible mw-collapsed">
+
  <AbilityDef ParentName="PsycastBaseSkip">
== Royalty{{RoyaltyIcon}} ==
+
    <defName>BulletShield</defName>
<div class="mw-collapsible-content">
+
    <label>skipshield</label>
=== Local ===
+
    <description>Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. The process is forceful enough to detonate explosive projectiles. People and items are not affected.</description>
==== Misc ====
+
    <level>6</level>
 +
    <iconPath>UI/Abilities/BulletShield</iconPath>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc12</hotKey>
 +
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_EntropyGain>65</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost>
 +
      <Ability_EffectRadius>4.9</Ability_EffectRadius>
 +
      <Ability_Duration>15</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>1</warmupTime>
 +
      <range>24.9</range>
 +
      <targetParams>
 +
        <canTargetPawns>False</canTargetPawns>
 +
        <canTargetLocations>True</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilitySpawn">
 +
        <thingDef>BulletShieldPsychic</thingDef>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>BulletShieldAreaEffect</fleckDef>
 +
        <sound>Psycast_Skip_Exit</sound>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
<div class="mw-collapsible">
+
  <!-- Title related abilities -->
=== Body Parts ===
 
<div class="mw-collapsible-content">
 
  
 +
  <AbilityDef ParentName="SpeechBase">
 +
    <defName>Speech</defName>
 +
    <label>throne speech</label>
 +
    <description>Initiate a speech from the throne. All colonists will come and listen. If it goes well, listeners will feel inspired, and gain respect for the speaker. If it goes poorly, the speech will do social damage. The outcome depends on the speaker's social abilities.</description>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hasExternallyHandledCooldown>true</hasExternallyHandledCooldown> <!-- Cooldown handled by RoyalTitleDef.speechCooldown in RitualOutcomeEffectWorker_Speech -->
 +
    <comps>
 +
      <li Class="CompProperties_AbilityStartRitual">
 +
        <ritualDef>ThroneSpeech</ritualDef>
 +
        <allowedForChild>false</allowedForChild>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Base Empire ====
 
  
 +
  <AbilityDef ParentName="PsycastBaseSkip">
 +
    <defName>SolarPinhole</defName>
 +
    <label>solar pinhole</label>
 +
    <description>Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.</description>
 +
    <level>1</level>
 +
    <iconPath>UI/Abilities/SolarPinhole</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.08</Ability_PsyfocusCost>
 +
      <Ability_EffectRadius>14.9</Ability_EffectRadius>
 +
      <Ability_Duration>5000</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>0.2</warmupTime>
 +
      <range>24.9</range>
 +
      <targetParams>
 +
        <canTargetPawns>False</canTargetPawns>
 +
        <canTargetLocations>True</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilitySpawn">
 +
        <thingDef>SolarPinhole</thingDef>
 +
        <allowOnBuildings>False</allowOnBuildings>
 +
      </li>
 +
      <li Class="CompProperties_AbilityEffecterOnTarget">
 +
        <effecterDef>Skip_Exit</effecterDef>
 +
        <maintainForTicks>60</maintainForTicks>
 +
        <scale>0.42</scale>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDefs>
 +
          <li>PsycastSkipInnerExit</li>
 +
          <li>PsycastSkipOuterRingExit</li>
 +
        </fleckDefs>
 +
        <scale>0.42</scale>
 +
        <sound>Psycast_Skip_Exit</sound>
 +
        <preCastTicks>5</preCastTicks>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="True">
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <warmupMote>Mote_WarmupWordOf</warmupMote>
 +
    <warmupSound>Psycast_WordOf_Warmup</warmupSound>
 +
    <category>WordOf</category>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>WordOfApply</fleckDef>
 +
        <sound>Psycast_WordOf_Effect</sound>
 +
      </li>
 +
    </comps>
 +
    <verbProperties>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
==== Empire Royal ====
+
  <AbilityDef ParentName="WordOfBase">
 +
    <defName>WordOfTrust</defName>
 +
    <label>word of trust</label>
 +
    <description>Speak to the prisoner while using psychic suggestion to reduce their resistance to recruitment. This can only reduce a prisoner's resistance, but cannot recruit them.</description>
 +
    <level>1</level>
 +
    <iconPath>UI/Abilities/WordOfTrust</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.6</Ability_PsyfocusCost>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>2</warmupTime>
 +
      <targetParams>
 +
        <onlyTargetPrisonersOfColony>True</onlyTargetPrisonersOfColony>
 +
        <neverTargetIncapacitated>True</neverTargetIncapacitated>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityOffsetPrisonerResistance">
 +
        <offset>-12</offset>
 +
        <psychic>True</psychic>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>WordOfTrust</interactionDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="WordOfBase">
 +
    <defName>WordOfJoy</defName>
 +
    <label>word of joy</label>
 +
    <description>Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in their mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.</description>
 +
    <level>2</level>
 +
    <iconPath>UI/Abilities/WordOfJoy</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.4</Ability_PsyfocusCost>
 +
      <Ability_Duration>5000</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>2</warmupTime>
 +
      <targetParams>
 +
        <canTargetAnimals>False</canTargetAnimals>
 +
        <canTargetSelf>True</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>Joyfuzz</hediffDef>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
        <onlyBrain>True</onlyBrain>
 +
        <psychic>True</psychic>
 +
        <applicableToMechs>False</applicableToMechs>
 +
        <goodwillImpact>-25</goodwillImpact>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>WordOfJoy</interactionDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Prosthetic Empire ====
+
  <AbilityDef ParentName="WordOfBase">
 +
    <defName>WordOfLove</defName>
 +
    <label>word of love</label>
 +
    <description>Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This power can be used to connect two other people, induce love for the caster, or force oneself to love another.</description>
 +
    <level>3</level>
 +
    <iconPath>UI/Abilities/WordOfLove</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.5</Ability_PsyfocusCost>
 +
      <Ability_Duration>8000</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>2</warmupTime>
 +
      <targetParams>
 +
        <canTargetAnimals>False</canTargetAnimals>
 +
        <canTargetSelf>True</canTargetSelf>
 +
        <canTargetMechs>False</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityWordOfLove">
 +
        <destination>Selected</destination>
 +
        <psychic>True</psychic>
 +
        <applicableToMechs>False</applicableToMechs>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>WordOfLove</interactionDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="WordOfBase">
 +
    <defName>WordOfSerenity</defName>
 +
    <label>word of serenity</label>
 +
    <description>Use calming words and psychic suggestion to end a mental break on a person. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.</description>
 +
    <level>4</level>
 +
    <iconPath>UI/Abilities/WordOfSerenity</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.3</Ability_PsyfocusCost> <!-- Minimum cost -->
 +
      <Ability_Duration>246</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>2</warmupTime>
 +
      <targetParams>
 +
        <canTargetAnimals>False</canTargetAnimals>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityStopMentalState">
 +
        <exceptions><li>Jailbreaker</li></exceptions>
 +
        <psyfocusCostForMinor>0.3</psyfocusCostForMinor>
 +
        <psyfocusCostForMajor>0.5</psyfocusCostForMajor>
 +
        <psyfocusCostForExtreme>0.7</psyfocusCostForExtreme>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>WordOfSerenity</interactionDef>
 +
        <canApplyToMentallyBroken>True</canApplyToMentallyBroken>
 +
        <canApplyToAsleep>true</canApplyToAsleep>
 +
        <canApplyToUnconscious>true</canApplyToUnconscious>
 +
      </li>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PsychicComa</hediffDef>
 +
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Bionic Empire ====
+
  <AbilityDef ParentName="WordOfBase">
 +
    <defName>WordOfInspiration</defName>
 +
    <label>word of inspiration</label>
 +
    <description>Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.</description>
 +
    <level>5</level>
 +
    <iconPath>UI/Abilities/WordOfInspiration</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.8</Ability_PsyfocusCost>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>2</warmupTime>
 +
      <targetParams>
 +
        <onlyTargetColonists>True</onlyTargetColonists>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveInspiration">
 +
        <canTargetBaby>False</canTargetBaby>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>WordOfInspiration</interactionDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="PsycastBaseSkip">
 +
    <defName>Farskip</defName>
 +
    <label>farskip</label>
 +
    <description>Skip the caster, along with anyone standing near them, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.</description>
 +
    <level>5</level>
 +
    <iconPath>UI/Abilities/Farskip</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <targetWorldCell>True</targetWorldCell>
 +
    <showGizmoOnWorldView>True</showGizmoOnWorldView>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.7</Ability_PsyfocusCost>
 +
      <Ability_EffectRadius>4.9</Ability_EffectRadius>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>5</warmupTime>
 +
      <range>4.9</range>
 +
      <drawAimPie>False</drawAimPie>
 +
      <requireLineOfSight>False</requireLineOfSight>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityFarskip">
 +
        <stunTicks>18~60</stunTicks>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>10</clamorRadius>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
</div>
+
  <AbilityDef ParentName="PsycastBase">
</div>
+
    <defName>Neuroquake</defName>
 +
    <label>neuroquake</label>
 +
    <description>Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.</description>
 +
    <level>6</level>
 +
    <iconPath>UI/Abilities/Neuroquake</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingUninterruptible</jobDef>
 +
    <targetRequired>False</targetRequired>
 +
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <showCastingProgressBar>True</showCastingProgressBar>
 +
    <warmupMote>Mote_WarmupNeuroquake</warmupMote>
 +
    <warmupStartSound>Psycast_Neuroquake_CastStart</warmupStartSound>
 +
    <warmupSound>Psycast_Neuroquake_CastLoop</warmupSound>
 +
    <warmupPreEndSound>Psycast_Neuroquake_CastEnd</warmupPreEndSound>
 +
    <warmupPreEndSoundSeconds>5</warmupPreEndSoundSeconds>
 +
    <hostile>false</hostile>
 +
    <statBases>
 +
      <Ability_PsyfocusCost>0.5</Ability_PsyfocusCost>
 +
      <Ability_EffectRadius>5.9</Ability_EffectRadius>
 +
      <Ability_Duration>4800</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>12</warmupTime>
 +
      <range>5.9</range>
 +
      <drawAimPie>False</drawAimPie>
 +
      <requireLineOfSight>False</requireLineOfSight>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityNeuroquake">
 +
        <goodwillImpactForBerserk>-75</goodwillImpactForBerserk>
 +
        <goodwillImpactForNeuroquake>-10</goodwillImpactForNeuroquake>
 +
        <worldRangeTiles>4</worldRangeTiles>
 +
        <screenShakeIntensity>2</screenShakeIntensity>
 +
        <mentalStateRadius>60</mentalStateRadius>
 +
      </li>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PsychicComa</hediffDef>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsychicApplyNeuroquake</fleckDef>
 +
        <sound>Psycast_Neuroquake_Effect</sound>
 +
      </li>
 +
    </comps>
 +
    <confirmationDialogText>If you use neuroquake, everyone in this region will feel the neuroquake echo, you will lose goodwill with every non-hostile faction.\n\nNeuroquake takes 12 seconds to cast, and cannot be interrupted. When complete, the caster will fall into a psychic coma for 5 days.\n\nEveryone in range except those in a small circle around the caster will be affected.\n\nDo you really want to cast neuroquake?</confirmationDialogText>
 +
  </AbilityDef>
  
=== Psycasts ===
+
  <AbilityDef ParentName="PsycastBaseSkip">
 +
    <defName>Chunkskip</defName>
 +
    <label>chunk skip</label>
 +
    <description>Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.</description>
 +
    <level>1</level>
 +
    <iconPath>UI/Abilities/Chunkskip</iconPath>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc10</hotKey>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_EntropyGain>14</Ability_EntropyGain>
 +
      <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost>
 +
    </statBases>
 +
    <verbProperties>
 +
      <warmupTime>1</warmupTime>
 +
      <range>24.9</range>
 +
      <targetParams>
 +
        <canTargetPawns>False</canTargetPawns>
 +
        <canTargetLocations>True</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityChunkskip">
 +
        <chunkCount>5</chunkCount>
 +
        <scatterRadius>2.9</scatterRadius>
 +
        <psychic>False</psychic>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>10</clamorRadius>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
</Defs>
 +
<!-- Ideology Abilities -->
 +
<Defs>
  
</div>
+
  <AbilityGroupDef>
</div>
+
    <defName>Leader</defName>
 +
    <cooldownTicks>600000</cooldownTicks>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <ritualRoleIds>
 +
      <li>speaker</li>
 +
      <li>leader</li>
 +
    </ritualRoleIds>
 +
  </AbilityGroupDef>
  
<div class="mw-collapsible mw-collapsed">
+
  <AbilityDef ParentName="SpeechBase">
== Ideology{{IdeologyIcon}} ==
+
    <defName>LeaderSpeech</defName>
<div class="mw-collapsible-content">
+
    <label>leader speech</label>
=== Various ===
+
    <description>Initiate a leader speech. If it goes well, listeners will gain improved mood, respect for the speaker, and possibly new inspirations. If it goes poorly, social damage will occur.</description>
 +
    <groupDef>Leader</groupDef>
 +
    <iconPath>UI/Abilities/LeaderSpeech</iconPath>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityStartRitual">
 +
        <ritualDef>LeaderSpeech</ritualDef>
 +
        <allowedForChild>false</allowedForChild>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="SpeechBase">
 +
    <defName>Trial</defName>
 +
    <label>trial</label>
 +
    <description>Charge someone with a terrible wrongdoing and initiate a trial where they will be either convicted or exonerated. If the target is convicted, they can be freely imprisoned, executed or banished without penalty. The chance of conviction depends on the social abilities of the accuser and accused.</description>
 +
    <groupDef>Leader</groupDef>
 +
    <targetRequired>True</targetRequired>
 +
    <iconPath>UI/Icons/Rituals/Trial</iconPath>
 +
    <gizmoClass>Command_AbilityTrial</gizmoClass>
 +
    <uiOrder>1</uiOrder>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityStartTrial">
 +
        <ritualDef>Trial</ritualDef>
 +
        <ritualDefForPrisoner>TrialPrisoner</ritualDefForPrisoner>
 +
        <ritualDefForMentalState>TrialMentalState</ritualDefForMentalState>
 +
        <targetRoleId>convict</targetRoleId>
 +
      </li>
 +
    </comps>
 +
    <verbProperties>
 +
      <targetParams>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetMutants>false</canTargetMutants>
 +
        <onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks>true</onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef ParentName="SpeechBase">
 +
    <defName>ConversionRitual</defName>
 +
    <label>conversion ritual</label>
 +
    <description>Try to persuade someone to adopt your beliefs. If it goes well, they will lose some certainty in their ideoligion and may convert. If it backfires, they will gain certainty in their old beliefs.\n\nTo start this ritual at a specific place, select a ritual spot or matching altar/ideogram.</description>
 +
    <iconPath>UI/Abilities/ConversionRitual</iconPath>
 +
    <groupDef>Moralist</groupDef>
 +
    <overrideGroupCooldown>True</overrideGroupCooldown>
 +
    <cooldownTicksRange>480000</cooldownTicksRange>
 +
    <targetRequired>True</targetRequired>
 +
    <gizmoClass>Command_Ability</gizmoClass>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityStartConversion">
 +
        <ritualDef>Conversion</ritualDef>
 +
        <targetRoleId>convertee</targetRoleId>
 +
      </li>
 +
    </comps>
 +
    <verbProperties>
 +
      <targetParams>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetMutants>false</canTargetMutants>
 +
        <onlyTargetColonistsOrPrisonersOrSlaves>true</onlyTargetColonistsOrPrisonersOrSlaves>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <requiredMemes>
 +
      <li>Proselytizer</li>
 +
    </requiredMemes>
 +
  </AbilityDef>
  
=== Casts ===
+
  <AbilityDef>
 +
    <defName>WorkDrive</defName>
 +
    <label>work drive</label>
 +
    <description>Call on a person to work harder for some time.</description>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <iconPath>UI/Abilities/WorkDrive</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/WorkDrive</warmupMoteSocialSymbol>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <groupDef>Leader</groupDef>
 +
    <hotKey>Misc12</hotKey>
 +
    <uiOrder>2</uiOrder>
 +
    <warmupStartSound>WorkDrive_Warmup</warmupStartSound>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_Duration>3000</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>3.0</warmupTime>
 +
      <targetParams>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <onlyTargetColonists>true</onlyTargetColonists>
 +
        <canTargetMutants>false</canTargetMutants>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>WorkDrive</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <applicableToMechs>False</applicableToMechs>
 +
        <canTargetBaby>False</canTargetBaby>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>WorkDrive</interactionDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
</div>
+
  <AbilityDef>
</div>
+
    <defName>CombatCommand</defName>
 +
    <label>combat command</label>
 +
    <description>Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration.</description>
 +
    <jobDef>CastAbilityOnThing</jobDef>
 +
    <targetRequired>False</targetRequired>
 +
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 +
    <iconPath>UI/Abilities/CombatCommand</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/CombatCommand</warmupMoteSocialSymbol>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <groupDef>Leader</groupDef>
 +
    <hotKey>Misc12</hotKey>
 +
    <uiOrder>3</uiOrder>
 +
    <warmupStartSound>CombatCommand_Warmup</warmupStartSound>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_Duration>1000</Ability_Duration>
 +
      <Ability_EffectRadius>9.9</Ability_EffectRadius>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>0.5</warmupTime>
 +
      <range>9.9</range>
 +
      <drawAimPie>False</drawAimPie>
 +
      <requireLineOfSight>False</requireLineOfSight>
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetHumans>false</canTargetHumans>
 +
        <canTargetMechs>false</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>CombatCommand</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
<div class="mw-collapsible mw-collapsed">
+
  <AbilityGroupDef>
== Biotech{{BiotechIcon}} ==
+
    <defName>Moralist</defName>
<div class="mw-collapsible-content">
+
    <cooldownTicks>180000</cooldownTicks>
=== Global ===
+
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
==== Misc ====
+
    <ritualRoleIds>
 +
      <li>moralist</li>
 +
    </ritualRoleIds>
 +
  </AbilityGroupDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>Convert</defName>
 +
    <label>convert</label>
 +
    <description>Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability.</description>
 +
    <groupDef>Moralist</groupDef>
 +
    <iconPath>UI/Abilities/Convert</iconPath>
 +
    <warmupMoteSocialSymbol>Things/Mote/SpeechSymbols/Convert</warmupMoteSocialSymbol>
 +
    <warmupSound>MoralistAbility_Warmup</warmupSound>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <uiOrder>1</uiOrder>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityConvert">
 +
        <successMessage>{INITIATOR_labelShort} has converted {RECIPIENT_labelShort} to {IDEO}.</successMessage>
 +
        <failMessage>{INITIATOR_labelShort} failed to convert {RECIPIENT_labelShort}. {RECIPIENT_labelShort} was upset by the attempt, but {RECIPIENT_possessive} certainty fell from {CERTAINTYBEFORE} to {CERTAINTYAFTER}.</failMessage>
 +
        <failedThoughtInitiator>FailedConvertAbilityInitiator</failedThoughtInitiator>
 +
        <failedThoughtRecipient>FailedConvertAbilityRecipient</failedThoughtRecipient>
 +
        <convertPowerFactor>2</convertPowerFactor>
 +
        <sound>MoralistAbility_Resolve</sound>
 +
      </li>
 +
      <li Class="CompProperties_AbilityMustBeCapableOf">
 +
        <workTags>
 +
          <li>Social</li>
 +
        </workTags>
 +
      </li>
 +
      <li Class="CompProperties_AbilityShowTargetIdeoCertainty" />
 +
    </comps>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>3.0</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <canTargetMutants>false</canTargetMutants>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>PreachHealth</defName>
 +
    <label>preach health</label>
 +
    <description>Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain.</description>
 +
    <groupDef>Moralist</groupDef>
 +
    <iconPath>UI/Abilities/PreachHealth</iconPath>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <emittedFleck>PreachHealth</emittedFleck>
 +
    <emissionInterval>60</emissionInterval>
 +
    <warmupMoteSocialSymbol>UI/Abilities/PreachHealth</warmupMoteSocialSymbol>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <uiOrder>4</uiOrder>
 +
    <warmupSound>PreachHealth_Warmup</warmupSound>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_Duration>1000</Ability_Duration>
 +
    </statBases>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PreachHealth</hediffDef>
 +
        <onlyBrain>true</onlyBrain>
 +
        <replaceExisting>true</replaceExisting>
 +
        <sound>PreachHealth_Resolve</sound>
 +
      </li>
 +
      <li Class="CompProperties_AbilityMustBeCapableOf">
 +
        <workTags>
 +
          <li>Social</li>
 +
        </workTags>
 +
      </li>
 +
      <li Class="CompProperties_AbilitySocialInteraction">
 +
        <interactionDef>PreachHealth</interactionDef>
 +
        <canApplyToUnconscious>true</canApplyToUnconscious>
 +
      </li>
 +
      <li Class="CompProperties_PreachHealth" />
 +
    </comps>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>12.0</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
 +
  <AbilityDef>
 +
    <defName>Reassure</defName>
 +
    <label>reassure</label>
 +
    <description>Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability.</description>
 +
    <groupDef>Moralist</groupDef>
 +
    <iconPath>UI/Abilities/Reassure</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/Reassure</warmupMoteSocialSymbol>
 +
    <warmupSound>MoralistAbility_Warmup</warmupSound>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <uiOrder>2</uiOrder>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityReassure">
 +
        <successMessage>{INITIATOR_labelShort} has reassured {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} certainty in {IDEO} from {BEFORECERTAINTY} to {AFTERCERTAINTY}.</successMessage>
 +
        <baseCertaintyGain>0.2</baseCertaintyGain>
 +
        <sound>MoralistAbility_Resolve</sound>
 +
      </li>
 +
      <li Class="CompProperties_AbilityMustBeCapableOf">
 +
        <workTags>
 +
          <li>Social</li>
 +
        </workTags>
 +
      </li>
 +
      <li Class="CompProperties_AbilityShowTargetIdeoCertainty" />
 +
    </comps>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>3.0</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
        <canTargetMutants>false</canTargetMutants>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
=== Local ===
+
  <AbilityDef>
==== Misc ====
+
    <defName>Counsel</defName>
 +
    <label>counsel</label>
 +
    <description>Offer counsel to a person to cancel the effect of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener.</description>
 +
    <groupDef>Moralist</groupDef>
 +
    <iconPath>UI/Abilities/Counsel</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/Counsel</warmupMoteSocialSymbol>
 +
    <warmupSound>MoralistAbility_Warmup</warmupSound>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <uiOrder>3</uiOrder>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityCounsel">
 +
        <successMessage>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, canceling the mood impact of {2}.</successMessage>
 +
        <successMessageNoNegativeThought>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} mood by {MOODBONUS}.</successMessageNoNegativeThought>
 +
        <failMessage>{INITIATOR_labelShort} botched the attempt to counsel {RECIPIENT_labelShort}. {RECIPIENT_labelShort} has become upset.</failMessage>
 +
        <failedThoughtRecipient>CounselFailed</failedThoughtRecipient>
 +
        <sound>MoralistAbility_Resolve</sound>
 +
      </li>
 +
      <li Class="CompProperties_AbilityMustBeCapableOf">
 +
        <workTags>
 +
          <li>Social</li>
 +
        </workTags>
 +
      </li>
 +
    </comps>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>3.0</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
        <canTargetMutants>false</canTargetMutants>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
 +
  <AbilityGroupDef>
 +
    <defName>MultiRole</defName>
 +
    <cooldownTicks>180000</cooldownTicks>
 +
  </AbilityGroupDef>
 +
 
 +
  <AbilityDef Abstract="True" Name="RoleAuraBuffBase">
 +
    <jobDef>CastAbilityOnThing</jobDef>
 +
    <targetRequired>False</targetRequired>
 +
    <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <groupDef>MultiRole</groupDef>
 +
    <hotKey>Misc12</hotKey>
 +
    <warmupStartSound>CombatCommand_Warmup</warmupStartSound>
 +
    <statBases>
 +
      <Ability_Duration>1000</Ability_Duration>
 +
      <Ability_EffectRadius>9.9</Ability_EffectRadius>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>0.5</warmupTime>
 +
      <range>9.9</range>
 +
      <drawAimPie>False</drawAimPie>
 +
      <requireLineOfSight>False</requireLineOfSight>
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetHumans>false</canTargetHumans>
 +
        <canTargetMechs>false</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
==== Injuries ====
+
  <AbilityDef ParentName="RoleAuraBuffBase">
 +
    <defName>MarksmanCommand</defName>
 +
    <label>marksman command</label>
 +
    <description>Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours.</description>
 +
    <iconPath>UI/Abilities/MarksmanCommand</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/MarksmanCommand</warmupMoteSocialSymbol>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>MarksmanCommand</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="RoleAuraBuffBase">
 +
    <defName>BerserkTrance</defName>
 +
    <label>berserk trance</label>
 +
    <description>The caster fills themself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours.</description>
 +
    <iconPath>UI/Abilities/BerserkTrance</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/BerserkTrance</warmupMoteSocialSymbol>
 +
    <statBases>
 +
      <Ability_Duration>126</Ability_Duration>
 +
      <Ability_EffectRadius>0</Ability_EffectRadius>
 +
    </statBases>
 +
    <verbProperties>
 +
    <range>0</range>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>BerserkTrance</hediffDef>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
      <li Class = "CompProperties_AbilityGiveMentalState">
 +
        <compClass>CompAbilityEffect_GiveMentalState</compClass>
 +
        <stateDef>BerserkTrance</stateDef>
 +
        <soundMale>BerserkTrance_Resolve_Male</soundMale>
 +
        <soundFemale>BerserkTrance_Resolve_Female</soundFemale>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
=== Body Parts ===
+
  <AbilityDef ParentName="RoleAuraBuffBase">
==== Detoxifier ====
+
    <defName>ResearchCommand</defName>
 +
    <label>research command</label>
 +
    <description>Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours.</description>
 +
    <iconPath>UI/Abilities/ResearchCommand</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/ResearchCommand</warmupMoteSocialSymbol>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>ResearchCommand</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="RoleAuraBuffBase">
 +
    <defName>FarmingCommand</defName>
 +
    <label>farming command</label>
 +
    <description>Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours.</description>
 +
    <iconPath>UI/Abilities/FarmingCommand</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/FarmingCommand</warmupMoteSocialSymbol>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>FarmingCommand</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
=== Various ===
+
  <AbilityDef ParentName="RoleAuraBuffBase">
 +
    <defName>ProductionCommand</defName>
 +
    <label>production command</label>
 +
    <description>Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours.</description>
 +
    <iconPath>UI/Abilities/ProductionCommand</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/ProductionCommand</warmupMoteSocialSymbol>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>ProductionCommand</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="RoleAuraBuffBase">
 +
    <defName>MiningCommand</defName>
 +
    <label>mining command</label>
 +
    <description>Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.</description>
 +
    <iconPath>UI/Abilities/MiningCommand</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/MiningCommand</warmupMoteSocialSymbol>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>MiningCommand</hediffDef>
 +
        <onlyBrain>True</onlyBrain>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
=== Mechanitor ===
+
  <AbilityDef>
 +
    <defName>AnimalCalm</defName>
 +
    <label>Animal calm</label>
 +
    <description>Use unique methods of connecting with animals to calm a maddened beast.</description>
 +
    <groupDef>MultiRole</groupDef>
 +
    <iconPath>UI/Abilities/AnimalCalm</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/AnimalCalm</warmupMoteSocialSymbol>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <overrideGroupCooldown>True</overrideGroupCooldown>
 +
    <cooldownTicksRange>1200000</cooldownTicksRange>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <warmupSound>AnimalCalm_Resolve</warmupSound>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <comps>
 +
      <li Class="CompProperties_StopManhunter">
 +
        <successMessage>{INITIATOR_labelShort} successfully calmed {RECIPIENT_labelShort}.</successMessage>
 +
      </li>
 +
    </comps>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>1.5</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <canTargetHumans>False</canTargetHumans>
 +
        <canTargetAnimals>True</canTargetAnimals>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
</div>
+
  <AbilityDef>
</div>
+
    <defName>ImmunityDrive</defName>
 +
    <label>Immunity drive</label>
 +
    <description>Offer moral support that energizes the body, boosting someone's immunity gain for one day.</description>
 +
    <groupDef>MultiRole</groupDef>
 +
    <iconPath>UI/Abilities/ImmunityDrive</iconPath>
 +
    <warmupMoteSocialSymbol>UI/Abilities/ImmunityDrive</warmupMoteSocialSymbol>
 +
    <hotKey>Misc12</hotKey>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <stunTargetWhileCasting>True</stunTargetWhileCasting>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
 +
    <showWhenDrafted>false</showWhenDrafted>
 +
    <warmupSound>ImmunityDrive_Resolve</warmupSound>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_Duration>1000</Ability_Duration>
 +
    </statBases>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>ImmunityDrive</hediffDef>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>False</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>1.5</warmupTime>
 +
      <targetParams>
 +
        <canTargetBuildings>False</canTargetBuildings>
 +
        <neverTargetHostileFaction>True</neverTargetHostileFaction>
 +
        <canTargetMutants>false</canTargetMutants>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
  
<div class="mw-collapsible mw-collapsed">
+
</Defs>
== Anomaly{{AnomalyIcon}} ==
+
<!-- Biotech Abilities -->
<div class="mw-collapsible-content">
+
<Defs>
=== Global ===
 
==== Misc ====
 
  
 +
  <AbilityCategoryDef>
 +
    <defName>Sanguophage</defName>
 +
    <displayOrder>1000</displayOrder>
 +
  </AbilityCategoryDef>
  
=== Local ===
+
  <AbilityDef ParentName="AbilityTouchBase">
==== Injuries ====
+
    <defName>Bloodfeed</defName>
 +
    <label>bloodfeed</label>
 +
    <description>Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding.\n\nCan only target non-hemogenic humans. Hemogen gain is affected by the target's body size.</description>
 +
    <iconPath>UI/Icons/Genes/Gene_Bloodfeeder</iconPath>
 +
    <category>Sanguophage</category>
 +
    <displayOrder>100</displayOrder>
 +
    <warmupEffecter>Bloodfeed_Warmup</warmupEffecter>
 +
    <warmupStartSound>Bloodfeed_Cast</warmupStartSound>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>2</warmupTime>
 +
      <targetParams>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetBloodfeeders>false</canTargetBloodfeeders>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityBloodfeederBite">
 +
        <hemogenGain>0.2</hemogenGain>
 +
        <bloodFilthToSpawnRange>1</bloodFilthToSpawnRange>
 +
        <thoughtDefToGiveTarget>FedOn</thoughtDefToGiveTarget>
 +
        <opinionThoughtDefToGiveTarget>FedOn_Social</opinionThoughtDefToGiveTarget>
 +
        <resistanceGain>1</resistanceGain>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>BloodSplash</fleckDef>
 +
      </li>
 +
      <li Class="CompProperties_AbilityRequiresCapacity">
 +
        <capacity>Eating</capacity>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef ParentName="AbilityTouchBase">
 +
    <defName>Coagulate</defName>
 +
    <label>coagulate</label>
 +
    <description>Use special glands in the wrists to quickly tend someone's wounds.</description>
 +
    <iconPath>UI/Icons/Genes/Gene_Coagulate</iconPath>
 +
    <stunTargetWhileCasting>true</stunTargetWhileCasting>
 +
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <warmupMote>Mote_CoagulateStencil</warmupMote>
 +
    <warmupEffecter>Coagulate</warmupEffecter>
 +
    <warmupStartSound>Coagulate_Cast</warmupStartSound>
 +
    <jobDef>CastAbilityOnThingMelee</jobDef>
 +
    <category>Sanguophage</category>
 +
    <displayOrder>400</displayOrder>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>1</warmupTime>
 +
      <targetParams>
 +
        <canTargetAnimals>true</canTargetAnimals>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetBloodfeeders>true</canTargetBloodfeeders>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityHemogenCost">
 +
        <hemogenCost>0.2</hemogenCost>
 +
      </li>
 +
      <li Class="CompProperties_AbilityCoagulate">
 +
        <tendQualityRange>0.4~0.8</tendQualityRange>
 +
      </li>
 +
      <li Class="CompProperties_AbilityRequiresCapacity">
 +
        <capacity>Manipulation</capacity>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
==== Chronic ====
+
  <AbilityDef ParentName="AbilityTouchBase">
 +
    <defName>ReimplantXenogerm</defName>
 +
    <label>implant genes</label>
 +
    <description>Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.</description>
 +
    <iconPath>UI/Icons/Genes/Gene_XenogermReimplanter</iconPath>
 +
    <warmupStartSound>ReimplantXenogerm_Cast</warmupStartSound>
 +
    <warmupEffecter>Implant_Xenogerm</warmupEffecter>
 +
    <category>Sanguophage</category>
 +
    <displayOrder>500</displayOrder>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>4</warmupTime>
 +
      <stunTargetOnCastStart>true</stunTargetOnCastStart>
 +
      <targetParams>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityReimplantXenogerm" />
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef>
 +
    <defName>PiercingSpine</defName>
 +
    <label>piercing spine</label>
 +
    <description>Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.</description>
 +
    <iconPath>UI/Abilities/PiercingSpine</iconPath>
 +
    <cooldownTicksRange>60</cooldownTicksRange>
 +
    <category>Sanguophage</category>
 +
    <displayOrder>200</displayOrder>
 +
    <aiCanUse>true</aiCanUse>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <range>3.9</range>
 +
      <warmupTime>0.5</warmupTime>
 +
      <soundCast>PiercingSpine_Launch</soundCast>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityHemogenCost">
 +
        <hemogenCost>0.2</hemogenCost>
 +
      </li>
 +
      <li Class="CompProperties_AbilityLaunchProjectile">
 +
        <projectileDef>PiercingSpine</projectileDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
  <ThingDef ParentName="BaseBullet">
 +
    <defName>PiercingSpine</defName>
 +
    <label>keratin spine</label>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/PiercingSpine</texPath>
 +
      <graphicClass>Graphic_Single</graphicClass>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageDef>RangedStab</damageDef>
 +
      <damageAmountBase>30</damageAmountBase>
 +
      <armorPenetrationBase>1</armorPenetrationBase>
 +
      <stoppingPower>1</stoppingPower>
 +
      <speed>55</speed>
 +
    </projectile>
 +
  </ThingDef>
  
 +
  <AbilityDef ParentName="AbilityTouchBase">
 +
    <defName>Resurrect</defName>
 +
    <label>resurrect</label>
 +
    <description>Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.</description>
 +
    <iconPath>UI/Abilities/Resurrect</iconPath>
 +
    <cooldownTicksRange>6840000~7560000</cooldownTicksRange> <!-- 1.9~2.1 years -->
 +
    <warmupMote>Mote_ResurrectAbility</warmupMote>
 +
    <warmupStartSound>Resurrect_Cast</warmupStartSound>
 +
    <category>Sanguophage</category>
 +
    <displayOrder>600</displayOrder>
 +
    <hostile>false</hostile>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>2</warmupTime>
 +
      <soundCast>Resurrect_Resolve</soundCast>
 +
      <targetParams>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetCorpses>true</canTargetCorpses>
 +
        <canTargetMechs>false</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_Resurrect" />
 +
      <li Class="CompProperties_AbilityHemogenCost">
 +
        <hemogenCost>0.90</hemogenCost>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
=== Body Parts ===
+
  <AbilityDef>
==== Prosthetic ====
+
    <defName>AcidSpray</defName>
 +
    <label>acid spray</label>
 +
    <description>Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.</description>
 +
    <iconPath>UI/Abilities/AcidSpray</iconPath>
 +
    <cooldownTicksRange>30000</cooldownTicksRange>
 +
    <aiCanUse>true</aiCanUse>
 +
    <displayOrder>300</displayOrder>
 +
    <category>Sanguophage</category>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <warmupStartSound>AcidSpray_Warmup</warmupStartSound>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <range>8.9</range>
 +
      <warmupTime>0.5</warmupTime>
 +
      <soundCast>AcidSpray_Resolve</soundCast>
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilitySprayLiquid">
 +
        <projectileDef>Proj_Acid</projectileDef>
 +
        <numCellsToHit>9</numCellsToHit>
 +
        <sprayEffecter>AcidSpray_Directional</sprayEffecter>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
  <ThingDef>
 +
    <defName>Proj_Acid</defName>
 +
    <label>acid</label>
 +
    <thingClass>Projectile_Liquid</thingClass>
 +
    <category>Projectile</category>
 +
    <tickerType>Normal</tickerType>
 +
    <altitudeLayer>Projectile</altitudeLayer>
 +
    <useHitPoints>False</useHitPoints>
 +
    <neverMultiSelect>True</neverMultiSelect>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/Acid</texPath>
 +
      <graphicClass>Graphic_Random</graphicClass>
 +
      <shaderType>MoteGlow</shaderType>
 +
      <drawSize>0.85</drawSize>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageDef>AcidBurn</damageDef>
 +
      <speed>25</speed>
 +
      <damageAmountBase>30</damageAmountBase>
 +
      <arcHeightFactor>0.4</arcHeightFactor>
 +
      <armorPenetrationBase>0.8</armorPenetrationBase>
 +
      <stoppingPower>1</stoppingPower>
 +
      <shadowSize>0</shadowSize>
 +
      <filth>Filth_SpentAcid</filth>
 +
      <filthCount>1</filthCount>
 +
    </projectile>
 +
  </ThingDef>
  
 +
  <AbilityDef>
 +
    <defName>FoamSpray</defName>
 +
    <label>foam spray</label>
 +
    <description>Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.</description>
 +
    <iconPath>UI/Icons/Genes/Gene_FoamSpray</iconPath>
 +
    <charges>3</charges>
 +
    <cooldownTicksRange>30000</cooldownTicksRange>
 +
    <warmupStartSound>FoamSpray_Warmup</warmupStartSound>
 +
    <hostile>false</hostile>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <range>4.9</range>
 +
      <warmupTime>1</warmupTime>
 +
      <soundCast>FoamSpray_Resolve</soundCast>
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilitySprayLiquid">
 +
        <projectileDef>Proj_Foam_Ability</projectileDef>
 +
        <numCellsToHit>9</numCellsToHit>
 +
        <sprayEffecter>FoamSpray_Directional</sprayEffecter>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
  <ThingDef ParentName="ProjectileFoamBase">
 +
    <defName>Proj_Foam_Ability</defName>
 +
    <projectile>
 +
      <speed>25</speed>
 +
      <numExtraHitCells>0</numExtraHitCells>
 +
      <filthCount>1~3</filthCount>
 +
    </projectile>
 +
    <graphicData>
 +
      <texPath>Things/Mote/FoamSpray</texPath>
 +
      <graphicClass>Graphic_Random</graphicClass>
 +
      <shaderType>MoteGlow</shaderType>
 +
      <drawSize>1.35</drawSize>
 +
    </graphicData>
 +
  </ThingDef>
  
=== Mutants ===
+
  <AbilityDef>
 +
    <defName>FireSpew</defName>
 +
    <label>fire spew</label>
 +
    <description>Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground.\n\nThe bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.</description>
 +
    <iconPath>UI/Abilities/FireSpew</iconPath>
 +
    <cooldownTicksRange>300000</cooldownTicksRange>
 +
    <aiCanUse>true</aiCanUse>
 +
    <ai_IsIncendiary>true</ai_IsIncendiary>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <warmupStartSound>FireSpew_Warmup</warmupStartSound>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <range>7.9</range>
 +
      <warmupTime>1</warmupTime>
 +
      <soundCast>FireSpew_Resolve</soundCast>
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityFireSpew">
 +
        <range>7.9</range>
 +
        <lineWidthEnd>3</lineWidthEnd>
 +
        <filthDef>Filth_FlammableBile</filthDef>
 +
        <effecterDef>Fire_Spew</effecterDef>
 +
        <canHitFilledCells>true</canHitFilledCells>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
 +
  <AbilityDef Name="LongJump">
 +
    <defName>Longjump</defName>
 +
    <label>longjump</label>
 +
    <description>Jump to a distant location using super-strong hemogen-powered legs.</description>
 +
    <iconPath>UI/Abilities/Longjump</iconPath>
 +
    <cooldownTicksRange>60</cooldownTicksRange>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityJump</verbClass>
 +
      <label>jump</label>
 +
      <violent>false</violent>
 +
      <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
 +
      <warmupTime>0.5</warmupTime>
 +
      <range>19.9</range>
 +
      <requireLineOfSight>true</requireLineOfSight>
 +
      <soundCast>Longjump_Jump</soundCast>
 +
      <soundLanding>Longjump_Land</soundLanding>
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <jobDef>CastJump</jobDef>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityHemogenCost">
 +
        <hemogenCost>0.05</hemogenCost>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
=== HediffGiverSetDefs ===
+
  <AbilityDef>
 +
    <defName>FireBurst</defName>
 +
    <label>fire burst</label>
 +
    <description>Emit a burst of burning fuel in all directions to form puddles of ignited liquid on the ground.</description>
 +
    <jobDef>CastAbilityOnThingWithoutWeapon</jobDef>
 +
    <iconPath>UI/Abilities/FireBurst</iconPath>
 +
    <cooldownTicksRange>2700</cooldownTicksRange>
 +
    <aiCanUse>true</aiCanUse>
 +
    <ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
 +
    <targetRequired>false</targetRequired>
 +
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <showCastingProgressBar>true</showCastingProgressBar>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupEffecter>Fire_Burst_Warmup</warmupEffecter>
 +
      <warmupTime>3</warmupTime>
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <range>5.9</range>
 +
      <drawAimPie>false</drawAimPie>     
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityFireBurst">
 +
        <radius>5.9</radius>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
  
</div>
+
  <AbilityDef>
</div>
+
    <defName>AnimalWarcall</defName>
 +
    <label>animal warcall</label>
 +
    <description>With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.</description>
 +
    <iconPath>UI/Abilities/AnimalWarcall</iconPath>
 +
    <cooldownTicksRange>900000</cooldownTicksRange><!-- 15 days -->
 +
    <canUseAoeToGetTargets>false</canUseAoeToGetTargets>
 +
    <jobDef>CastAbilityOnThingWithoutWeaponInterruptible</jobDef>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <groupAbility>true</groupAbility>
 +
    <statBases>
 +
      <Ability_Duration>500</Ability_Duration>
 +
    </statBases>
 +
    <charges>2</charges>
 +
    <cooldownPerCharge>true</cooldownPerCharge>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <label>warcall</label>
 +
      <warmupTime>2</warmupTime>
 +
      <range>49.9</range>
 +
      <drawAimPie>true</drawAimPie>    
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <warmupEffecter>AnimalWarcall_Warmup</warmupEffecter>
 +
      <mouseTargetingText>Choose an animal to call</mouseTargetingText>
 +
      <targetParams>
 +
        <canTargetLocations>false</canTargetLocations>
 +
        <canTargetPawns>true</canTargetPawns>
 +
        <canTargetAnimals>true</canTargetAnimals>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetHumans>false</canTargetHumans>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetSelf>false</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveMentalState">
 +
        <compClass>CompAbilityEffect_GiveMentalState</compClass>
 +
        <stateDef>BerserkWarcall</stateDef>
 +
        <goodwillImpact>-75</goodwillImpact>
 +
        <casterEffect>AnimalWarcall_Cast</casterEffect>
 +
        <targetEffect>AnimalWarcall_CastOnTarget</targetEffect>
 +
        <excludeNPCFactions>true</excludeNPCFactions>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <!-- Mech -->
 +
 
 +
  <AbilityDef Name="LongJumpMech">
 +
    <defName>LongjumpMech</defName>
 +
    <label>mech longjump</label>
 +
    <description>Jump to a distant location using special ultrafast mechanoid muscles.</description>
 +
    <iconPath>UI/Abilities/MechLongJump</iconPath>
 +
    <cooldownTicksRange>480</cooldownTicksRange>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityJump</verbClass>
 +
      <label>jump</label>
 +
      <violent>false</violent>
 +
      <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
 +
      <warmupTime>0.5</warmupTime>
 +
      <minRange>5.9</minRange>
 +
      <range>9.9</range>
 +
      <requireLineOfSight>true</requireLineOfSight>
 +
      <soundCast>Longjump_Jump</soundCast>
 +
      <soundLanding>Longjump_Land</soundLanding>
 +
      <flyWithCarriedThing>false</flyWithCarriedThing>
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef ParentName="LongJumpMech">
 +
    <defName>LongjumpMechLauncher</defName>
 +
    <label>jump launcher</label>
 +
    <description>Jump to a distant location using a built-in jump launcher.</description>
 +
    <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>true</disableGizmoWhileUndrafted>
 +
    <charges>2</charges>
 +
    <cooldownTicksRange>20000</cooldownTicksRange><!-- 8h -->
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <range>15</range>
 +
      <minRange>6</minRange>
 +
      <warmupEffecter>JumpMechWarmupEffect</warmupEffecter>
 +
      <requireLineOfSight>true</requireLineOfSight>
 +
      <flightEffecterDef>JumpMechFlightEffect</flightEffecterDef>
 +
      <flyWithCarriedThing>true</flyWithCarriedThing>
 +
      <soundLanding>JumpMechLand</soundLanding>
 +
      <soundCast Inherit="False" />
 +
    </verbProperties>
 +
    <jobDef>CastJump</jobDef>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>SmokepopMech</defName>
 +
    <label>mech smokepop</label>
 +
    <description>Release compressed smoke from concealed vents. Smoke reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.</description>
 +
    <iconPath>UI/Abilities/MechSmokepop</iconPath>
 +
    <cooldownTicksRange>900000</cooldownTicksRange><!-- 15 days -->
 +
    <targetRequired>false</targetRequired>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>1</warmupTime>
 +
      <range>3.9</range>
 +
      <drawAimPie>false</drawAimPie>   
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilitySmokepop">
 +
        <smokeRadius>3.5</smokeRadius>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>15</clamorRadius>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>FirefoampopMech</defName>
 +
    <label>firefoam pop</label>
 +
    <description>Release a fire-retardant foam in a circular area.</description>
 +
    <iconPath>UI/Abilities/MechFirefoamPop</iconPath>
 +
    <cooldownTicksRange>300000</cooldownTicksRange><!-- 5 days -->
 +
    <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>true</disableGizmoWhileUndrafted>
 +
    <targetRequired>false</targetRequired>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>0.5</warmupTime>
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <drawAimPie>false</drawAimPie>     
 +
      <range>3.9</range>
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityFirefoampop">
 +
        <firefoamRadius>3.5</firefoamRadius>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>15</clamorRadius>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>ResurrectionMech</defName>
 +
    <label>resurrect mech</label>
 +
    <description>Resurrect a recently-killed mechanoid by externally supercharging its self-repair processes. The mechanoid will come back with some but not all of its wounds healed.</description>
 +
    <iconPath>UI/Abilities/MechResurrection</iconPath>
 +
    <cooldownTicksRange>120</cooldownTicksRange>
 +
    <warmupStartSound>MechResurrect_Warmup</warmupStartSound>
 +
    <warmupEffecter>ApocrionAoeWarmup</warmupEffecter>
 +
    <jobDef>CastAbilityGoToThing</jobDef>
 +
    <canUseAoeToGetTargets>true</canUseAoeToGetTargets>
 +
    <useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_EffectRadius>5</Ability_EffectRadius>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <drawAimPie>true</drawAimPie>
 +
      <range>9.9</range>
 +
      <warmupTime>4</warmupTime>
 +
      <soundCast>MechResurrect_Cast</soundCast>
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <targetParams>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetCorpses>true</canTargetCorpses>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetHumans>false</canTargetHumans>
 +
        <canTargetMechs>true</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_ResurrectMech">
 +
        <maxCorpseAgeTicks>3600</maxCorpseAgeTicks><!-- 60 seconds -->
 +
        <costs>
 +
          <li>
 +
            <weightClass>Light</weightClass>
 +
            <cost>1</cost>
 +
          </li>
 +
          <li>
 +
            <weightClass>Medium</weightClass>
 +
            <cost>3</cost>
 +
          </li>
 +
          <li>
 +
            <weightClass>Heavy</weightClass>
 +
            <cost>5</cost>
 +
          </li>
 +
        </costs>
 +
        <appliedEffecterDef>MechResurrected</appliedEffecterDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
</Defs>
 +
<!-- Anomaly Abilities -->
 +
<Defs>
 +
 
 +
  <!-- Bases -->
 +
 
 +
  <AbilityDef Name="SpikeLaunchBase" Abstract="True">
 +
    <label>spike launch</label>
 +
    <description>Launch a bone spike at a target.</description>
 +
    <cooldownTicksRange>120</cooldownTicksRange>
 +
    <aiCanUse>true</aiCanUse>
 +
    <verbProperties>
 +
      <verbClass>Verb_AbilityShoot</verbClass>
 +
      <warmupTime>0.5</warmupTime>
 +
      <soundCast>Ability_SpineLaunch</soundCast>
 +
      <ai_IsWeapon>false</ai_IsWeapon>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
 
 +
  <ThingDef ParentName="BaseBullet" Name="SpikeBase" Abstract="True">
 +
    <label>spike</label>
 +
    <graphicData>
 +
      <graphicClass>Graphic_Single</graphicClass>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageDef>RangedStab</damageDef>
 +
      <armorPenetrationBase>1</armorPenetrationBase>
 +
      <stoppingPower>1</stoppingPower>
 +
      <speed>55</speed>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <!-- Toughspike/Trispike -->
 +
 
 +
  <AbilityDef ParentName="SpikeLaunchBase">
 +
    <defName>SpikeLaunch_Toughspike</defName>
 +
    <verbProperties>
 +
      <range>5.9</range>
 +
      <defaultProjectile>Spike_Toughspike</defaultProjectile>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
  <ThingDef ParentName="SpikeBase">
 +
    <defName>Spike_Toughspike</defName>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/Projectile_Toughspike</texPath>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageAmountBase>9</damageAmountBase>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <!-- Fingerspike -->
 +
 
 +
  <AbilityDef ParentName="SpikeLaunchBase">
 +
    <defName>SpikeLaunch_Fingerspike</defName>
 +
    <verbProperties>
 +
      <range>3.9</range>
 +
      <defaultProjectile>Spike_Fingerspike</defaultProjectile>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
  <ThingDef ParentName="SpikeBase">
 +
    <defName>Spike_Fingerspike</defName>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/Projectile_Fingerspike</texPath>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageAmountBase>7</damageAmountBase>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <!-- Gorehulk -->
 +
 
 +
  <AbilityDef ParentName="SpikeLaunchBase">
 +
    <defName>SpineLaunch_Gorehulk</defName>
 +
    <label>spine launch</label>
 +
    <description>Launch a keratin spine at a target to do damage.</description>
 +
    <cooldownTicksRange>130</cooldownTicksRange>
 +
    <verbProperties>
 +
      <range>17.9</range>
 +
      <soundCast>Gorehulk_Spine_Launch</soundCast>
 +
      <defaultProjectile>Spine_Gorehulk</defaultProjectile>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
  <ThingDef ParentName="SpikeBase">
 +
    <defName>Spine_Gorehulk</defName>
 +
    <label>spine</label>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/Projectile_GorehulkSpike</texPath>
 +
    </graphicData>
 +
    <projectile>
 +
      <armorPenetrationBase>0.15</armorPenetrationBase>
 +
      <damageAmountBase>12</damageAmountBase>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <!-- Devourer -->
 +
 
 +
  <AbilityDef>
 +
    <defName>ConsumeLeap_Devourer</defName>
 +
    <label>consume leap</label>
 +
    <description>Leap onto a target and begin digesting it.</description>
 +
    <cooldownTicksRange>3600</cooldownTicksRange> <!-- 60 seconds -->
 +
    <jobDef>CastJump</jobDef>
 +
    <ai_IsOffensive>true</ai_IsOffensive>
 +
    <aiCanUse>true</aiCanUse>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityConsumeLeap</verbClass>
 +
      <label>consume leap</label>
 +
      <range>9.9</range>
 +
      <requireLineOfSight>true</requireLineOfSight>
 +
      <warmupTime>0.25</warmupTime>
 +
      <soundCast>Pawn_Devourer_Jump</soundCast>
 +
      <soundLanding>Pawn_Devourer_Land</soundLanding>
 +
      <targetParams>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_ConsumeLeap">
 +
        <maxBodySize>2.5</maxBodySize>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <!-- Entity skip -->
 +
 
 +
  <AbilityDef Name="EntitySkip">
 +
    <defName>EntitySkip</defName>
 +
    <label>entity skip</label> <!-- non-player facing -->
 +
    <category MayRequire="Ludeon.RimWorld.Royalty">Skip</category>
 +
    <description>Teleport to a target destination.</description> <!-- non-player facing -->
 +
    <showPsycastEffects>false</showPsycastEffects>
 +
    <cooldownTicksRange>180~480</cooldownTicksRange> <!-- 3 to 8 seconds -->
 +
    <aiCanUse>true</aiCanUse>
 +
    <showOnCharacterCard>false</showOnCharacterCard>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_EntitySkip</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <warmupTime>0</warmupTime>
 +
      <range>99.9</range>
 +
      <ai_IsWeapon>false</ai_IsWeapon>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityTeleport">
 +
        <compClass>CompAbilityEffect_Teleport</compClass>
 +
        <destination>Selected</destination>
 +
        <requiresLineOfSight>false</requiresLineOfSight>
 +
        <range>-1</range>
 +
        <clamorType>Ability</clamorType>
 +
        <clamorRadius>10</clamorRadius>
 +
        <destClamorType>Ability</destClamorType>
 +
        <destClamorRadius>10</destClamorRadius>
 +
        <maxBodySize>10</maxBodySize>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef ParentName="EntitySkip">
 +
    <defName>UnnaturalCorpseSkip</defName>
 +
    <cooldownTicksRange>1200</cooldownTicksRange> <!-- 20 seconds -->
 +
  </AbilityDef>
 +
 
 +
  <!-- Heatspikes -->
 +
 
 +
  <AbilityDef>
 +
    <defName>Heatspikes</defName>
 +
    <label>heatspikes</label>
 +
    <description>Fire a burst of low-accuracy energy bolts.</description>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <cooldownTicksRange>90~180</cooldownTicksRange> <!-- 1.5 to 3 seconds -->
 +
    <verbProperties>
 +
      <verbClass>Verb_AbilityShoot</verbClass>
 +
      <defaultProjectile>Bullet_Heatspike</defaultProjectile>
 +
      <range>24.9</range>
 +
      <soundCast>Heatspikes_Shot</soundCast>
 +
      <soundCastTail>Heatspikes_Tail</soundCastTail>
 +
      <muzzleFlashScale>9</muzzleFlashScale>
 +
      <ticksBetweenBurstShots>6</ticksBetweenBurstShots>
 +
      <warmupTime>0</warmupTime>
 +
      <burstShotCount>12</burstShotCount>
 +
      <accuracyTouch>0.9</accuracyTouch>
 +
      <accuracyShort>0.8</accuracyShort>
 +
      <accuracyMedium>0.7</accuracyMedium>
 +
      <accuracyLong>0.6</accuracyLong>
 +
      <ai_IsWeapon>false</ai_IsWeapon>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
 
 +
  <ThingDef ParentName="BaseBullet">
 +
    <defName>Bullet_Heatspike</defName>
 +
    <label>heatspike shot</label>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/Nociosphere_Heatspike</texPath>
 +
      <graphicClass>Graphic_Random</graphicClass>
 +
      <shaderType>TransparentPostLight</shaderType>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageDef>EnergyBolt</damageDef>
 +
      <damageAmountBase>18</damageAmountBase>
 +
      <speed>90</speed>
 +
      <bulletChanceToStartFire>1</bulletChanceToStartFire>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <!-- Fleshmelter bolt -->
 +
 
 +
  <AbilityDef>
 +
    <defName>FleshmelterBolt</defName>
 +
    <label>fleshmelter bolt</label>
 +
    <description>Launch a large bolt of energy which generates a high-temperature explosion.</description>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <cooldownTicksRange>120~240</cooldownTicksRange> <!-- 2 to 4 seconds -->
 +
    <verbProperties>
 +
      <verbClass>Verb_AbilityShoot</verbClass>
 +
      <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
 +
      <range>24.9</range>
 +
      <warmupTime>1.5</warmupTime>
 +
      <muzzleFlashScale>9</muzzleFlashScale>
 +
      <burstShotCount>1</burstShotCount>
 +
      <accuracyTouch>0.9</accuracyTouch>
 +
      <accuracyShort>0.8</accuracyShort>
 +
      <accuracyMedium>0.7</accuracyMedium>
 +
      <accuracyLong>0.6</accuracyLong>
 +
      <beamTargetsGround>true</beamTargetsGround>
 +
      <soundAiming>FleshmelterBolt_Charging</soundAiming>
 +
      <ai_IsWeapon>false</ai_IsWeapon>
 +
      <ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
 +
     
 +
      <aimingLineMote>Mote_FleshmelterBolt_Aim</aimingLineMote>
 +
      <aimingChargeMote>Mote_FleshmelterBolt_Charge</aimingChargeMote>
 +
      <aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
 +
      <aimingLineMoteFixedLength>15.9</aimingLineMoteFixedLength>
 +
      <aimingTargetMote>Mote_FleshmelterBolt_Target</aimingTargetMote>
 +
     
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
        <canTargetSelf>true</canTargetSelf>
 +
        <canTargetPawns>true</canTargetPawns>
 +
        <canTargetBuildings>true</canTargetBuildings>
 +
        <canTargetPlants>true</canTargetPlants>
 +
      </targetParams>
 +
    </verbProperties>
 +
  </AbilityDef>
 +
 
 +
  <ThingDef ParentName="BaseBullet">
 +
    <defName>Bullet_FleshmelterBolt</defName>
 +
    <label>fleshmelter bolt</label>
 +
    <thingClass>Projectile_Explosive</thingClass>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/FleshmelterBolt</texPath>
 +
      <graphicClass>Graphic_Single</graphicClass>
 +
      <shaderType>Mote</shaderType>
 +
      <drawSize>(1.5, 3)</drawSize>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageDef>NociosphereVaporize</damageDef>
 +
      <damageAmountBase>150</damageAmountBase>
 +
      <speed>75</speed>
 +
      <soundAmbient>FleshmelterBolt_Launch</soundAmbient>
 +
      <explosionRadius>2.49</explosionRadius>
 +
      <screenShakeFactor>1.25</screenShakeFactor>
 +
      <explosionChanceToStartFire>0.75</explosionChanceToStartFire>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <!-- Agony pulse -->
 +
 
 +
  <AbilityDef>
 +
    <defName>AgonyPulse</defName>
 +
    <label>agony pulse</label>
 +
    <description>Generate a pulse of psychic pain emanating from a target location.</description>
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <showPsycastEffects>False</showPsycastEffects>
 +
    <cooldownTicksRange>900</cooldownTicksRange> <!-- 15 seconds -->
 +
    <statBases>
 +
      <Ability_EffectRadius>2.9</Ability_EffectRadius>
 +
    </statBases>
 +
    <warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
 +
      <range>24.9</range>
 +
      <warmupTime>1.0</warmupTime>
 +
      <soundCast>AgonyPulse_Cast</soundCast>
 +
      <ai_IsWeapon>false</ai_IsWeapon>
 +
      <ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediffPsychic">
 +
        <compClass>CompAbilityEffect_GiveHediffPsychic</compClass>
 +
        <durationSecondsOverride>2000~4000</durationSecondsOverride> <!-- 2 to 4 days -->
 +
        <replaceExisting>true</replaceExisting>
 +
        <hediffDef>AgonyPulse</hediffDef>
 +
        <onlyBrain>true</onlyBrain>
 +
        <ignoreSelf>true</ignoreSelf>
 +
        <severity>0</severity>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
      <li Class="CompProperties_AbilityEffecterOnTarget">
 +
        <effecterDef>AgonyPulseExplosion</effecterDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <!-- Unnatural healing -->
 +
 
 +
  <AbilityDef ParentName="AbilityTouchBase">
 +
    <defName>UnnaturalHealing</defName>
 +
    <label>unnatural healing</label>
 +
    <description>Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.</description>
 +
    <iconPath>UI/Abilities/UnnaturalHealing</iconPath>
 +
    <cooldownTicksRange>360000</cooldownTicksRange> <!-- 6 days -->
 +
    <showPsycastEffects>false</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <stunTargetWhileCasting>true</stunTargetWhileCasting>
 +
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 +
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 +
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 +
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 +
    <hostile>false</hostile>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbilityTouch</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <range>-1</range>
 +
      <warmupTime>4.5</warmupTime>
 +
      <targetParams>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_UnnaturalHealing" />
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>UnnaturalHealing</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <!-- Shape flesh -->
 +
 
 +
  <AbilityDef Name="ShapeFlesh">
 +
    <defName>ShapeFlesh</defName>
 +
    <label>shape flesh</label>
 +
    <description>Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.</description>
 +
    <iconPath>UI/Abilities/ShapeFlesh</iconPath>
 +
    <cooldownTicksRange>2400</cooldownTicksRange> <!-- 40 seconds -->
 +
    <showPsycastEffects>false</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 +
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 +
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 +
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>2</warmupTime>
 +
      <range>24.9</range>
 +
      <requireLineOfSight>True</requireLineOfSight>
 +
      <drawHighlightWithLineOfSight>true</drawHighlightWithLineOfSight>
 +
      <targetParams>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetCorpses>true</canTargetCorpses>
 +
        <onlyTargetCorpses>true</onlyTargetCorpses>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_FleshbeastFromCorpse" />
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <!-- Transmute steel -->
 +
 
 +
  <AbilityDef ParentName="AbilityTouchBase">
 +
    <defName>TransmuteSteel</defName>
 +
    <label>transmute steel</label>
 +
    <description>Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.</description>
 +
    <iconPath>UI/Abilities/TransmuteSteel</iconPath>
 +
    <cooldownTicksRange>50000</cooldownTicksRange> <!-- 20 hours -->
 +
    <showPsycastEffects>false</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 +
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 +
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 +
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 +
    <useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <warmupTime>2</warmupTime>
 +
      <range>-1</range>
 +
      <targetParams>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetBuildings>true</canTargetBuildings>
 +
        <canTargetPawns>false</canTargetPawns>
 +
        <canTargetItems>true</canTargetItems>
 +
        <thingCategory>Item</thingCategory>
 +
        <mapObjectTargetsMustBeAutoAttackable>false</mapObjectTargetsMustBeAutoAttackable>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_Transmute">
 +
        <failedMessage>Must target steel, steel slag chunks, steel buildings, or steel items.</failedMessage>
 +
        <elementRatios>
 +
          <li>
 +
            <sourceStuff>Steel</sourceStuff>
 +
            <ratio>1</ratio>
 +
          </li>
 +
          <li>
 +
            <sourceStuff>ChunkSlagSteel</sourceStuff>
 +
            <ratio>15</ratio>
 +
          </li>
 +
        </elementRatios>
 +
        <outcomeStuff>
 +
          <li>Plasteel</li>
 +
          <li>Gold</li>
 +
          <li>Uranium</li>
 +
          <li>Bioferrite</li>
 +
        </outcomeStuff>
 +
        <outcomeItems>
 +
          <li>Plasteel</li>
 +
          <li>Gold</li>
 +
          <li>Uranium</li>
 +
          <li>Bioferrite</li>
 +
          <li>Meat_Twisted</li>
 +
        </outcomeItems>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>PsychicSlaughter</defName>
 +
    <label>psychic slaughter</label>
 +
    <description>Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.</description>
 +
    <iconPath>UI/Abilities/Slaughter</iconPath>
 +
    <cooldownTicksRange>60000</cooldownTicksRange> <!-- 1 day -->
 +
    <showPsycastEffects>false</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <stunTargetWhileCasting>true</stunTargetWhileCasting>
 +
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 +
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 +
    <warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 +
    <warmupSound>AnomalyAbilityWarmup</warmupSound>
 +
    <writeCombatLog>true</writeCombatLog>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>2</warmupTime>
 +
      <range>4.9</range>
 +
      <requireLineOfSight>True</requireLineOfSight>
 +
      <drawHighlightWithLineOfSight>true</drawHighlightWithLineOfSight>
 +
      <targetParams>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetMechs>false</canTargetMechs>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_PsychicSlaughter" />
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>ReleaseDeadlifeDust</defName>
 +
    <label>release deadlife dust</label>
 +
    <description>Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.</description>
 +
    <iconPath>UI/Abilities/ReleaseDeadlifeDust</iconPath>
 +
    <cooldownTicksRange>60000</cooldownTicksRange> <!-- 1 day -->
 +
    <showPsycastEffects>false</showPsycastEffects>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <hotKey>Misc1</hotKey>
 +
    <hostile>false</hostile>
 +
    <targetRequired>false</targetRequired>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <label>release deadlife dust</label>
 +
      <drawAimPie>false</drawAimPie>
 +
      <warmupTime>0.5</warmupTime>
 +
      <violent>false</violent>
 +
      <targetable>false</targetable>
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
      </targetParams>
 +
      <soundCast>DeadlifeRelease</soundCast>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityReleaseGas">
 +
        <gasType>DeadlifeDust</gasType>
 +
        <cellsToFill>15</cellsToFill>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>GhoulFrenzy</defName>
 +
    <label>ghoul frenzy</label>
 +
    <description>Use the adrenal heart to saturate the bloodstream with stress hormones and liquid energy, permitting the ghoul to move and attack at incredible speeds for a short time.</description>
 +
    <iconPath>UI/Abilities/GhoulFrenzy</iconPath>
 +
    <cooldownTicksRange>1800</cooldownTicksRange> <!-- 30 seconds -->
 +
    <hostile>false</hostile>
 +
    <groupAbility>true</groupAbility>
 +
    <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <aiCanUse>true</aiCanUse>
 +
    <ai_IsOffensive>true</ai_IsOffensive>
 +
    <targetRequired>false</targetRequired>
 +
    <statBases>
 +
      <Ability_Duration>15</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <nonInterruptingSelfCast>true</nonInterruptingSelfCast>
 +
      <soundCast>Pawn_Ghoul_Frenzy</soundCast>
 +
      <targetable>false</targetable>
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>GhoulFrenzy</hediffDef>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>CorrosiveSpray</defName>
 +
    <label>corrosive spray</label>
 +
    <description>Use the corrosive heart to spray acid a short distance. The heart pumps the corrosive fluid through a surgically implanted duct, allowing the ghoul to spew it from their mouth at high velocity.</description>
 +
    <iconPath>UI/Abilities/AcidSpray</iconPath>
 +
    <cooldownTicksRange>5000</cooldownTicksRange>
 +
    <aiCanUse>true</aiCanUse>
 +
    <displayOrder>300</displayOrder>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <warmupStartSound>AcidSpray_Warmup</warmupStartSound>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <range>11.9</range>
 +
      <warmupTime>0.25</warmupTime>
 +
      <soundCast>AcidSpray_Resolve</soundCast>
 +
      <targetParams>
 +
        <canTargetLocations>true</canTargetLocations>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilitySprayLiquid">
 +
        <projectileDef>Proj_CorrosiveFluid</projectileDef>
 +
        <numCellsToHit>9</numCellsToHit>
 +
        <sprayEffecter>AcidSpray_Directional</sprayEffecter>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
  <ThingDef>
 +
    <defName>Proj_CorrosiveFluid</defName>
 +
    <label>corrosive fluid</label>
 +
    <thingClass>Projectile_Liquid</thingClass>
 +
    <category>Projectile</category>
 +
    <tickerType>Normal</tickerType>
 +
    <altitudeLayer>Projectile</altitudeLayer>
 +
    <useHitPoints>False</useHitPoints>
 +
    <neverMultiSelect>True</neverMultiSelect>
 +
    <graphicData>
 +
      <texPath>Things/Projectile/Acid</texPath>
 +
      <graphicClass>Graphic_Random</graphicClass>
 +
      <shaderType>MoteGlow</shaderType>
 +
      <drawSize>0.85</drawSize>
 +
    </graphicData>
 +
    <projectile>
 +
      <damageDef>AcidBurn</damageDef>
 +
      <speed>25</speed>
 +
      <damageAmountBase>30</damageAmountBase>
 +
      <arcHeightFactor>0.4</arcHeightFactor>
 +
      <armorPenetrationBase>0.8</armorPenetrationBase>
 +
      <stoppingPower>1</stoppingPower>
 +
      <shadowSize>0</shadowSize>
 +
      <filth>Filth_SpentAcid</filth>
 +
      <filthCount>1</filthCount>
 +
    </projectile>
 +
  </ThingDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>MetalbloodInjection</defName>
 +
    <label>metalblood injection</label>
 +
    <description>Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.</description>
 +
    <iconPath>UI/Abilities/MetalbloodInjection</iconPath>
 +
    <cooldownTicksRange>15000</cooldownTicksRange> <!-- 6 hours -->
 +
    <hostile>false</hostile>
 +
    <groupAbility>true</groupAbility>
 +
    <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
 +
    <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
 +
    <aiCanUse>true</aiCanUse>
 +
    <ai_IsOffensive>true</ai_IsOffensive>
 +
    <targetRequired>false</targetRequired>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_Duration>40</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <nonInterruptingSelfCast>true</nonInterruptingSelfCast>
 +
      <soundCast>Pawn_Ghoul_Frenzy</soundCast>
 +
      <targetable>false</targetable>
 +
      <targetParams>
 +
        <canTargetSelf>true</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>Metalblood</hediffDef>
 +
        <onlyApplyToSelf>True</onlyApplyToSelf>
 +
        <replaceExisting>true</replaceExisting>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>RevenantInvisibility</defName>
 +
    <label>revenant invisibility</label>
 +
    <description>Use the revenant vertebrae to temporarily turn invisible. The prosthetic manipulates the visual centers of those nearby, letting the user pass unnoticed.</description>
 +
    <iconPath>UI/Abilities/RevenantInvisibility</iconPath>
 +
    <cooldownTicksRange>60000</cooldownTicksRange> <!-- 6 hours -->
 +
    <writeCombatLog>True</writeCombatLog>
 +
    <hotKey>Misc12</hotKey>
 +
    <targetRequired>false</targetRequired>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <statBases>
 +
      <Ability_Duration>15</Ability_Duration>
 +
    </statBases>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <drawAimPie>false</drawAimPie>
 +
      <requireLineOfSight>false</requireLineOfSight>
 +
      <nonInterruptingSelfCast>true</nonInterruptingSelfCast>
 +
      <warmupTime>1</warmupTime>
 +
      <range>19.9</range>
 +
      <targetable>false</targetable>
 +
      <targetParams>
 +
        <canTargetSelf>True</canTargetSelf>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveHediff">
 +
        <compClass>CompAbilityEffect_GiveHediff</compClass>
 +
        <hediffDef>PsychicInvisibility</hediffDef>
 +
        <psychic>True</psychic>
 +
      </li>
 +
      <li Class="CompProperties_AbilityFleckOnTarget">
 +
        <fleckDef>PsycastPsychicEffect</fleckDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
  <AbilityDef>
 +
    <defName>VoidTerror</defName>
 +
    <label>void terror</label>
 +
    <description>Psychically induce terrifying hallucinations, causing a person to flee in terror.</description>
 +
    <iconPath>UI/Abilities/VoidTerror</iconPath>
 +
    <cooldownTicksRange>7500</cooldownTicksRange> <!-- 3 hours -->
 +
    <warmupEffecter>HoraxianSpellDark_Warmup</warmupEffecter>
 +
    <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
 +
    <writeCombatLog>true</writeCombatLog>
 +
    <charges>5</charges>
 +
    <cooldownPerCharge>true</cooldownPerCharge>
 +
    <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
 +
    <verbProperties>
 +
      <verbClass>Verb_CastAbility</verbClass>
 +
      <warmupTime>0.5</warmupTime>
 +
      <range>31.9</range>
 +
      <drawAimPie>true</drawAimPie>
 +
      <requireLineOfSight>true</requireLineOfSight>
 +
      <soundCast>VoidTerrorCast</soundCast>
 +
      <targetParams>
 +
        <canTargetLocations>false</canTargetLocations>
 +
        <canTargetPawns>true</canTargetPawns>
 +
        <canTargetAnimals>false</canTargetAnimals>
 +
        <canTargetBuildings>false</canTargetBuildings>
 +
        <canTargetHumans>true</canTargetHumans>
 +
        <canTargetMechs>false</canTargetMechs>
 +
        <canTargetSelf>false</canTargetSelf>
 +
        <canTargetMutants>false</canTargetMutants>
 +
        <neverTargetIncapacitated>true</neverTargetIncapacitated>
 +
      </targetParams>
 +
    </verbProperties>
 +
    <comps>
 +
      <li Class="CompProperties_AbilityGiveMentalState">
 +
        <compClass>CompAbilityEffect_GiveMentalState</compClass>
 +
        <stateDef>TerrifyingHallucinations</stateDef>
 +
        <goodwillImpact>-25</goodwillImpact>
 +
        <forced>true</forced>
 +
      </li>
 +
      <li Class="CompProperties_AbilityConnectingFleckLine">
 +
        <fleckDef>PsycastPsychicLine</fleckDef>
 +
      </li>
 +
      <li Class="CompProperties_AbilityEffecterOnTarget">
 +
        <effecterDef>VoidTerror_Target</effecterDef>
 +
      </li>
 +
    </comps>
 +
  </AbilityDef>
 +
 
 +
</Defs>
 
</div>
 
</div>

Revision as of 01:17, 30 August 2024

<?xml version="1.0" encoding="utf-8" ?>

<Defs>

 <AbilityDef Name="PsycastBase" Abstract="True">
   <abilityClass>Psycast</abilityClass>
   <category>Psychic</category>
   <statBases>
     <Ability_Duration>0</Ability_Duration>
   </statBases>
   <warmupSound>PsycastCastLoop</warmupSound>
   <verbProperties>
     <verbClass>Verb_CastPsycast</verbClass>
     <range>24.9</range>
     <requireLineOfSight>True</requireLineOfSight>
     <warmupTime>1</warmupTime>
     <targetParams>
       <canTargetBuildings>False</canTargetBuildings>
       <canTargetAnimals>False</canTargetAnimals>
       <thingCategory>Item</thingCategory>
       <mapObjectTargetsMustBeAutoAttackable>False</mapObjectTargetsMustBeAutoAttackable>
     </targetParams>
   </verbProperties>
 </AbilityDef>
 <AbilityDef Abstract="True" Name="SpeechBase">
   <iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
   <hotKey>Misc12</hotKey>
   <gizmoClass>Command_AbilitySpeech</gizmoClass>
   <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
   <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
   <targetRequired>False</targetRequired>
   <hostile>false</hostile>
   <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
   <verbProperties>
     <verbClass>Verb_CastAbility</verbClass>
     <range>-1</range>
   </verbProperties>
   <comps>
  • <capacity>Talking</capacity>
  • </comps> </AbilityDef> <AbilityDef Name="AbilityTouchBase" Abstract="True"> <stunTargetWhileCasting>true</stunTargetWhileCasting> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <jobDef>CastAbilityOnThingMelee</jobDef> </AbilityDef> </Defs> <Defs> <AbilityCategoryDef> <defName>WordOf</defName> <displayOrder>0</displayOrder> </AbilityCategoryDef> <AbilityCategoryDef> <defName>Psychic</defName> <displayOrder>1</displayOrder> </AbilityCategoryDef> <AbilityCategoryDef> <defName>Skip</defName> <displayOrder>2</displayOrder> </AbilityCategoryDef> </Defs> <Defs> <AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="True"> <category>Skip</category> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Painblock</defName> <label>painblock</label> <description>Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them.</description> <level>1</level> <iconPath>UI/Abilities/Painblock</iconPath> <hotKey>Misc1</hotKey> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>8</Ability_EntropyGain> <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost> <Ability_Duration>120</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>24.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicAnesthesia</hediffDef> <durationMultiplier>PsychicSensitivity</durationMultiplier> <psychic>True</psychic> <applicableToMechs>False</applicableToMechs>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Stun</defName> <label>stun</label> <description>Momentarily disrupt motor function in the target's brain, preventing any movement.</description> <level>1</level> <iconPath>UI/Abilities/Stun</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc3</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>12</Ability_EntropyGain> <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost> <Ability_Duration>3</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>24.9</range> <targetParams> <canTargetAnimals>True</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_Stun</compClass> <durationMultiplier>PsychicSensitivity</durationMultiplier> <psychic>True</psychic> <goodwillImpact>-15</goodwillImpact>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Burden</defName> <label>burden</label> <description>Slow the target for a short time by suppressing motor activity in the brain.</description> <level>1</level> <iconPath>UI/Abilities/Burden</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc4</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>8</Ability_EntropyGain> <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost> <Ability_Duration>20</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>29.9</range> <targetParams> <canTargetAnimals>True</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicBurden</hediffDef> <psychic>True</psychic> <goodwillImpact>-15</goodwillImpact>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>BlindingPulse</defName> <label>blinding pulse</label> <description>Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point.</description> <level>2</level> <iconPath>UI/Abilities/BlindingPulse</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc5</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>20</Ability_EntropyGain> <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost> <Ability_Duration>30</Ability_Duration> <Ability_EffectRadius>3.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicBlindness</hediffDef> <onlyBrain>True</onlyBrain> <psychic>True</psychic> <goodwillImpact>-15</goodwillImpact> <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>EntropyDump</defName> <label>neural heat dump</label> <description>Instantly dump all your neural heat into someone else. As a side-effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted.</description> <level>2</level> <iconPath>UI/Abilities/EntropyDump</iconPath> <hotKey>Misc12</hotKey> <statBases> <Ability_EntropyGain>0</Ability_EntropyGain> <Ability_Duration>1000</Ability_Duration> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <onlyTargetColonists>True</onlyTargetColonists> <neverTargetIncapacitated>True</neverTargetIncapacitated> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicComa</hediffDef>
  • <psychic>True</psychic> <targetReceivesEntropy>False</targetReceivesEntropy> <goodwillImpact>-15</goodwillImpact>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Beckon</defName> <label>beckon</label> <description>Psychically command the target to approach the caster.</description> <level>3</level> <iconPath>UI/Abilities/Beckon</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc6</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>20</Ability_EntropyGain> <Ability_PsyfocusCost>0.01</Ability_PsyfocusCost> <Ability_Duration>8</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>19.9</range> <targetParams> <canTargetAnimals>True</canTargetAnimals> <neverTargetIncapacitated>True</neverTargetIncapacitated> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_ForceJob</compClass> <jobDef>GotoMindControlled</jobDef> <destination>Caster</destination> <durationMultiplier>PsychicSensitivity</durationMultiplier> <psychic>True</psychic>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>VertigoPulse</defName> <label>vertigo pulse</label> <description>Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well.</description> <level>3</level> <iconPath>UI/Abilities/NauseaPulse</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc7</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>30</Ability_EntropyGain> <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost> <Ability_Duration>20</Ability_Duration> <Ability_EffectRadius>3.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicVertigo</hediffDef> <durationMultiplier>PsychicSensitivity</durationMultiplier> <psychic>True</psychic> <goodwillImpact>-15</goodwillImpact> <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>ChaosSkip</defName> <label>chaos skip</label> <description>Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported.</description> <level>3</level> <iconPath>UI/Abilities/SkipChaos</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc8</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>18</Ability_EntropyGain> <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>24.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <canTargetItems>True</canTargetItems> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_Teleport</compClass> <destination>RandomInRange</destination> <randomRange>6.9~24.9</randomRange> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius> <destClamorType>Ability</destClamorType> <destClamorRadius>10</destClamorRadius> <stunTicks>70~120</stunTicks> <goodwillImpact>-15</goodwillImpact> <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Skip</defName> <label>skip</label> <description>Teleport the target to a desired position not too far from its starting point. Objects which are too large cannot be teleported.</description> <level>4</level> <iconPath>UI/Abilities/Skip</iconPath> <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> <hotKey>Misc9</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>25</Ability_EntropyGain> <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>27.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <canTargetItems>True</canTargetItems> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_Teleport</compClass> <destination>Selected</destination> <requiresLineOfSight>True</requiresLineOfSight> <range>27.9</range> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius> <destClamorType>Ability</destClamorType> <destClamorRadius>10</destClamorRadius> <stunTicks>18~60</stunTicks> <goodwillImpact>-15</goodwillImpact> <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Wallraise</defName> <label>wallraise</label> <description>Form a temporary wall by skipping rubble and soil up from deep under the ground.</description> <level>4</level> <iconPath>UI/Abilities/Wallraise</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc10</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>35</Ability_EntropyGain> <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_Wallraise</compClass> <pattern>
  • (0, 0)
  • (1, 0)
  • (-1, 0)
  • (0, 1)
  • (0, -1)
  • </pattern> <screenShakeIntensity>1.0</screenShakeIntensity> <clamorType>Ability</clamorType> <clamorRadius>25</clamorRadius> <sound>PsycastWallraise</sound>
  • <effecterDef>Skip_Exit</effecterDef> <maintainForTicks>60</maintainForTicks> <scale>1.55</scale>
  • <fleckDefs>
  • PsycastSkipInnerExit
  • PsycastSkipOuterRingExit
  • </fleckDefs> <scale>1.55</scale> <sound>Psycast_Skip_Exit</sound> <preCastTicks>5</preCastTicks> </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Smokepop</defName> <label>smokepop</label> <description>Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.</description> <level>4</level> <iconPath>UI/Abilities/Smokepop</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc10</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>30</Ability_EntropyGain> <Ability_PsyfocusCost>0.02</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <smokeRadius>3.5</smokeRadius> <clamorType>Ability</clamorType> <clamorRadius>15</clamorRadius>
  • <effecterDef>Skip_Exit</effecterDef> <maintainForTicks>60</maintainForTicks>
  • <fleckDefs>
  • PsycastSkipInnerExit
  • PsycastSkipOuterRingExit
  • </fleckDefs> <sound>Psycast_Skip_Exit</sound> <preCastTicks>5</preCastTicks> </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Focus</defName> <label>focus</label> <description>Psychically focus the target's mind, boosting their sight, hearing and moving capacities.</description> <level>4</level> <iconPath>UI/Abilities/Focus</iconPath> <hotKey>Misc11</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>15</Ability_EntropyGain> <Ability_PsyfocusCost>0.03</Ability_PsyfocusCost> <Ability_Duration>60</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>27.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicFocus</hediffDef> <onlyBrain>True</onlyBrain> <psychic>True</psychic> <durationMultiplier>PsychicSensitivity</durationMultiplier>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Berserk</defName> <label>berserk</label> <description>Induce an angry psychosis in the target's mind, causing them to attack anyone nearby.</description> <level>5</level> <iconPath>UI/Abilities/Berserk</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <statBases> <Ability_EntropyGain>40</Ability_EntropyGain> <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost> <Ability_Duration>15</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.25</warmupTime> <range>19.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <neverTargetIncapacitated>True</neverTargetIncapacitated> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveMentalState</compClass> <stateDef>Berserk</stateDef> <stateDefForMechs>BerserkMechanoid</stateDefForMechs> <psychic>True</psychic> <durationMultiplier>PsychicSensitivity</durationMultiplier> <canTargetBosses>false</canTargetBosses> <goodwillImpact>-75</goodwillImpact>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Invisibility</defName> <label>invisibility</label> <description>Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time.</description> <level>5</level> <iconPath>UI/Abilities/Invisibility</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>45</Ability_EntropyGain> <Ability_PsyfocusCost>0.03</Ability_PsyfocusCost> <Ability_Duration>15</Ability_Duration> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>19.9</range> <onlyManualCast>True</onlyManualCast> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicInvisibility</hediffDef> <psychic>True</psychic>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>BerserkPulse</defName> <label>berserk pulse</label> <description>Generate an overwhelming rush of undirected rage in everyone near the target point.</description> <level>6</level> <iconPath>UI/Abilities/BerserkPulse</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <statBases> <Ability_EntropyGain>65</Ability_EntropyGain> <Ability_PsyfocusCost>0.06</Ability_PsyfocusCost> <Ability_Duration>10</Ability_Duration> <Ability_EffectRadius>2.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>14.9</range> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetLocations>True</canTargetLocations> <canTargetAnimals>True</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveMentalState</compClass> <stateDef>Berserk</stateDef> <stateDefForMechs>BerserkMechanoid</stateDefForMechs> <psychic>True</psychic> <durationMultiplier>PsychicSensitivity</durationMultiplier> <canTargetBosses>false</canTargetBosses> <goodwillImpact>-75</goodwillImpact>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>ManhunterPulse</defName> <label>manhunter pulse</label> <description>Drive nearby animals into a manhunting rage using a psychic pulse.</description> <level>6</level> <iconPath>UI/Abilities/AnimalBerserkPulse</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>50</Ability_EntropyGain> <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost> <Ability_Duration>60</Ability_Duration> <Ability_EffectRadius>27.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>34.9</range> <targetParams> <canTargetHumans>False</canTargetHumans> <canTargetMechs>False</canTargetMechs> <canTargetAnimals>True</canTargetAnimals> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveMentalState</compClass> <stateDef>Manhunter</stateDef> <psychic>True</psychic> <durationMultiplier>PsychicSensitivity</durationMultiplier> <goodwillImpact>-75</goodwillImpact>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>MassChaosSkip</defName> <label>mass chaos skip</label> <description>Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.</description> <level>6</level> <iconPath>UI/Abilities/SkipChaosMass</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>40</Ability_EntropyGain> <Ability_PsyfocusCost>0.03</Ability_PsyfocusCost> <Ability_EffectRadius>7.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>1</warmupTime> <targetParams> <canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_Teleport</compClass> <destination>RandomInRange</destination> <randomRange>6.9~24.9</randomRange> <requiresLineOfSight>True</requiresLineOfSight> <goodwillImpact>-5</goodwillImpact> <clamorType>Ability</clamorType> <clamorRadius>25</clamorRadius> <stunTicks>70~120</stunTicks> <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Waterskip</defName> <label>waterskip</label> <description>Douse a target area in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers.</description> <level>2</level> <iconPath>UI/Abilities/Waterskip</iconPath> <hotKey>Misc12</hotKey> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>25</Ability_EntropyGain> <Ability_PsyfocusCost>0.015</Ability_PsyfocusCost> <Ability_EffectRadius>1.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <screenShakeIntensity>0.5</screenShakeIntensity> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius>
  • <effecterDef>Skip_Exit</effecterDef> <maintainForTicks>60</maintainForTicks>
  • <fleckDefs>
  • PsycastSkipInnerExit
  • PsycastSkipOuterRingExit
  • </fleckDefs> <sound>Psycast_Skip_Exit</sound> <preCastTicks>5</preCastTicks> </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Flashstorm</defName> <label>flashstorm</label> <description>Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating.</description> <level>5</level> <iconPath>UI/Abilities/Flashstorm</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <statBases> <Ability_EntropyGain>65</Ability_EntropyGain> <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost> <Ability_EffectRadius>13.9</Ability_EffectRadius> <Ability_Duration>164</Ability_Duration> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>19.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <goodwillImpact>-35</goodwillImpact>
  • <fleckDef>FlashstormAreaEffect</fleckDef> <sound>Psycast_Skip_Exit</sound>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>BulletShield</defName> <label>skipshield</label> <description>Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. The process is forceful enough to detonate explosive projectiles. People and items are not affected.</description> <level>6</level> <iconPath>UI/Abilities/BulletShield</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>65</Ability_EntropyGain> <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost> <Ability_EffectRadius>4.9</Ability_EffectRadius> <Ability_Duration>15</Ability_Duration> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <thingDef>BulletShieldPsychic</thingDef>
  • <fleckDef>BulletShieldAreaEffect</fleckDef> <sound>Psycast_Skip_Exit</sound>
  • </comps> </AbilityDef> <AbilityDef ParentName="SpeechBase"> <defName>Speech</defName> <label>throne speech</label> <description>Initiate a speech from the throne. All colonists will come and listen. If it goes well, listeners will feel inspired, and gain respect for the speaker. If it goes poorly, the speech will do social damage. The outcome depends on the speaker's social abilities.</description> <showWhenDrafted>false</showWhenDrafted> <hasExternallyHandledCooldown>true</hasExternallyHandledCooldown> <comps>
  • <ritualDef>ThroneSpeech</ritualDef> <allowedForChild>false</allowedForChild>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>SolarPinhole</defName> <label>solar pinhole</label> <description>Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.</description> <level>1</level> <iconPath>UI/Abilities/SolarPinhole</iconPath> <hotKey>Misc12</hotKey> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.08</Ability_PsyfocusCost> <Ability_EffectRadius>14.9</Ability_EffectRadius> <Ability_Duration>5000</Ability_Duration> </statBases> <verbProperties> <warmupTime>0.2</warmupTime> <range>24.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <thingDef>SolarPinhole</thingDef> <allowOnBuildings>False</allowOnBuildings>
  • <effecterDef>Skip_Exit</effecterDef> <maintainForTicks>60</maintainForTicks> <scale>0.42</scale>
  • <fleckDefs>
  • PsycastSkipInnerExit
  • PsycastSkipOuterRingExit
  • </fleckDefs> <scale>0.42</scale> <sound>Psycast_Skip_Exit</sound> <preCastTicks>5</preCastTicks> </comps> </AbilityDef> <AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="True"> <jobDef>CastAbilityOnThingMelee</jobDef> <warmupMote>Mote_WarmupWordOf</warmupMote> <warmupSound>Psycast_WordOf_Warmup</warmupSound> <category>WordOf</category> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <comps>
  • <fleckDef>WordOfApply</fleckDef> <sound>Psycast_WordOf_Effect</sound>
  • </comps> <verbProperties> <drawAimPie>False</drawAimPie> <range>-1</range> <targetParams> <canTargetBuildings>False</canTargetBuildings> <neverTargetHostileFaction>True</neverTargetHostileFaction> </targetParams> </verbProperties> </AbilityDef> <AbilityDef ParentName="WordOfBase"> <defName>WordOfTrust</defName> <label>word of trust</label> <description>Speak to the prisoner while using psychic suggestion to reduce their resistance to recruitment. This can only reduce a prisoner's resistance, but cannot recruit them.</description> <level>1</level> <iconPath>UI/Abilities/WordOfTrust</iconPath> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.6</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>2</warmupTime> <targetParams> <onlyTargetPrisonersOfColony>True</onlyTargetPrisonersOfColony> <neverTargetIncapacitated>True</neverTargetIncapacitated> </targetParams> </verbProperties> <comps>
  • <offset>-12</offset> <psychic>True</psychic>
  • <interactionDef>WordOfTrust</interactionDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="WordOfBase"> <defName>WordOfJoy</defName> <label>word of joy</label> <description>Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in their mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.</description> <level>2</level> <iconPath>UI/Abilities/WordOfJoy</iconPath> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.4</Ability_PsyfocusCost> <Ability_Duration>5000</Ability_Duration> </statBases> <verbProperties> <warmupTime>2</warmupTime> <targetParams> <canTargetAnimals>False</canTargetAnimals> <canTargetSelf>True</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>Joyfuzz</hediffDef> <durationMultiplier>PsychicSensitivity</durationMultiplier> <onlyBrain>True</onlyBrain> <psychic>True</psychic> <applicableToMechs>False</applicableToMechs> <goodwillImpact>-25</goodwillImpact>
  • <interactionDef>WordOfJoy</interactionDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="WordOfBase"> <defName>WordOfLove</defName> <label>word of love</label> <description>Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This power can be used to connect two other people, induce love for the caster, or force oneself to love another.</description> <level>3</level> <iconPath>UI/Abilities/WordOfLove</iconPath> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.5</Ability_PsyfocusCost> <Ability_Duration>8000</Ability_Duration> </statBases> <verbProperties> <warmupTime>2</warmupTime> <targetParams> <canTargetAnimals>False</canTargetAnimals> <canTargetSelf>True</canTargetSelf> <canTargetMechs>False</canTargetMechs> </targetParams> </verbProperties> <comps>
  • <destination>Selected</destination> <psychic>True</psychic> <applicableToMechs>False</applicableToMechs>
  • <interactionDef>WordOfLove</interactionDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="WordOfBase"> <defName>WordOfSerenity</defName> <label>word of serenity</label> <description>Use calming words and psychic suggestion to end a mental break on a person. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.</description> <level>4</level> <iconPath>UI/Abilities/WordOfSerenity</iconPath> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.3</Ability_PsyfocusCost> <Ability_Duration>246</Ability_Duration> </statBases> <verbProperties> <warmupTime>2</warmupTime> <targetParams> <canTargetAnimals>False</canTargetAnimals> </targetParams> </verbProperties> <comps>
  • <exceptions>
  • Jailbreaker
  • </exceptions> <psyfocusCostForMinor>0.3</psyfocusCostForMinor> <psyfocusCostForMajor>0.5</psyfocusCostForMajor> <psyfocusCostForExtreme>0.7</psyfocusCostForExtreme>
  • <interactionDef>WordOfSerenity</interactionDef> <canApplyToMentallyBroken>True</canApplyToMentallyBroken> <canApplyToAsleep>true</canApplyToAsleep> <canApplyToUnconscious>true</canApplyToUnconscious>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicComa</hediffDef> <durationMultiplier>PsychicSensitivity</durationMultiplier>
  • </comps> </AbilityDef> <AbilityDef ParentName="WordOfBase"> <defName>WordOfInspiration</defName> <label>word of inspiration</label> <description>Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.</description> <level>5</level> <iconPath>UI/Abilities/WordOfInspiration</iconPath> <hotKey>Misc12</hotKey> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.8</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>2</warmupTime> <targetParams> <onlyTargetColonists>True</onlyTargetColonists> </targetParams> </verbProperties> <comps>
  • <canTargetBaby>False</canTargetBaby>
  • <interactionDef>WordOfInspiration</interactionDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Farskip</defName> <label>farskip</label> <description>Skip the caster, along with anyone standing near them, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.</description> <level>5</level> <iconPath>UI/Abilities/Farskip</iconPath> <hotKey>Misc12</hotKey> <targetWorldCell>True</targetWorldCell> <showGizmoOnWorldView>True</showGizmoOnWorldView> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_PsyfocusCost>0.7</Ability_PsyfocusCost> <Ability_EffectRadius>4.9</Ability_EffectRadius> </statBases> <verbProperties> <warmupTime>5</warmupTime> <range>4.9</range> <drawAimPie>False</drawAimPie> <requireLineOfSight>False</requireLineOfSight> </verbProperties> <comps>
  • <stunTicks>18~60</stunTicks> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius>
  • </comps> </AbilityDef> <AbilityDef ParentName="PsycastBase"> <defName>Neuroquake</defName> <label>neuroquake</label> <description>Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.</description> <level>6</level> <iconPath>UI/Abilities/Neuroquake</iconPath> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingUninterruptible</jobDef> <targetRequired>False</targetRequired> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <showPsycastEffects>False</showPsycastEffects> <showCastingProgressBar>True</showCastingProgressBar> <warmupMote>Mote_WarmupNeuroquake</warmupMote> <warmupStartSound>Psycast_Neuroquake_CastStart</warmupStartSound> <warmupSound>Psycast_Neuroquake_CastLoop</warmupSound> <warmupPreEndSound>Psycast_Neuroquake_CastEnd</warmupPreEndSound> <warmupPreEndSoundSeconds>5</warmupPreEndSoundSeconds> <hostile>false</hostile> <statBases> <Ability_PsyfocusCost>0.5</Ability_PsyfocusCost> <Ability_EffectRadius>5.9</Ability_EffectRadius> <Ability_Duration>4800</Ability_Duration> </statBases> <verbProperties> <warmupTime>12</warmupTime> <range>5.9</range> <drawAimPie>False</drawAimPie> <requireLineOfSight>False</requireLineOfSight> <targetParams> <canTargetSelf>True</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <goodwillImpactForBerserk>-75</goodwillImpactForBerserk> <goodwillImpactForNeuroquake>-10</goodwillImpactForNeuroquake> <worldRangeTiles>4</worldRangeTiles> <screenShakeIntensity>2</screenShakeIntensity> <mentalStateRadius>60</mentalStateRadius>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicComa</hediffDef> <onlyApplyToSelf>True</onlyApplyToSelf>
  • <fleckDef>PsychicApplyNeuroquake</fleckDef> <sound>Psycast_Neuroquake_Effect</sound>
  • </comps> <confirmationDialogText>If you use neuroquake, everyone in this region will feel the neuroquake echo, you will lose goodwill with every non-hostile faction.\n\nNeuroquake takes 12 seconds to cast, and cannot be interrupted. When complete, the caster will fall into a psychic coma for 5 days.\n\nEveryone in range except those in a small circle around the caster will be affected.\n\nDo you really want to cast neuroquake?</confirmationDialogText> </AbilityDef> <AbilityDef ParentName="PsycastBaseSkip"> <defName>Chunkskip</defName> <label>chunk skip</label> <description>Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.</description> <level>1</level> <iconPath>UI/Abilities/Chunkskip</iconPath> <writeCombatLog>True</writeCombatLog> <hotKey>Misc10</hotKey> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EntropyGain>14</Ability_EntropyGain> <Ability_PsyfocusCost>0.04</Ability_PsyfocusCost> </statBases> <verbProperties> <warmupTime>1</warmupTime> <range>24.9</range> <targetParams> <canTargetPawns>False</canTargetPawns> <canTargetLocations>True</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <chunkCount>5</chunkCount> <scatterRadius>2.9</scatterRadius> <psychic>False</psychic> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius>
  • </comps> </AbilityDef> </Defs> <Defs> <AbilityGroupDef> <defName>Leader</defName> <cooldownTicks>600000</cooldownTicks> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <ritualRoleIds>
  • speaker
  • leader
  • </ritualRoleIds> </AbilityGroupDef> <AbilityDef ParentName="SpeechBase"> <defName>LeaderSpeech</defName> <label>leader speech</label> <description>Initiate a leader speech. If it goes well, listeners will gain improved mood, respect for the speaker, and possibly new inspirations. If it goes poorly, social damage will occur.</description> <groupDef>Leader</groupDef> <iconPath>UI/Abilities/LeaderSpeech</iconPath> <showWhenDrafted>false</showWhenDrafted> <comps>
  • <ritualDef>LeaderSpeech</ritualDef> <allowedForChild>false</allowedForChild>
  • </comps> </AbilityDef> <AbilityDef ParentName="SpeechBase"> <defName>Trial</defName> <label>trial</label> <description>Charge someone with a terrible wrongdoing and initiate a trial where they will be either convicted or exonerated. If the target is convicted, they can be freely imprisoned, executed or banished without penalty. The chance of conviction depends on the social abilities of the accuser and accused.</description> <groupDef>Leader</groupDef> <targetRequired>True</targetRequired> <iconPath>UI/Icons/Rituals/Trial</iconPath> <gizmoClass>Command_AbilityTrial</gizmoClass> <uiOrder>1</uiOrder> <comps>
  • <ritualDef>Trial</ritualDef> <ritualDefForPrisoner>TrialPrisoner</ritualDefForPrisoner> <ritualDefForMentalState>TrialMentalState</ritualDefForMentalState> <targetRoleId>convict</targetRoleId>
  • </comps> <verbProperties> <targetParams> <canTargetAnimals>false</canTargetAnimals> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> <canTargetMutants>false</canTargetMutants> <onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks>true</onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks> </targetParams> </verbProperties> </AbilityDef> <AbilityDef ParentName="SpeechBase"> <defName>ConversionRitual</defName> <label>conversion ritual</label> <description>Try to persuade someone to adopt your beliefs. If it goes well, they will lose some certainty in their ideoligion and may convert. If it backfires, they will gain certainty in their old beliefs.\n\nTo start this ritual at a specific place, select a ritual spot or matching altar/ideogram.</description> <iconPath>UI/Abilities/ConversionRitual</iconPath> <groupDef>Moralist</groupDef> <overrideGroupCooldown>True</overrideGroupCooldown> <cooldownTicksRange>480000</cooldownTicksRange> <targetRequired>True</targetRequired> <gizmoClass>Command_Ability</gizmoClass> <comps>
  • <ritualDef>Conversion</ritualDef> <targetRoleId>convertee</targetRoleId>
  • </comps> <verbProperties> <targetParams> <canTargetAnimals>false</canTargetAnimals> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> <canTargetMutants>false</canTargetMutants> <onlyTargetColonistsOrPrisonersOrSlaves>true</onlyTargetColonistsOrPrisonersOrSlaves> </targetParams> </verbProperties> <requiredMemes>
  • Proselytizer
  • </requiredMemes> </AbilityDef> <AbilityDef> <defName>WorkDrive</defName> <label>work drive</label> <description>Call on a person to work harder for some time.</description> <jobDef>CastAbilityOnThingMelee</jobDef> <iconPath>UI/Abilities/WorkDrive</iconPath> <warmupMoteSocialSymbol>UI/Abilities/WorkDrive</warmupMoteSocialSymbol> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <showWhenDrafted>false</showWhenDrafted> <groupDef>Leader</groupDef> <hotKey>Misc12</hotKey> <uiOrder>2</uiOrder> <warmupStartSound>WorkDrive_Warmup</warmupStartSound> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_Duration>3000</Ability_Duration> </statBases> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>3.0</warmupTime> <targetParams> <canTargetAnimals>false</canTargetAnimals> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> <onlyTargetColonists>true</onlyTargetColonists> <canTargetMutants>false</canTargetMutants> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>WorkDrive</hediffDef> <onlyBrain>True</onlyBrain> <applicableToMechs>False</applicableToMechs> <canTargetBaby>False</canTargetBaby>
  • <interactionDef>WorkDrive</interactionDef>
  • </comps> </AbilityDef> <AbilityDef> <defName>CombatCommand</defName> <label>combat command</label> <description>Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration.</description> <jobDef>CastAbilityOnThing</jobDef> <targetRequired>False</targetRequired> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <iconPath>UI/Abilities/CombatCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/CombatCommand</warmupMoteSocialSymbol> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <groupDef>Leader</groupDef> <hotKey>Misc12</hotKey> <uiOrder>3</uiOrder> <warmupStartSound>CombatCommand_Warmup</warmupStartSound> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_Duration>1000</Ability_Duration> <Ability_EffectRadius>9.9</Ability_EffectRadius> </statBases> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>0.5</warmupTime> <range>9.9</range> <drawAimPie>False</drawAimPie> <requireLineOfSight>False</requireLineOfSight> <targetParams> <canTargetSelf>true</canTargetSelf> <canTargetPawns>false</canTargetPawns> <canTargetBuildings>false</canTargetBuildings> <canTargetAnimals>false</canTargetAnimals> <canTargetHumans>false</canTargetHumans> <canTargetMechs>false</canTargetMechs> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>CombatCommand</hediffDef> <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityGroupDef> <defName>Moralist</defName> <cooldownTicks>180000</cooldownTicks> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <ritualRoleIds>
  • moralist
  • </ritualRoleIds> </AbilityGroupDef> <AbilityDef> <defName>Convert</defName> <label>convert</label> <description>Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability.</description> <groupDef>Moralist</groupDef> <iconPath>UI/Abilities/Convert</iconPath> <warmupMoteSocialSymbol>Things/Mote/SpeechSymbols/Convert</warmupMoteSocialSymbol> <warmupSound>MoralistAbility_Warmup</warmupSound> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingMelee</jobDef> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <uiOrder>1</uiOrder> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <successMessage>{INITIATOR_labelShort} has converted {RECIPIENT_labelShort} to {IDEO}.</successMessage> <failMessage>{INITIATOR_labelShort} failed to convert {RECIPIENT_labelShort}. {RECIPIENT_labelShort} was upset by the attempt, but {RECIPIENT_possessive} certainty fell from {CERTAINTYBEFORE} to {CERTAINTYAFTER}.</failMessage> <failedThoughtInitiator>FailedConvertAbilityInitiator</failedThoughtInitiator> <failedThoughtRecipient>FailedConvertAbilityRecipient</failedThoughtRecipient> <convertPowerFactor>2</convertPowerFactor> <sound>MoralistAbility_Resolve</sound>
  • <workTags>
  • Social
  • </workTags>
  • </comps> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>3.0</warmupTime> <targetParams> <canTargetBuildings>False</canTargetBuildings> <canTargetMutants>false</canTargetMutants> <neverTargetHostileFaction>True</neverTargetHostileFaction> </targetParams> </verbProperties> </AbilityDef> <AbilityDef> <defName>PreachHealth</defName> <label>preach health</label> <description>Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain.</description> <groupDef>Moralist</groupDef> <iconPath>UI/Abilities/PreachHealth</iconPath> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingMelee</jobDef> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <emittedFleck>PreachHealth</emittedFleck> <emissionInterval>60</emissionInterval> <warmupMoteSocialSymbol>UI/Abilities/PreachHealth</warmupMoteSocialSymbol> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <uiOrder>4</uiOrder> <warmupSound>PreachHealth_Warmup</warmupSound> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_Duration>1000</Ability_Duration> </statBases> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PreachHealth</hediffDef> <onlyBrain>true</onlyBrain> <replaceExisting>true</replaceExisting> <sound>PreachHealth_Resolve</sound>
  • <workTags>
  • Social
  • </workTags>
  • <interactionDef>PreachHealth</interactionDef> <canApplyToUnconscious>true</canApplyToUnconscious>
  • </comps> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>12.0</warmupTime> <targetParams> <canTargetBuildings>False</canTargetBuildings> <neverTargetHostileFaction>True</neverTargetHostileFaction> </targetParams> </verbProperties> </AbilityDef> <AbilityDef> <defName>Reassure</defName> <label>reassure</label> <description>Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability.</description> <groupDef>Moralist</groupDef> <iconPath>UI/Abilities/Reassure</iconPath> <warmupMoteSocialSymbol>UI/Abilities/Reassure</warmupMoteSocialSymbol> <warmupSound>MoralistAbility_Warmup</warmupSound> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingMelee</jobDef> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <uiOrder>2</uiOrder> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <successMessage>{INITIATOR_labelShort} has reassured {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} certainty in {IDEO} from {BEFORECERTAINTY} to {AFTERCERTAINTY}.</successMessage> <baseCertaintyGain>0.2</baseCertaintyGain> <sound>MoralistAbility_Resolve</sound>
  • <workTags>
  • Social
  • </workTags>
  • </comps> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>3.0</warmupTime> <targetParams> <canTargetBuildings>False</canTargetBuildings> <neverTargetHostileFaction>True</neverTargetHostileFaction> <canTargetMutants>false</canTargetMutants> </targetParams> </verbProperties> </AbilityDef> <AbilityDef> <defName>Counsel</defName> <label>counsel</label> <description>Offer counsel to a person to cancel the effect of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener.</description> <groupDef>Moralist</groupDef> <iconPath>UI/Abilities/Counsel</iconPath> <warmupMoteSocialSymbol>UI/Abilities/Counsel</warmupMoteSocialSymbol> <warmupSound>MoralistAbility_Warmup</warmupSound> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingMelee</jobDef> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <uiOrder>3</uiOrder> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <successMessage>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, canceling the mood impact of {2}.</successMessage> <successMessageNoNegativeThought>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} mood by {MOODBONUS}.</successMessageNoNegativeThought> <failMessage>{INITIATOR_labelShort} botched the attempt to counsel {RECIPIENT_labelShort}. {RECIPIENT_labelShort} has become upset.</failMessage> <failedThoughtRecipient>CounselFailed</failedThoughtRecipient> <sound>MoralistAbility_Resolve</sound>
  • <workTags>
  • Social
  • </workTags> </comps> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>3.0</warmupTime> <targetParams> <canTargetBuildings>False</canTargetBuildings> <neverTargetHostileFaction>True</neverTargetHostileFaction> <canTargetMutants>false</canTargetMutants> </targetParams> </verbProperties> </AbilityDef> <AbilityGroupDef> <defName>MultiRole</defName> <cooldownTicks>180000</cooldownTicks> </AbilityGroupDef> <AbilityDef Abstract="True" Name="RoleAuraBuffBase"> <jobDef>CastAbilityOnThing</jobDef> <targetRequired>False</targetRequired> <canUseAoeToGetTargets>False</canUseAoeToGetTargets> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <groupDef>MultiRole</groupDef> <hotKey>Misc12</hotKey> <warmupStartSound>CombatCommand_Warmup</warmupStartSound> <statBases> <Ability_Duration>1000</Ability_Duration> <Ability_EffectRadius>9.9</Ability_EffectRadius> </statBases> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>0.5</warmupTime> <range>9.9</range> <drawAimPie>False</drawAimPie> <requireLineOfSight>False</requireLineOfSight> <targetParams> <canTargetSelf>true</canTargetSelf> <canTargetPawns>false</canTargetPawns> <canTargetBuildings>false</canTargetBuildings> <canTargetAnimals>false</canTargetAnimals> <canTargetHumans>false</canTargetHumans> <canTargetMechs>false</canTargetMechs> </targetParams> </verbProperties> </AbilityDef> <AbilityDef ParentName="RoleAuraBuffBase"> <defName>MarksmanCommand</defName> <label>marksman command</label> <description>Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours.</description> <iconPath>UI/Abilities/MarksmanCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/MarksmanCommand</warmupMoteSocialSymbol> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>MarksmanCommand</hediffDef> <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef ParentName="RoleAuraBuffBase"> <defName>BerserkTrance</defName> <label>berserk trance</label> <description>The caster fills themself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours.</description> <iconPath>UI/Abilities/BerserkTrance</iconPath> <warmupMoteSocialSymbol>UI/Abilities/BerserkTrance</warmupMoteSocialSymbol> <statBases> <Ability_Duration>126</Ability_Duration> <Ability_EffectRadius>0</Ability_EffectRadius> </statBases> <verbProperties> <range>0</range> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>BerserkTrance</hediffDef> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • <compClass>CompAbilityEffect_GiveMentalState</compClass> <stateDef>BerserkTrance</stateDef> <soundMale>BerserkTrance_Resolve_Male</soundMale> <soundFemale>BerserkTrance_Resolve_Female</soundFemale>
  • </comps> </AbilityDef> <AbilityDef ParentName="RoleAuraBuffBase"> <defName>ResearchCommand</defName> <label>research command</label> <description>Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours.</description> <iconPath>UI/Abilities/ResearchCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/ResearchCommand</warmupMoteSocialSymbol> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>ResearchCommand</hediffDef> <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef ParentName="RoleAuraBuffBase"> <defName>FarmingCommand</defName> <label>farming command</label> <description>Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours.</description> <iconPath>UI/Abilities/FarmingCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/FarmingCommand</warmupMoteSocialSymbol> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>FarmingCommand</hediffDef> <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef ParentName="RoleAuraBuffBase"> <defName>ProductionCommand</defName> <label>production command</label> <description>Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours.</description> <iconPath>UI/Abilities/ProductionCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/ProductionCommand</warmupMoteSocialSymbol> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>ProductionCommand</hediffDef> <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef ParentName="RoleAuraBuffBase"> <defName>MiningCommand</defName> <label>mining command</label> <description>Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.</description> <iconPath>UI/Abilities/MiningCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/MiningCommand</warmupMoteSocialSymbol> <showWhenDrafted>false</showWhenDrafted> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>MiningCommand</hediffDef> <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef> <defName>AnimalCalm</defName> <label>Animal calm</label> <description>Use unique methods of connecting with animals to calm a maddened beast.</description> <groupDef>MultiRole</groupDef> <iconPath>UI/Abilities/AnimalCalm</iconPath> <warmupMoteSocialSymbol>UI/Abilities/AnimalCalm</warmupMoteSocialSymbol> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingMelee</jobDef> <overrideGroupCooldown>True</overrideGroupCooldown> <cooldownTicksRange>1200000</cooldownTicksRange> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <warmupSound>AnimalCalm_Resolve</warmupSound> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <comps>
  • <successMessage>{INITIATOR_labelShort} successfully calmed {RECIPIENT_labelShort}.</successMessage>
  • </comps> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>1.5</warmupTime> <targetParams> <canTargetBuildings>False</canTargetBuildings> <canTargetHumans>False</canTargetHumans> <canTargetAnimals>True</canTargetAnimals> <neverTargetHostileFaction>True</neverTargetHostileFaction> </targetParams> </verbProperties> </AbilityDef> <AbilityDef> <defName>ImmunityDrive</defName> <label>Immunity drive</label> <description>Offer moral support that energizes the body, boosting someone's immunity gain for one day.</description> <groupDef>MultiRole</groupDef> <iconPath>UI/Abilities/ImmunityDrive</iconPath> <warmupMoteSocialSymbol>UI/Abilities/ImmunityDrive</warmupMoteSocialSymbol> <hotKey>Misc12</hotKey> <jobDef>CastAbilityOnThingMelee</jobDef> <stunTargetWhileCasting>True</stunTargetWhileCasting> <showPsycastEffects>False</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted> <showWhenDrafted>false</showWhenDrafted> <warmupSound>ImmunityDrive_Resolve</warmupSound> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_Duration>1000</Ability_Duration> </statBases> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>ImmunityDrive</hediffDef> <replaceExisting>true</replaceExisting>
  • </comps> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>False</drawAimPie> <range>-1</range> <warmupTime>1.5</warmupTime> <targetParams> <canTargetBuildings>False</canTargetBuildings> <neverTargetHostileFaction>True</neverTargetHostileFaction> <canTargetMutants>false</canTargetMutants> </targetParams> </verbProperties> </AbilityDef> </Defs> <Defs> <AbilityCategoryDef> <defName>Sanguophage</defName> <displayOrder>1000</displayOrder> </AbilityCategoryDef> <AbilityDef ParentName="AbilityTouchBase"> <defName>Bloodfeed</defName> <label>bloodfeed</label> <description>Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding.\n\nCan only target non-hemogenic humans. Hemogen gain is affected by the target's body size.</description> <iconPath>UI/Icons/Genes/Gene_Bloodfeeder</iconPath> <category>Sanguophage</category> <displayOrder>100</displayOrder> <warmupEffecter>Bloodfeed_Warmup</warmupEffecter> <warmupStartSound>Bloodfeed_Cast</warmupStartSound> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>false</drawAimPie> <range>-1</range> <warmupTime>2</warmupTime> <targetParams> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> <canTargetBloodfeeders>false</canTargetBloodfeeders> </targetParams> </verbProperties> <comps>
  • <hemogenGain>0.2</hemogenGain> <bloodFilthToSpawnRange>1</bloodFilthToSpawnRange> <thoughtDefToGiveTarget>FedOn</thoughtDefToGiveTarget> <opinionThoughtDefToGiveTarget>FedOn_Social</opinionThoughtDefToGiveTarget> <resistanceGain>1</resistanceGain>
  • <fleckDef>BloodSplash</fleckDef>
  • <capacity>Eating</capacity>
  • </comps> </AbilityDef> <AbilityDef ParentName="AbilityTouchBase"> <defName>Coagulate</defName> <label>coagulate</label> <description>Use special glands in the wrists to quickly tend someone's wounds.</description> <iconPath>UI/Icons/Genes/Gene_Coagulate</iconPath> <stunTargetWhileCasting>true</stunTargetWhileCasting> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <warmupMote>Mote_CoagulateStencil</warmupMote> <warmupEffecter>Coagulate</warmupEffecter> <warmupStartSound>Coagulate_Cast</warmupStartSound> <jobDef>CastAbilityOnThingMelee</jobDef> <category>Sanguophage</category> <displayOrder>400</displayOrder> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>false</drawAimPie> <range>-1</range> <warmupTime>1</warmupTime> <targetParams> <canTargetAnimals>true</canTargetAnimals> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> <canTargetBloodfeeders>true</canTargetBloodfeeders> </targetParams> </verbProperties> <comps>
  • <hemogenCost>0.2</hemogenCost>
  • <tendQualityRange>0.4~0.8</tendQualityRange>
  • <capacity>Manipulation</capacity>
  • </comps> </AbilityDef> <AbilityDef ParentName="AbilityTouchBase"> <defName>ReimplantXenogerm</defName> <label>implant genes</label> <description>Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.</description> <iconPath>UI/Icons/Genes/Gene_XenogermReimplanter</iconPath> <warmupStartSound>ReimplantXenogerm_Cast</warmupStartSound> <warmupEffecter>Implant_Xenogerm</warmupEffecter> <category>Sanguophage</category> <displayOrder>500</displayOrder> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>false</drawAimPie> <range>-1</range> <warmupTime>4</warmupTime> <stunTargetOnCastStart>true</stunTargetOnCastStart> <targetParams> <canTargetAnimals>false</canTargetAnimals> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> </targetParams> </verbProperties> <comps>
  • </comps> </AbilityDef> <AbilityDef> <defName>PiercingSpine</defName> <label>piercing spine</label> <description>Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.</description> <iconPath>UI/Abilities/PiercingSpine</iconPath> <cooldownTicksRange>60</cooldownTicksRange> <category>Sanguophage</category> <displayOrder>200</displayOrder> <aiCanUse>true</aiCanUse> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <range>3.9</range> <warmupTime>0.5</warmupTime> <soundCast>PiercingSpine_Launch</soundCast> </verbProperties> <comps>
  • <hemogenCost>0.2</hemogenCost>
  • <projectileDef>PiercingSpine</projectileDef>
  • </comps> </AbilityDef> <ThingDef ParentName="BaseBullet"> <defName>PiercingSpine</defName> <label>keratin spine</label> <graphicData> <texPath>Things/Projectile/PiercingSpine</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <projectile> <damageDef>RangedStab</damageDef> <damageAmountBase>30</damageAmountBase> <armorPenetrationBase>1</armorPenetrationBase> <stoppingPower>1</stoppingPower> <speed>55</speed> </projectile> </ThingDef> <AbilityDef ParentName="AbilityTouchBase"> <defName>Resurrect</defName> <label>resurrect</label> <description>Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.</description> <iconPath>UI/Abilities/Resurrect</iconPath> <cooldownTicksRange>6840000~7560000</cooldownTicksRange> <warmupMote>Mote_ResurrectAbility</warmupMote> <warmupStartSound>Resurrect_Cast</warmupStartSound> <category>Sanguophage</category> <displayOrder>600</displayOrder> <hostile>false</hostile> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>false</drawAimPie> <range>-1</range> <warmupTime>2</warmupTime> <soundCast>Resurrect_Resolve</soundCast> <targetParams> <canTargetPawns>false</canTargetPawns> <canTargetBuildings>false</canTargetBuildings> <canTargetCorpses>true</canTargetCorpses> <canTargetMechs>false</canTargetMechs> </targetParams> </verbProperties> <comps>
  • <hemogenCost>0.90</hemogenCost>
  • </comps> </AbilityDef> <AbilityDef> <defName>AcidSpray</defName> <label>acid spray</label> <description>Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.</description> <iconPath>UI/Abilities/AcidSpray</iconPath> <cooldownTicksRange>30000</cooldownTicksRange> <aiCanUse>true</aiCanUse> <displayOrder>300</displayOrder> <category>Sanguophage</category> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <warmupStartSound>AcidSpray_Warmup</warmupStartSound> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <range>8.9</range> <warmupTime>0.5</warmupTime> <soundCast>AcidSpray_Resolve</soundCast> <targetParams> <canTargetLocations>true</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <projectileDef>Proj_Acid</projectileDef> <numCellsToHit>9</numCellsToHit> <sprayEffecter>AcidSpray_Directional</sprayEffecter>
  • </comps> </AbilityDef> <ThingDef> <defName>Proj_Acid</defName> <label>acid</label> <thingClass>Projectile_Liquid</thingClass> <category>Projectile</category> <tickerType>Normal</tickerType> <altitudeLayer>Projectile</altitudeLayer> <useHitPoints>False</useHitPoints> <neverMultiSelect>True</neverMultiSelect> <graphicData> <texPath>Things/Projectile/Acid</texPath> <graphicClass>Graphic_Random</graphicClass> <shaderType>MoteGlow</shaderType> <drawSize>0.85</drawSize> </graphicData> <projectile> <damageDef>AcidBurn</damageDef> <speed>25</speed> <damageAmountBase>30</damageAmountBase> <arcHeightFactor>0.4</arcHeightFactor> <armorPenetrationBase>0.8</armorPenetrationBase> <stoppingPower>1</stoppingPower> <shadowSize>0</shadowSize> <filth>Filth_SpentAcid</filth> <filthCount>1</filthCount> </projectile> </ThingDef> <AbilityDef> <defName>FoamSpray</defName> <label>foam spray</label> <description>Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.</description> <iconPath>UI/Icons/Genes/Gene_FoamSpray</iconPath> <charges>3</charges> <cooldownTicksRange>30000</cooldownTicksRange> <warmupStartSound>FoamSpray_Warmup</warmupStartSound> <hostile>false</hostile> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <range>4.9</range> <warmupTime>1</warmupTime> <soundCast>FoamSpray_Resolve</soundCast> <targetParams> <canTargetLocations>true</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <projectileDef>Proj_Foam_Ability</projectileDef> <numCellsToHit>9</numCellsToHit> <sprayEffecter>FoamSpray_Directional</sprayEffecter>
  • </comps> </AbilityDef> <ThingDef ParentName="ProjectileFoamBase"> <defName>Proj_Foam_Ability</defName> <projectile> <speed>25</speed> <numExtraHitCells>0</numExtraHitCells> <filthCount>1~3</filthCount> </projectile> <graphicData> <texPath>Things/Mote/FoamSpray</texPath> <graphicClass>Graphic_Random</graphicClass> <shaderType>MoteGlow</shaderType> <drawSize>1.35</drawSize> </graphicData> </ThingDef> <AbilityDef> <defName>FireSpew</defName> <label>fire spew</label> <description>Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground.\n\nThe bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.</description> <iconPath>UI/Abilities/FireSpew</iconPath> <cooldownTicksRange>300000</cooldownTicksRange> <aiCanUse>true</aiCanUse> <ai_IsIncendiary>true</ai_IsIncendiary> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <warmupStartSound>FireSpew_Warmup</warmupStartSound> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <range>7.9</range> <warmupTime>1</warmupTime> <soundCast>FireSpew_Resolve</soundCast> <targetParams> <canTargetLocations>true</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <range>7.9</range> <lineWidthEnd>3</lineWidthEnd> <filthDef>Filth_FlammableBile</filthDef> <effecterDef>Fire_Spew</effecterDef> <canHitFilledCells>true</canHitFilledCells>
  • </comps> </AbilityDef> <AbilityDef Name="LongJump"> <defName>Longjump</defName> <label>longjump</label> <description>Jump to a distant location using super-strong hemogen-powered legs.</description> <iconPath>UI/Abilities/Longjump</iconPath> <cooldownTicksRange>60</cooldownTicksRange> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityJump</verbClass> <label>jump</label> <violent>false</violent> <forceNormalTimeSpeed>false</forceNormalTimeSpeed> <warmupTime>0.5</warmupTime> <range>19.9</range> <requireLineOfSight>true</requireLineOfSight> <soundCast>Longjump_Jump</soundCast> <soundLanding>Longjump_Land</soundLanding> <targetParams> <canTargetLocations>true</canTargetLocations> <canTargetPawns>false</canTargetPawns> <canTargetBuildings>false</canTargetBuildings> </targetParams> </verbProperties> <jobDef>CastJump</jobDef> <comps>
  • <hemogenCost>0.05</hemogenCost>
  • </comps> </AbilityDef> <AbilityDef> <defName>FireBurst</defName> <label>fire burst</label> <description>Emit a burst of burning fuel in all directions to form puddles of ignited liquid on the ground.</description> <jobDef>CastAbilityOnThingWithoutWeapon</jobDef> <iconPath>UI/Abilities/FireBurst</iconPath> <cooldownTicksRange>2700</cooldownTicksRange> <aiCanUse>true</aiCanUse> <ai_SearchAOEForTargets>true</ai_SearchAOEForTargets> <targetRequired>false</targetRequired> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <showCastingProgressBar>true</showCastingProgressBar> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupEffecter>Fire_Burst_Warmup</warmupEffecter> <warmupTime>3</warmupTime> <requireLineOfSight>false</requireLineOfSight> <range>5.9</range> <drawAimPie>false</drawAimPie> <targetParams> <canTargetSelf>true</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <radius>5.9</radius>
  • </comps> </AbilityDef> <AbilityDef> <defName>AnimalWarcall</defName> <label>animal warcall</label> <description>With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.</description> <iconPath>UI/Abilities/AnimalWarcall</iconPath> <cooldownTicksRange>900000</cooldownTicksRange> <canUseAoeToGetTargets>false</canUseAoeToGetTargets> <jobDef>CastAbilityOnThingWithoutWeaponInterruptible</jobDef> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <groupAbility>true</groupAbility> <statBases> <Ability_Duration>500</Ability_Duration> </statBases> <charges>2</charges> <cooldownPerCharge>true</cooldownPerCharge> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <label>warcall</label> <warmupTime>2</warmupTime> <range>49.9</range> <drawAimPie>true</drawAimPie> <requireLineOfSight>false</requireLineOfSight> <warmupEffecter>AnimalWarcall_Warmup</warmupEffecter> <mouseTargetingText>Choose an animal to call</mouseTargetingText> <targetParams> <canTargetLocations>false</canTargetLocations> <canTargetPawns>true</canTargetPawns> <canTargetAnimals>true</canTargetAnimals> <canTargetBuildings>false</canTargetBuildings> <canTargetHumans>false</canTargetHumans> <canTargetMechs>false</canTargetMechs> <canTargetSelf>false</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveMentalState</compClass> <stateDef>BerserkWarcall</stateDef> <goodwillImpact>-75</goodwillImpact> <casterEffect>AnimalWarcall_Cast</casterEffect> <targetEffect>AnimalWarcall_CastOnTarget</targetEffect> <excludeNPCFactions>true</excludeNPCFactions>
  • </comps> </AbilityDef> <AbilityDef Name="LongJumpMech"> <defName>LongjumpMech</defName> <label>mech longjump</label> <description>Jump to a distant location using special ultrafast mechanoid muscles.</description> <iconPath>UI/Abilities/MechLongJump</iconPath> <cooldownTicksRange>480</cooldownTicksRange> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityJump</verbClass> <label>jump</label> <violent>false</violent> <forceNormalTimeSpeed>false</forceNormalTimeSpeed> <warmupTime>0.5</warmupTime> <minRange>5.9</minRange> <range>9.9</range> <requireLineOfSight>true</requireLineOfSight> <soundCast>Longjump_Jump</soundCast> <soundLanding>Longjump_Land</soundLanding> <flyWithCarriedThing>false</flyWithCarriedThing> <targetParams> <canTargetLocations>true</canTargetLocations> <canTargetPawns>false</canTargetPawns> <canTargetBuildings>false</canTargetBuildings> </targetParams> </verbProperties> </AbilityDef> <AbilityDef ParentName="LongJumpMech"> <defName>LongjumpMechLauncher</defName> <label>jump launcher</label> <description>Jump to a distant location using a built-in jump launcher.</description> <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>true</disableGizmoWhileUndrafted> <charges>2</charges> <cooldownTicksRange>20000</cooldownTicksRange> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <range>15</range> <minRange>6</minRange> <warmupEffecter>JumpMechWarmupEffect</warmupEffecter> <requireLineOfSight>true</requireLineOfSight> <flightEffecterDef>JumpMechFlightEffect</flightEffecterDef> <flyWithCarriedThing>true</flyWithCarriedThing> <soundLanding>JumpMechLand</soundLanding> <soundCast Inherit="False" /> </verbProperties> <jobDef>CastJump</jobDef> </AbilityDef> <AbilityDef> <defName>SmokepopMech</defName> <label>mech smokepop</label> <description>Release compressed smoke from concealed vents. Smoke reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.</description> <iconPath>UI/Abilities/MechSmokepop</iconPath> <cooldownTicksRange>900000</cooldownTicksRange> <targetRequired>false</targetRequired> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>1</warmupTime> <range>3.9</range> <drawAimPie>false</drawAimPie> <targetParams> <canTargetSelf>true</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <smokeRadius>3.5</smokeRadius> <clamorType>Ability</clamorType> <clamorRadius>15</clamorRadius>
  • </comps> </AbilityDef> <AbilityDef> <defName>FirefoampopMech</defName> <label>firefoam pop</label> <description>Release a fire-retardant foam in a circular area.</description> <iconPath>UI/Abilities/MechFirefoamPop</iconPath> <cooldownTicksRange>300000</cooldownTicksRange> <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>true</disableGizmoWhileUndrafted> <targetRequired>false</targetRequired> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>0.5</warmupTime> <requireLineOfSight>false</requireLineOfSight> <drawAimPie>false</drawAimPie> <range>3.9</range> <targetParams> <canTargetSelf>true</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <firefoamRadius>3.5</firefoamRadius> <clamorType>Ability</clamorType> <clamorRadius>15</clamorRadius>
  • </comps> </AbilityDef> <AbilityDef> <defName>ResurrectionMech</defName> <label>resurrect mech</label> <description>Resurrect a recently-killed mechanoid by externally supercharging its self-repair processes. The mechanoid will come back with some but not all of its wounds healed.</description> <iconPath>UI/Abilities/MechResurrection</iconPath> <cooldownTicksRange>120</cooldownTicksRange> <warmupStartSound>MechResurrect_Warmup</warmupStartSound> <warmupEffecter>ApocrionAoeWarmup</warmupEffecter> <jobDef>CastAbilityGoToThing</jobDef> <canUseAoeToGetTargets>true</canUseAoeToGetTargets> <useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_EffectRadius>5</Ability_EffectRadius> </statBases> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <drawAimPie>true</drawAimPie> <range>9.9</range> <warmupTime>4</warmupTime> <soundCast>MechResurrect_Cast</soundCast> <requireLineOfSight>false</requireLineOfSight> <targetParams> <canTargetPawns>false</canTargetPawns> <canTargetBuildings>false</canTargetBuildings> <canTargetCorpses>true</canTargetCorpses> <canTargetAnimals>false</canTargetAnimals> <canTargetHumans>false</canTargetHumans> <canTargetMechs>true</canTargetMechs> </targetParams> </verbProperties> <comps>
  • <maxCorpseAgeTicks>3600</maxCorpseAgeTicks> <costs>
  • <weightClass>Light</weightClass> <cost>1</cost>
  • <weightClass>Medium</weightClass> <cost>3</cost>
  • <weightClass>Heavy</weightClass> <cost>5</cost>
  • </costs> <appliedEffecterDef>MechResurrected</appliedEffecterDef> </comps> </AbilityDef> </Defs> <Defs> <AbilityDef Name="SpikeLaunchBase" Abstract="True"> <label>spike launch</label> <description>Launch a bone spike at a target.</description> <cooldownTicksRange>120</cooldownTicksRange> <aiCanUse>true</aiCanUse> <verbProperties> <verbClass>Verb_AbilityShoot</verbClass> <warmupTime>0.5</warmupTime> <soundCast>Ability_SpineLaunch</soundCast> <ai_IsWeapon>false</ai_IsWeapon> </verbProperties> </AbilityDef> <ThingDef ParentName="BaseBullet" Name="SpikeBase" Abstract="True"> <label>spike</label> <graphicData> <graphicClass>Graphic_Single</graphicClass> </graphicData> <projectile> <damageDef>RangedStab</damageDef> <armorPenetrationBase>1</armorPenetrationBase> <stoppingPower>1</stoppingPower> <speed>55</speed> </projectile> </ThingDef> <AbilityDef ParentName="SpikeLaunchBase"> <defName>SpikeLaunch_Toughspike</defName> <verbProperties> <range>5.9</range> <defaultProjectile>Spike_Toughspike</defaultProjectile> </verbProperties> </AbilityDef> <ThingDef ParentName="SpikeBase"> <defName>Spike_Toughspike</defName> <graphicData> <texPath>Things/Projectile/Projectile_Toughspike</texPath> </graphicData> <projectile> <damageAmountBase>9</damageAmountBase> </projectile> </ThingDef> <AbilityDef ParentName="SpikeLaunchBase"> <defName>SpikeLaunch_Fingerspike</defName> <verbProperties> <range>3.9</range> <defaultProjectile>Spike_Fingerspike</defaultProjectile> </verbProperties> </AbilityDef> <ThingDef ParentName="SpikeBase"> <defName>Spike_Fingerspike</defName> <graphicData> <texPath>Things/Projectile/Projectile_Fingerspike</texPath> </graphicData> <projectile> <damageAmountBase>7</damageAmountBase> </projectile> </ThingDef> <AbilityDef ParentName="SpikeLaunchBase"> <defName>SpineLaunch_Gorehulk</defName> <label>spine launch</label> <description>Launch a keratin spine at a target to do damage.</description> <cooldownTicksRange>130</cooldownTicksRange> <verbProperties> <range>17.9</range> <soundCast>Gorehulk_Spine_Launch</soundCast> <defaultProjectile>Spine_Gorehulk</defaultProjectile> </verbProperties> </AbilityDef> <ThingDef ParentName="SpikeBase"> <defName>Spine_Gorehulk</defName> <label>spine</label> <graphicData> <texPath>Things/Projectile/Projectile_GorehulkSpike</texPath> </graphicData> <projectile> <armorPenetrationBase>0.15</armorPenetrationBase> <damageAmountBase>12</damageAmountBase> </projectile> </ThingDef> <AbilityDef> <defName>ConsumeLeap_Devourer</defName> <label>consume leap</label> <description>Leap onto a target and begin digesting it.</description> <cooldownTicksRange>3600</cooldownTicksRange> <jobDef>CastJump</jobDef> <ai_IsOffensive>true</ai_IsOffensive> <aiCanUse>true</aiCanUse> <verbProperties> <verbClass>Verb_CastAbilityConsumeLeap</verbClass> <label>consume leap</label> <range>9.9</range> <requireLineOfSight>true</requireLineOfSight> <warmupTime>0.25</warmupTime> <soundCast>Pawn_Devourer_Jump</soundCast> <soundLanding>Pawn_Devourer_Land</soundLanding> <targetParams> <canTargetBuildings>false</canTargetBuildings> </targetParams> </verbProperties> <comps>
  • <maxBodySize>2.5</maxBodySize>
  • </comps> </AbilityDef> <AbilityDef Name="EntitySkip"> <defName>EntitySkip</defName> <label>entity skip</label> <category MayRequire="Ludeon.RimWorld.Royalty">Skip</category> <description>Teleport to a target destination.</description> <showPsycastEffects>false</showPsycastEffects> <cooldownTicksRange>180~480</cooldownTicksRange> <aiCanUse>true</aiCanUse> <showOnCharacterCard>false</showOnCharacterCard> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_EntitySkip</verbClass> <drawAimPie>false</drawAimPie> <warmupTime>0</warmupTime> <range>99.9</range> <ai_IsWeapon>false</ai_IsWeapon> <targetParams> <canTargetSelf>True</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_Teleport</compClass> <destination>Selected</destination> <requiresLineOfSight>false</requiresLineOfSight> <range>-1</range> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius> <destClamorType>Ability</destClamorType> <destClamorRadius>10</destClamorRadius> <maxBodySize>10</maxBodySize>
  • </comps> </AbilityDef> <AbilityDef ParentName="EntitySkip"> <defName>UnnaturalCorpseSkip</defName> <cooldownTicksRange>1200</cooldownTicksRange> </AbilityDef> <AbilityDef> <defName>Heatspikes</defName> <label>heatspikes</label> <description>Fire a burst of low-accuracy energy bolts.</description> <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> <cooldownTicksRange>90~180</cooldownTicksRange> <verbProperties> <verbClass>Verb_AbilityShoot</verbClass> <defaultProjectile>Bullet_Heatspike</defaultProjectile> <range>24.9</range> <soundCast>Heatspikes_Shot</soundCast> <soundCastTail>Heatspikes_Tail</soundCastTail> <muzzleFlashScale>9</muzzleFlashScale> <ticksBetweenBurstShots>6</ticksBetweenBurstShots> <warmupTime>0</warmupTime> <burstShotCount>12</burstShotCount> <accuracyTouch>0.9</accuracyTouch> <accuracyShort>0.8</accuracyShort> <accuracyMedium>0.7</accuracyMedium> <accuracyLong>0.6</accuracyLong> <ai_IsWeapon>false</ai_IsWeapon> </verbProperties> </AbilityDef> <ThingDef ParentName="BaseBullet"> <defName>Bullet_Heatspike</defName> <label>heatspike shot</label> <graphicData> <texPath>Things/Projectile/Nociosphere_Heatspike</texPath> <graphicClass>Graphic_Random</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <projectile> <damageDef>EnergyBolt</damageDef> <damageAmountBase>18</damageAmountBase> <speed>90</speed> <bulletChanceToStartFire>1</bulletChanceToStartFire> </projectile> </ThingDef> <AbilityDef> <defName>FleshmelterBolt</defName> <label>fleshmelter bolt</label> <description>Launch a large bolt of energy which generates a high-temperature explosion.</description> <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> <cooldownTicksRange>120~240</cooldownTicksRange> <verbProperties> <verbClass>Verb_AbilityShoot</verbClass> <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile> <range>24.9</range> <warmupTime>1.5</warmupTime> <muzzleFlashScale>9</muzzleFlashScale> <burstShotCount>1</burstShotCount> <accuracyTouch>0.9</accuracyTouch> <accuracyShort>0.8</accuracyShort> <accuracyMedium>0.7</accuracyMedium> <accuracyLong>0.6</accuracyLong> <beamTargetsGround>true</beamTargetsGround> <soundAiming>FleshmelterBolt_Charging</soundAiming> <ai_IsWeapon>false</ai_IsWeapon> <ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats> <aimingLineMote>Mote_FleshmelterBolt_Aim</aimingLineMote> <aimingChargeMote>Mote_FleshmelterBolt_Charge</aimingChargeMote> <aimingChargeMoteOffset>1.07</aimingChargeMoteOffset> <aimingLineMoteFixedLength>15.9</aimingLineMoteFixedLength> <aimingTargetMote>Mote_FleshmelterBolt_Target</aimingTargetMote> <targetParams> <canTargetLocations>true</canTargetLocations> <canTargetSelf>true</canTargetSelf> <canTargetPawns>true</canTargetPawns> <canTargetBuildings>true</canTargetBuildings> <canTargetPlants>true</canTargetPlants> </targetParams> </verbProperties> </AbilityDef> <ThingDef ParentName="BaseBullet"> <defName>Bullet_FleshmelterBolt</defName> <label>fleshmelter bolt</label> <thingClass>Projectile_Explosive</thingClass> <graphicData> <texPath>Things/Projectile/FleshmelterBolt</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>Mote</shaderType> <drawSize>(1.5, 3)</drawSize> </graphicData> <projectile> <damageDef>NociosphereVaporize</damageDef> <damageAmountBase>150</damageAmountBase> <speed>75</speed> <soundAmbient>FleshmelterBolt_Launch</soundAmbient> <explosionRadius>2.49</explosionRadius> <screenShakeFactor>1.25</screenShakeFactor> <explosionChanceToStartFire>0.75</explosionChanceToStartFire> </projectile> </ThingDef> <AbilityDef> <defName>AgonyPulse</defName> <label>agony pulse</label> <description>Generate a pulse of psychic pain emanating from a target location.</description> <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> <cooldownTicksRange>900</cooldownTicksRange> <statBases> <Ability_EffectRadius>2.9</Ability_EffectRadius> </statBases> <warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile> <range>24.9</range> <warmupTime>1.0</warmupTime> <soundCast>AgonyPulse_Cast</soundCast> <ai_IsWeapon>false</ai_IsWeapon> <ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediffPsychic</compClass> <durationSecondsOverride>2000~4000</durationSecondsOverride> <replaceExisting>true</replaceExisting> <hediffDef>AgonyPulse</hediffDef> <onlyBrain>true</onlyBrain> <ignoreSelf>true</ignoreSelf> <severity>0</severity>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • <effecterDef>AgonyPulseExplosion</effecterDef>
  • </comps> </AbilityDef> <AbilityDef ParentName="AbilityTouchBase"> <defName>UnnaturalHealing</defName> <label>unnatural healing</label> <description>Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.</description> <iconPath>UI/Abilities/UnnaturalHealing</iconPath> <cooldownTicksRange>360000</cooldownTicksRange> <showPsycastEffects>false</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <stunTargetWhileCasting>true</stunTargetWhileCasting> <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> <hostile>false</hostile> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbilityTouch</verbClass> <drawAimPie>false</drawAimPie> <range>-1</range> <warmupTime>4.5</warmupTime> <targetParams> <canTargetSelf>false</canTargetSelf> <canTargetMechs>false</canTargetMechs> <canTargetBuildings>false</canTargetBuildings> </targetParams> </verbProperties> <comps>
  • <fleckDef>UnnaturalHealing</fleckDef>
  • </comps> </AbilityDef> <AbilityDef Name="ShapeFlesh"> <defName>ShapeFlesh</defName> <label>shape flesh</label> <description>Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.</description> <iconPath>UI/Abilities/ShapeFlesh</iconPath> <cooldownTicksRange>2400</cooldownTicksRange> <showPsycastEffects>false</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>2</warmupTime> <range>24.9</range> <requireLineOfSight>True</requireLineOfSight> <drawHighlightWithLineOfSight>true</drawHighlightWithLineOfSight> <targetParams> <canTargetSelf>false</canTargetSelf> <canTargetMechs>false</canTargetMechs> <canTargetBuildings>false</canTargetBuildings> <canTargetCorpses>true</canTargetCorpses> <onlyTargetCorpses>true</onlyTargetCorpses> </targetParams> </verbProperties> <comps>
  • </comps> </AbilityDef> <AbilityDef ParentName="AbilityTouchBase"> <defName>TransmuteSteel</defName> <label>transmute steel</label> <description>Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.</description> <iconPath>UI/Abilities/TransmuteSteel</iconPath> <cooldownTicksRange>50000</cooldownTicksRange> <showPsycastEffects>false</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> <useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <drawAimPie>false</drawAimPie> <warmupTime>2</warmupTime> <range>-1</range> <targetParams> <canTargetSelf>false</canTargetSelf> <canTargetBuildings>true</canTargetBuildings> <canTargetPawns>false</canTargetPawns> <canTargetItems>true</canTargetItems> <thingCategory>Item</thingCategory> <mapObjectTargetsMustBeAutoAttackable>false</mapObjectTargetsMustBeAutoAttackable> </targetParams> </verbProperties> <comps>
  • <failedMessage>Must target steel, steel slag chunks, steel buildings, or steel items.</failedMessage> <elementRatios>
  • <sourceStuff>Steel</sourceStuff> <ratio>1</ratio>
  • <sourceStuff>ChunkSlagSteel</sourceStuff> <ratio>15</ratio>
  • </elementRatios> <outcomeStuff>
  • Plasteel
  • Gold
  • Uranium
  • Bioferrite
  • </outcomeStuff> <outcomeItems>
  • Plasteel
  • Gold
  • Uranium
  • Bioferrite
  • Meat_Twisted
  • </outcomeItems> </comps> </AbilityDef> <AbilityDef> <defName>PsychicSlaughter</defName> <label>psychic slaughter</label> <description>Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.</description> <iconPath>UI/Abilities/Slaughter</iconPath> <cooldownTicksRange>60000</cooldownTicksRange> <showPsycastEffects>false</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <stunTargetWhileCasting>true</stunTargetWhileCasting> <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> <writeCombatLog>true</writeCombatLog> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>2</warmupTime> <range>4.9</range> <requireLineOfSight>True</requireLineOfSight> <drawHighlightWithLineOfSight>true</drawHighlightWithLineOfSight> <targetParams> <canTargetBuildings>false</canTargetBuildings> <canTargetMechs>false</canTargetMechs> </targetParams> </verbProperties> <comps>
  • </comps> </AbilityDef> <AbilityDef> <defName>ReleaseDeadlifeDust</defName> <label>release deadlife dust</label> <description>Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.</description> <iconPath>UI/Abilities/ReleaseDeadlifeDust</iconPath> <cooldownTicksRange>60000</cooldownTicksRange> <showPsycastEffects>false</showPsycastEffects> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <hotKey>Misc1</hotKey> <hostile>false</hostile> <targetRequired>false</targetRequired> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <label>release deadlife dust</label> <drawAimPie>false</drawAimPie> <warmupTime>0.5</warmupTime> <violent>false</violent> <targetable>false</targetable> <targetParams> <canTargetSelf>true</canTargetSelf> </targetParams> <soundCast>DeadlifeRelease</soundCast> </verbProperties> <comps>
  • <gasType>DeadlifeDust</gasType> <cellsToFill>15</cellsToFill>
  • </comps> </AbilityDef> <AbilityDef> <defName>GhoulFrenzy</defName> <label>ghoul frenzy</label> <description>Use the adrenal heart to saturate the bloodstream with stress hormones and liquid energy, permitting the ghoul to move and attack at incredible speeds for a short time.</description> <iconPath>UI/Abilities/GhoulFrenzy</iconPath> <cooldownTicksRange>1800</cooldownTicksRange> <hostile>false</hostile> <groupAbility>true</groupAbility> <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <aiCanUse>true</aiCanUse> <ai_IsOffensive>true</ai_IsOffensive> <targetRequired>false</targetRequired> <statBases> <Ability_Duration>15</Ability_Duration> </statBases> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <drawAimPie>false</drawAimPie> <requireLineOfSight>false</requireLineOfSight> <nonInterruptingSelfCast>true</nonInterruptingSelfCast> <soundCast>Pawn_Ghoul_Frenzy</soundCast> <targetable>false</targetable> <targetParams> <canTargetSelf>true</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>GhoulFrenzy</hediffDef> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef> <defName>CorrosiveSpray</defName> <label>corrosive spray</label> <description>Use the corrosive heart to spray acid a short distance. The heart pumps the corrosive fluid through a surgically implanted duct, allowing the ghoul to spew it from their mouth at high velocity.</description> <iconPath>UI/Abilities/AcidSpray</iconPath> <cooldownTicksRange>5000</cooldownTicksRange> <aiCanUse>true</aiCanUse> <displayOrder>300</displayOrder> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <warmupStartSound>AcidSpray_Warmup</warmupStartSound> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <range>11.9</range> <warmupTime>0.25</warmupTime> <soundCast>AcidSpray_Resolve</soundCast> <targetParams> <canTargetLocations>true</canTargetLocations> </targetParams> </verbProperties> <comps>
  • <projectileDef>Proj_CorrosiveFluid</projectileDef> <numCellsToHit>9</numCellsToHit> <sprayEffecter>AcidSpray_Directional</sprayEffecter>
  • </comps> </AbilityDef> <ThingDef> <defName>Proj_CorrosiveFluid</defName> <label>corrosive fluid</label> <thingClass>Projectile_Liquid</thingClass> <category>Projectile</category> <tickerType>Normal</tickerType> <altitudeLayer>Projectile</altitudeLayer> <useHitPoints>False</useHitPoints> <neverMultiSelect>True</neverMultiSelect> <graphicData> <texPath>Things/Projectile/Acid</texPath> <graphicClass>Graphic_Random</graphicClass> <shaderType>MoteGlow</shaderType> <drawSize>0.85</drawSize> </graphicData> <projectile> <damageDef>AcidBurn</damageDef> <speed>25</speed> <damageAmountBase>30</damageAmountBase> <arcHeightFactor>0.4</arcHeightFactor> <armorPenetrationBase>0.8</armorPenetrationBase> <stoppingPower>1</stoppingPower> <shadowSize>0</shadowSize> <filth>Filth_SpentAcid</filth> <filthCount>1</filthCount> </projectile> </ThingDef> <AbilityDef> <defName>MetalbloodInjection</defName> <label>metalblood injection</label> <description>Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.</description> <iconPath>UI/Abilities/MetalbloodInjection</iconPath> <cooldownTicksRange>15000</cooldownTicksRange> <hostile>false</hostile> <groupAbility>true</groupAbility> <displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted> <disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted> <aiCanUse>true</aiCanUse> <ai_IsOffensive>true</ai_IsOffensive> <targetRequired>false</targetRequired> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_Duration>40</Ability_Duration> </statBases> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <drawAimPie>false</drawAimPie> <requireLineOfSight>false</requireLineOfSight> <nonInterruptingSelfCast>true</nonInterruptingSelfCast> <soundCast>Pawn_Ghoul_Frenzy</soundCast> <targetable>false</targetable> <targetParams> <canTargetSelf>true</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>Metalblood</hediffDef> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>
  • </comps> </AbilityDef> <AbilityDef> <defName>RevenantInvisibility</defName> <label>revenant invisibility</label> <description>Use the revenant vertebrae to temporarily turn invisible. The prosthetic manipulates the visual centers of those nearby, letting the user pass unnoticed.</description> <iconPath>UI/Abilities/RevenantInvisibility</iconPath> <cooldownTicksRange>60000</cooldownTicksRange> <writeCombatLog>True</writeCombatLog> <hotKey>Misc12</hotKey> <targetRequired>false</targetRequired> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <statBases> <Ability_Duration>15</Ability_Duration> </statBases> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <drawAimPie>false</drawAimPie> <requireLineOfSight>false</requireLineOfSight> <nonInterruptingSelfCast>true</nonInterruptingSelfCast> <warmupTime>1</warmupTime> <range>19.9</range> <targetable>false</targetable> <targetParams> <canTargetSelf>True</canTargetSelf> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveHediff</compClass> <hediffDef>PsychicInvisibility</hediffDef> <psychic>True</psychic>
  • <fleckDef>PsycastPsychicEffect</fleckDef>
  • </comps> </AbilityDef> <AbilityDef> <defName>VoidTerror</defName> <label>void terror</label> <description>Psychically induce terrifying hallucinations, causing a person to flee in terror.</description> <iconPath>UI/Abilities/VoidTerror</iconPath> <cooldownTicksRange>7500</cooldownTicksRange> <warmupEffecter>HoraxianSpellDark_Warmup</warmupEffecter> <sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete> <writeCombatLog>true</writeCombatLog> <charges>5</charges> <cooldownPerCharge>true</cooldownPerCharge> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <verbProperties> <verbClass>Verb_CastAbility</verbClass> <warmupTime>0.5</warmupTime> <range>31.9</range> <drawAimPie>true</drawAimPie> <requireLineOfSight>true</requireLineOfSight> <soundCast>VoidTerrorCast</soundCast> <targetParams> <canTargetLocations>false</canTargetLocations> <canTargetPawns>true</canTargetPawns> <canTargetAnimals>false</canTargetAnimals> <canTargetBuildings>false</canTargetBuildings> <canTargetHumans>true</canTargetHumans> <canTargetMechs>false</canTargetMechs> <canTargetSelf>false</canTargetSelf> <canTargetMutants>false</canTargetMutants> <neverTargetIncapacitated>true</neverTargetIncapacitated> </targetParams> </verbProperties> <comps>
  • <compClass>CompAbilityEffect_GiveMentalState</compClass> <stateDef>TerrifyingHallucinations</stateDef> <goodwillImpact>-25</goodwillImpact> <forced>true</forced>
  • <fleckDef>PsycastPsychicLine</fleckDef>
  • <effecterDef>VoidTerror_Target</effecterDef>
  • </comps> </AbilityDef> </Defs>