Difference between revisions of "User:JuliaCat/test"

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Line 5: Line 5:
 
<Defs>
 
<Defs>
  
 +
====  Ability ====
 
   <AbilityDef Name="PsycastBase" Abstract="True">
 
   <AbilityDef Name="PsycastBase" Abstract="True">
 
     '''Ability Class:''' Psycast<abilityClass/><br />
 
     '''Ability Class:''' Psycast<abilityClass/><br />
Line 26: Line 27:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef Abstract="True" Name="SpeechBase">
 
   <AbilityDef Abstract="True" Name="SpeechBase">
 
     <iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
 
     <iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
Line 46: Line 48:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef Name="AbilityTouchBase" Abstract="True">
 
   <AbilityDef Name="AbilityTouchBase" Abstract="True">
 
     '''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
 
     '''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
Line 77: Line 80:
  
  
 +
====  Ability ====
 
   <AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="True">
 
   <AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="True">
 
     '''Category:''' Skip<category/><br />
 
     '''Category:''' Skip<category/><br />
 
   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Painblock<br id="defName" />
 
     '''Def Name:''' Painblock<br id="defName" />
Line 117: Line 122:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Stun<br id="defName" />
 
     '''Def Name:''' Stun<br id="defName" />
Line 151: Line 157:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Burden<br id="defName" />
 
     '''Def Name:''' Burden<br id="defName" />
Line 185: Line 192:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' BlindingPulse<br id="defName" />
 
     '''Def Name:''' BlindingPulse<br id="defName" />
Line 225: Line 233:
  
 
   <!--?-->
 
   <!--?-->
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' EntropyLink<br id="defName" />
 
     '''Def Name:''' EntropyLink<br id="defName" />
Line 256: Line 265:
 
   <!--?-->
 
   <!--?-->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' EntropyDump<br id="defName" />
 
     '''Def Name:''' EntropyDump<br id="defName" />
Line 291: Line 301:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Beckon<br id="defName" />
 
     '''Def Name:''' Beckon<br id="defName" />
Line 327: Line 338:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' VertigoPulse<br id="defName" />
 
     '''Def Name:''' VertigoPulse<br id="defName" />
Line 366: Line 378:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' ChaosSkip<br id="defName" />
 
     '''Def Name:''' ChaosSkip<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Skip<br id="defName" />
 
     '''Def Name:''' Skip<br id="defName" />
Line 444: Line 458:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Wallraise<br id="defName" />
 
     '''Def Name:''' Wallraise<br id="defName" />
Line 497: Line 512:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Smokepop<br id="defName" />
 
     '''Def Name:''' Smokepop<br id="defName" />
Line 539: Line 555:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Focus<br id="defName" />
 
     '''Def Name:''' Focus<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Berserk<br id="defName" />
 
     '''Def Name:''' Berserk<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Invisibility<br id="defName" />
 
     '''Def Name:''' Invisibility<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' BerserkPulse<br id="defName" />
 
     '''Def Name:''' BerserkPulse<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' ManhunterPulse<br id="defName" />
 
     '''Def Name:''' ManhunterPulse<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' MassChaosSkip<br id="defName" />
 
     '''Def Name:''' MassChaosSkip<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Waterskip<br id="defName" />
 
     '''Def Name:''' Waterskip<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Flashstorm<br id="defName" />
 
     '''Def Name:''' Flashstorm<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' BulletShield<br id="defName" />
 
     '''Def Name:''' BulletShield<br id="defName" />
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   <!-- Title related abilities -->
 
   <!-- Title related abilities -->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="SpeechBase">
 
   <AbilityDef ParentName="SpeechBase">
 
     '''Def Name:''' Speech<br id="defName" />
 
     '''Def Name:''' Speech<br id="defName" />
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 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' SolarPinhole<br id="defName" />
 
     '''Def Name:''' SolarPinhole<br id="defName" />
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   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="True">
 
   <AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="True">
 
     <jobDef>CastAbilityOnThingMelee</jobDef>
 
     <jobDef>CastAbilityOnThingMelee</jobDef>
Line 964: Line 992:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="WordOfBase">
 
   <AbilityDef ParentName="WordOfBase">
 
     '''Def Name:''' WordOfTrust<br id="defName" />
 
     '''Def Name:''' WordOfTrust<br id="defName" />
Line 993: Line 1,022:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="WordOfBase">
 
   <AbilityDef ParentName="WordOfBase">
 
     '''Def Name:''' WordOfJoy<br id="defName" />
 
     '''Def Name:''' WordOfJoy<br id="defName" />
Line 1,028: Line 1,058:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="WordOfBase">
 
   <AbilityDef ParentName="WordOfBase">
 
     '''Def Name:''' WordOfLove<br id="defName" />
 
     '''Def Name:''' WordOfLove<br id="defName" />
Line 1,060: Line 1,091:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="WordOfBase">
 
   <AbilityDef ParentName="WordOfBase">
 
     '''Def Name:''' WordOfSerenity<br id="defName" />
 
     '''Def Name:''' WordOfSerenity<br id="defName" />
Line 1,099: Line 1,131:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="WordOfBase">
 
   <AbilityDef ParentName="WordOfBase">
 
     '''Def Name:''' WordOfInspiration<br id="defName" />
 
     '''Def Name:''' WordOfInspiration<br id="defName" />
Line 1,126: Line 1,159:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Farskip<br id="defName" />
 
     '''Def Name:''' Farskip<br id="defName" />
Line 1,156: Line 1,190:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBase">
 
   <AbilityDef ParentName="PsycastBase">
 
     '''Def Name:''' Neuroquake<br id="defName" />
 
     '''Def Name:''' Neuroquake<br id="defName" />
Line 1,209: Line 1,244:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
   <AbilityDef ParentName="PsycastBaseSkip">
 
     '''Def Name:''' Chunkskip<br id="defName" />
 
     '''Def Name:''' Chunkskip<br id="defName" />
Line 1,256: Line 1,292:
 
   </AbilityGroupDef>
 
   </AbilityGroupDef>
  
 +
====  Ability ====
 
   <AbilityDef ParentName="SpeechBase">
 
   <AbilityDef ParentName="SpeechBase">
 
     '''Def Name:''' LeaderSpeech<br id="defName" />
 
     '''Def Name:''' LeaderSpeech<br id="defName" />
Line 1,271: Line 1,308:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="SpeechBase">
 
   <AbilityDef ParentName="SpeechBase">
 
     '''Def Name:''' Trial<br id="defName" />
 
     '''Def Name:''' Trial<br id="defName" />
Line 1,300: Line 1,338:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef ParentName="SpeechBase">
 
   <AbilityDef ParentName="SpeechBase">
 
     '''Def Name:''' ConversionRitual<br id="defName" />
 
     '''Def Name:''' ConversionRitual<br id="defName" />
Line 1,331: Line 1,370:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' WorkDrive<br id="defName" />
 
     '''Def Name:''' WorkDrive<br id="defName" />
Line 1,380: Line 1,420:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' CombatCommand<br id="defName" />
 
     '''Def Name:''' CombatCommand<br id="defName" />
Line 1,437: Line 1,478:
 
   </AbilityGroupDef>
 
   </AbilityGroupDef>
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' Convert<br id="defName" />
 
     '''Def Name:''' Convert<br id="defName" />
Line 1,484: Line 1,526:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' PreachHealth<br id="defName" />
 
     '''Def Name:''' PreachHealth<br id="defName" />
Line 1,538: Line 1,581:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' Reassure<br id="defName" />
 
     '''Def Name:''' Reassure<br id="defName" />
Line 1,582: Line 1,626:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' Counsel<br id="defName" />
 
     '''Def Name:''' Counsel<br id="defName" />
Line 1,632: Line 1,677:
 
   </AbilityGroupDef>
 
   </AbilityGroupDef>
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef Abstract="True" Name="RoleAuraBuffBase">
 
   <AbilityDef Abstract="True" Name="RoleAuraBuffBase">
 
     <jobDef>CastAbilityOnThing</jobDef>
 
     <jobDef>CastAbilityOnThing</jobDef>
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   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
     '''Def Name:''' MarksmanCommand<br id="defName" />
 
     '''Def Name:''' MarksmanCommand<br id="defName" />
Line 1,683: Line 1,730:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
     '''Def Name:''' BerserkTrance<br id="defName" />
 
     '''Def Name:''' BerserkTrance<br id="defName" />
Line 1,712: Line 1,760:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
     '''Def Name:''' ResearchCommand<br id="defName" />
 
     '''Def Name:''' ResearchCommand<br id="defName" />
Line 1,732: Line 1,781:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
     '''Def Name:''' FarmingCommand<br id="defName" />
 
     '''Def Name:''' FarmingCommand<br id="defName" />
Line 1,752: Line 1,802:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
     '''Def Name:''' ProductionCommand<br id="defName" />
 
     '''Def Name:''' ProductionCommand<br id="defName" />
Line 1,772: Line 1,823:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
   <AbilityDef ParentName="RoleAuraBuffBase">
 
     '''Def Name:''' MiningCommand<br id="defName" />
 
     '''Def Name:''' MiningCommand<br id="defName" />
Line 1,792: Line 1,844:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' AnimalCalm<br id="defName" />
 
     '''Def Name:''' AnimalCalm<br id="defName" />
Line 1,829: Line 1,882:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' ImmunityDrive<br id="defName" />
 
     '''Def Name:''' ImmunityDrive<br id="defName" />
Line 1,879: Line 1,933:
 
   </AbilityCategoryDef><br />
 
   </AbilityCategoryDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="AbilityTouchBase">
 
   <AbilityDef ParentName="AbilityTouchBase">
 
     '''Def Name:''' Bloodfeed<br id="defName" />
 
     '''Def Name:''' Bloodfeed<br id="defName" />
Line 1,919: Line 1,974:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="AbilityTouchBase">
 
   <AbilityDef ParentName="AbilityTouchBase">
 
     '''Def Name:''' Coagulate<br id="defName" />
 
     '''Def Name:''' Coagulate<br id="defName" />
Line 1,961: Line 2,017:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="AbilityTouchBase">
 
   <AbilityDef ParentName="AbilityTouchBase">
 
     '''Def Name:''' ReimplantXenogerm<br id="defName" />
 
     '''Def Name:''' ReimplantXenogerm<br id="defName" />
Line 1,990: Line 2,047:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' PiercingSpine<br id="defName" />
 
     '''Def Name:''' PiercingSpine<br id="defName" />
Line 2,030: Line 2,088:
 
   </ThingDef>
 
   </ThingDef>
  
 +
====  Ability ====
 
   <AbilityDef ParentName="AbilityTouchBase">
 
   <AbilityDef ParentName="AbilityTouchBase">
 
     '''Def Name:''' Resurrect<br id="defName" />
 
     '''Def Name:''' Resurrect<br id="defName" />
Line 2,064: Line 2,123:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' AcidSpray<br id="defName" />
 
     '''Def Name:''' AcidSpray<br id="defName" />
Line 2,120: Line 2,180:
 
   </ThingDef>
 
   </ThingDef>
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' FoamSpray<br id="defName" />
 
     '''Def Name:''' FoamSpray<br id="defName" />
Line 2,163: Line 2,224:
 
   </ThingDef>
 
   </ThingDef>
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' FireSpew<br id="defName" />
 
     '''Def Name:''' FireSpew<br id="defName" />
Line 2,193: Line 2,255:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef Name="LongJump">
 
   <AbilityDef Name="LongJump">
 
     '''Def Name:''' Longjump<br id="defName" />
 
     '''Def Name:''' Longjump<br id="defName" />
Line 2,225: Line 2,288:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' FireBurst<br id="defName" />
 
     '''Def Name:''' FireBurst<br id="defName" />
Line 2,256: Line 2,320:
 
   </AbilityDef><br />  
 
   </AbilityDef><br />  
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' AnimalWarcall<br id="defName" />
 
     '''Def Name:''' AnimalWarcall<br id="defName" />
Line 2,305: Line 2,370:
 
   <!-- Mech -->
 
   <!-- Mech -->
  
 +
====  Ability ====
 
   <AbilityDef Name="LongJumpMech">
 
   <AbilityDef Name="LongJumpMech">
 
     '''Def Name:''' LongjumpMech<br id="defName" />
 
     '''Def Name:''' LongjumpMech<br id="defName" />
Line 2,333: Line 2,399:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="LongJumpMech">
 
   <AbilityDef ParentName="LongJumpMech">
 
     '''Def Name:''' LongjumpMechLauncher<br id="defName" />
 
     '''Def Name:''' LongjumpMechLauncher<br id="defName" />
Line 2,356: Line 2,423:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' SmokepopMech<br id="defName" />
 
     '''Def Name:''' SmokepopMech<br id="defName" />
Line 2,383: Line 2,451:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' FirefoampopMech<br id="defName" />
 
     '''Def Name:''' FirefoampopMech<br id="defName" />
Line 2,413: Line 2,482:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' ResurrectionMech<br id="defName" />
 
     '''Def Name:''' ResurrectionMech<br id="defName" />
Line 2,473: Line 2,543:
 
   <!-- Bases -->
 
   <!-- Bases -->
  
 +
====  Ability ====
 
   <AbilityDef Name="SpikeLaunchBase" Abstract="True">
 
   <AbilityDef Name="SpikeLaunchBase" Abstract="True">
 
     '''Label:''' spike launch<br id="label" />
 
     '''Label:''' spike launch<br id="label" />
Line 2,501: Line 2,572:
 
   <!-- Toughspike/Trispike -->
 
   <!-- Toughspike/Trispike -->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="SpikeLaunchBase">
 
   <AbilityDef ParentName="SpikeLaunchBase">
 
     '''Def Name:''' SpikeLaunch_Toughspike<br id="defName" />
 
     '''Def Name:''' SpikeLaunch_Toughspike<br id="defName" />
Line 2,520: Line 2,592:
 
   <!-- Fingerspike -->
 
   <!-- Fingerspike -->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="SpikeLaunchBase">
 
   <AbilityDef ParentName="SpikeLaunchBase">
 
     '''Def Name:''' SpikeLaunch_Fingerspike<br id="defName" />
 
     '''Def Name:''' SpikeLaunch_Fingerspike<br id="defName" />
Line 2,539: Line 2,612:
 
   <!-- Gorehulk -->
 
   <!-- Gorehulk -->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="SpikeLaunchBase">
 
   <AbilityDef ParentName="SpikeLaunchBase">
 
     '''Def Name:''' SpineLaunch_Gorehulk<br id="defName" />
 
     '''Def Name:''' SpineLaunch_Gorehulk<br id="defName" />
Line 2,564: Line 2,638:
 
   <!-- Devourer -->
 
   <!-- Devourer -->
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' ConsumeLeap_Devourer<br id="defName" />
 
     '''Def Name:''' ConsumeLeap_Devourer<br id="defName" />
Line 2,593: Line 2,668:
 
   <!-- Entity skip -->
 
   <!-- Entity skip -->
  
 +
====  Ability ====
 
   <AbilityDef Name="EntitySkip">
 
   <AbilityDef Name="EntitySkip">
 
     '''Def Name:''' EntitySkip<br id="defName" />
 
     '''Def Name:''' EntitySkip<br id="defName" />
Line 2,628: Line 2,704:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef ParentName="EntitySkip">
 
   <AbilityDef ParentName="EntitySkip">
 
     '''Def Name:''' UnnaturalCorpseSkip<br id="defName" />
 
     '''Def Name:''' UnnaturalCorpseSkip<br id="defName" />
Line 2,635: Line 2,712:
 
   <!-- Heatspikes -->
 
   <!-- Heatspikes -->
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' Heatspikes<br id="defName" />
 
     '''Def Name:''' Heatspikes<br id="defName" />
Line 2,678: Line 2,756:
 
   <!-- Fleshmelter bolt -->
 
   <!-- Fleshmelter bolt -->
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' FleshmelterBolt<br id="defName" />
 
     '''Def Name:''' FleshmelterBolt<br id="defName" />
Line 2,740: Line 2,819:
 
   <!-- Agony pulse -->
 
   <!-- Agony pulse -->
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' AgonyPulse<br id="defName" />
 
     '''Def Name:''' AgonyPulse<br id="defName" />
Line 2,781: Line 2,861:
 
   <!-- Unnatural healing -->
 
   <!-- Unnatural healing -->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="AbilityTouchBase">
 
   <AbilityDef ParentName="AbilityTouchBase">
 
     '''Def Name:''' UnnaturalHealing<br id="defName" />
 
     '''Def Name:''' UnnaturalHealing<br id="defName" />
Line 2,819: Line 2,900:
 
   <!-- Shape flesh -->
 
   <!-- Shape flesh -->
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef Name="ShapeFlesh">
 
   <AbilityDef Name="ShapeFlesh">
 
     '''Def Name:''' ShapeFlesh<br id="defName" />
 
     '''Def Name:''' ShapeFlesh<br id="defName" />
Line 2,855: Line 2,937:
 
   <!-- Transmute steel -->
 
   <!-- Transmute steel -->
  
 +
====  Ability ====
 
   <AbilityDef ParentName="AbilityTouchBase">
 
   <AbilityDef ParentName="AbilityTouchBase">
 
     '''Def Name:''' TransmuteSteel<br id="defName" />
 
     '''Def Name:''' TransmuteSteel<br id="defName" />
Line 2,915: Line 2,998:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
 
    
 
    
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' PsychicSlaughter<br id="defName" />
 
     '''Def Name:''' PsychicSlaughter<br id="defName" />
Line 2,945: Line 3,029:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' ReleaseDeadlifeDust<br id="defName" />
 
     '''Def Name:''' ReleaseDeadlifeDust<br id="defName" />
Line 2,977: Line 3,062:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' GhoulFrenzy<br id="defName" />
 
     '''Def Name:''' GhoulFrenzy<br id="defName" />
Line 3,014: Line 3,100:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' CorrosiveSpray<br id="defName" />
 
     '''Def Name:''' CorrosiveSpray<br id="defName" />
Line 3,069: Line 3,156:
 
   </ThingDef>
 
   </ThingDef>
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' MetalbloodInjection<br id="defName" />
 
     '''Def Name:''' MetalbloodInjection<br id="defName" />
Line 3,107: Line 3,195:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' RevenantInvisibility<br id="defName" />
 
     '''Def Name:''' RevenantInvisibility<br id="defName" />
Line 3,144: Line 3,233:
 
   </AbilityDef><br />
 
   </AbilityDef><br />
  
 +
====  Ability ====
 
   <AbilityDef>
 
   <AbilityDef>
 
     '''Def Name:''' VoidTerror<br id="defName" />
 
     '''Def Name:''' VoidTerror<br id="defName" />

Revision as of 05:33, 1 September 2024

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

<Defs>

Ability

 <AbilityDef Name="PsycastBase" Abstract="True">
   Ability Class: Psycast<abilityClass/>
Category: Psychic<category/>
# Stat Bases:

Ability Duration: 0<Ability_Duration/>


<warmupSound>PsycastCastLoop</warmupSound> # Verb Properties:

Verb Class: Verb_CastPsycast<verbClass/>
Range: 24.9<range/>
Require Line Of Sight: True<requireLineOfSight/>
Warmup Time: 1<warmupTime/>
# Target Params:

Can Target Buildings: False<canTargetBuildings/>
Can Target Animals: False<canTargetAnimals/>
Thing Category: Item<thingCategory/>
Map Object Targets Must Be Auto Attackable: False<mapObjectTargetsMustBeAutoAttackable/>




</AbilityDef>

Ability

 <AbilityDef Abstract="True" Name="SpeechBase">
   <iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
   Hot Key: Misc12<hotKey/>
<gizmoClass>Command_AbilitySpeech</gizmoClass> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
Target Required: False<targetRequired/>
Hostile: false<hostile/>
Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
# Verb Properties:

Verb Class: Verb_CastAbility<verbClass/>
Range: -1<range/>


<comps>
  • <capacity>Talking</capacity>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef Name="AbilityTouchBase" Abstract="True">
       Stun Target While Casting: true<stunTargetWhileCasting/>
    Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    <jobDef>CastAbilityOnThingMelee</jobDef> </AbilityDef>

    </Defs> <Defs>

     <AbilityCategoryDef>
       Def Name: WordOf
    <displayOrder>0</displayOrder> </AbilityCategoryDef>
     <AbilityCategoryDef>
       Def Name: Psychic
    <displayOrder>1</displayOrder> </AbilityCategoryDef>
     <AbilityCategoryDef>
       Def Name: Skip
    <displayOrder>2</displayOrder> </AbilityCategoryDef>

    </Defs> <Defs>


    Ability

     <AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="True">
       Category: Skip<category/>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Painblock
    Label: painblock
    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.
    Level: 1<level/>
    <iconPath>UI/Abilities/Painblock</iconPath> Hot Key: Misc1<hotKey/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:8<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.02<Ability_PsyfocusCost/>
    Ability Duration: 120<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicAnesthesia<hediffDef/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    Psychic: True<psychic/>
    <applicableToMechs>False</applicableToMechs>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Stun
    Label: stun
    Description: Momentarily disrupt motor function in the target's brain, preventing any movement.
    Level: 1<level/>
    <iconPath>UI/Abilities/Stun</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc3<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:12<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.01<Ability_PsyfocusCost/>
    Ability Duration: 3<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Animals: True<canTargetAnimals/>




    <comps>
  • Comp Class: CompAbilityEffect_Stun
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    Psychic: True<psychic/>
    Goodwill Impact: -15<goodwillImpact/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Burden
    Label: burden
    Description: Slow the target for a short time by suppressing motor activity in the brain.
    Level: 1<level/>
    <iconPath>UI/Abilities/Burden</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc4<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:8<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.01<Ability_PsyfocusCost/>
    Ability Duration: 20<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 29.9<range/>
    # Target Params:

    Can Target Animals: True<canTargetAnimals/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicBurden<hediffDef/>
    Psychic: True<psychic/>
    Goodwill Impact: -15<goodwillImpact/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: BlindingPulse
    Label: blinding pulse
    Description: Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point.
    Level: 2<level/>
    <iconPath>UI/Abilities/BlindingPulse</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc5<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:20<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.01<Ability_PsyfocusCost/>
    Ability Duration: 30<Ability_Duration/>
    Ability Effect Radius: 3.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicBlindness<hediffDef/>
    <onlyBrain>True</onlyBrain> Psychic: True<psychic/>
    Goodwill Impact: -15<goodwillImpact/>
    <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: EntropyLink
    Label: entropy link
    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.
    Level: 2<level/>
    <iconPath>UI/Abilities/EntropyLink</iconPath> Hot Key: Misc12<hotKey/>
    # Stat Bases:

    Ability Entropy Gain:10<Ability_EntropyGain/>
    Ability Duration: 120<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 14.9<range/>
    # Target Params:

    <onlyTargetControlledPawns>True</onlyTargetControlledPawns>



    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: EntropyLink<hediffDef/>
    Psychic: True<psychic/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    <applyToSelf>True</applyToSelf> <replaceExisting>True</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: EntropyDump
    Label: neural heat dump
    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.
    Level: 2<level/>
    <iconPath>UI/Abilities/EntropyDump</iconPath> Hot Key: Misc12<hotKey/>
    # Stat Bases:

    Ability Entropy Gain:0<Ability_EntropyGain/>
    Ability Duration: 1000<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Only Target Colonists: True<onlyTargetColonists/>
    Never Target Incapacitated: True<neverTargetIncapacitated/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicComa<hediffDef/>

  • Psychic: True<psychic/>
    <targetReceivesEntropy>False</targetReceivesEntropy> Goodwill Impact: -15<goodwillImpact/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Beckon
    Label: beckon
    Description: Psychically command the target to approach the caster.
    Level: 3<level/>
    <iconPath>UI/Abilities/Beckon</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc6<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:20<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.01<Ability_PsyfocusCost/>
    Ability Duration: 8<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 19.9<range/>
    # Target Params:

    Can Target Animals: True<canTargetAnimals/>
    Never Target Incapacitated: True<neverTargetIncapacitated/>




    <comps>
  • Comp Class: CompAbilityEffect_ForceJob
    <jobDef>GotoMindControlled</jobDef> <destination>Caster</destination> Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    Psychic: True<psychic/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: VertigoPulse
    Label: vertigo pulse
    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.
    Level: 3<level/>
    <iconPath>UI/Abilities/NauseaPulse</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc7<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:30<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.02<Ability_PsyfocusCost/>
    Ability Duration: 20<Ability_Duration/>
    Ability Effect Radius: 3.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicVertigo<hediffDef/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    Psychic: True<psychic/>
    Goodwill Impact: -15<goodwillImpact/>
    <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: ChaosSkip
    Label: chaos skip
    Description: Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported.
    Level: 3<level/>
    <iconPath>UI/Abilities/SkipChaos</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc8<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:18<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.02<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>
    <canTargetItems>True</canTargetItems>



    <comps>
  • Comp Class: CompAbilityEffect_Teleport
    <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> Goodwill Impact: -15<goodwillImpact/>
    <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Skip
    Label: skip
    Description: Teleport the target to a desired position not too far from its starting point. Objects which are too large cannot be teleported.
    Level: 4<level/>
    <iconPath>UI/Abilities/Skip</iconPath> <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> Hot Key: Misc9<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:25<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.02<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 27.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>
    <canTargetItems>True</canTargetItems>



    <comps>
  • Comp Class: CompAbilityEffect_Teleport
    <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> Goodwill Impact: -15<goodwillImpact/>
    <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Wallraise
    Label: wallraise
    Description: Form a temporary wall by skipping rubble and soil up from deep under the ground.
    Level: 4<level/>
    <iconPath>UI/Abilities/Wallraise</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc10<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:35<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.02<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • Comp Class: CompAbilityEffect_Wallraise
    <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>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Smokepop
    Label: smokepop
    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.
    Level: 4<level/>
    <iconPath>UI/Abilities/Smokepop</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc10<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:30<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.02<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <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>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Focus
    Label: focus
    Description: Psychically focus the target's mind, boosting their sight, hearing and moving capacities.
    Level: 4<level/>
    <iconPath>UI/Abilities/Focus</iconPath> Hot Key: Misc11<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:15<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.03<Ability_PsyfocusCost/>
    Ability Duration: 60<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 27.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicFocus<hediffDef/>
    <onlyBrain>True</onlyBrain> Psychic: True<psychic/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Berserk
    Label: berserk
    Description: Induce an angry psychosis in the target's mind, causing them to attack anyone nearby.
    Level: 5<level/>
    <iconPath>UI/Abilities/Berserk</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    # Stat Bases:

    Ability Entropy Gain:40<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.04<Ability_PsyfocusCost/>
    Ability Duration: 15<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.25<warmupTime/>
    Range: 19.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>
    Never Target Incapacitated: True<neverTargetIncapacitated/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveMentalState
    State Def: Berserk<stateDef/>
    <stateDefForMechs>BerserkMechanoid</stateDefForMechs> Psychic: True<psychic/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    <canTargetBosses>false</canTargetBosses> Goodwill Impact: -75<goodwillImpact/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Invisibility
    Label: invisibility
    Description: Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time.
    Level: 5<level/>
    <iconPath>UI/Abilities/Invisibility</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:45<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.03<Ability_PsyfocusCost/>
    Ability Duration: 15<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 19.9<range/>
    <onlyManualCast>True</onlyManualCast> # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicInvisibility<hediffDef/>
    Psychic: True<psychic/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: BerserkPulse
    Label: berserk pulse
    Description: Generate an overwhelming rush of undirected rage in everyone near the target point.
    Level: 6<level/>
    <iconPath>UI/Abilities/BerserkPulse</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    # Stat Bases:

    Ability Entropy Gain:65<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.06<Ability_PsyfocusCost/>
    Ability Duration: 10<Ability_Duration/>
    Ability Effect Radius: 2.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 14.9<range/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Locations: True<canTargetLocations/>
    Can Target Animals: True<canTargetAnimals/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveMentalState
    State Def: Berserk<stateDef/>
    <stateDefForMechs>BerserkMechanoid</stateDefForMechs> Psychic: True<psychic/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    <canTargetBosses>false</canTargetBosses> Goodwill Impact: -75<goodwillImpact/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: ManhunterPulse
    Label: manhunter pulse
    Description: Drive nearby animals into a manhunting rage using a psychic pulse.
    Level: 6<level/>
    <iconPath>UI/Abilities/AnimalBerserkPulse</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:50<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.04<Ability_PsyfocusCost/>
    Ability Duration: 60<Ability_Duration/>
    Ability Effect Radius: 27.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 34.9<range/>
    # Target Params:

    Can Target Humans: False<canTargetHumans/>
    Can Target Mechs: False<canTargetMechs/>
    Can Target Animals: True<canTargetAnimals/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveMentalState
    State Def: Manhunter<stateDef/>
    Psychic: True<psychic/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    Goodwill Impact: -75<goodwillImpact/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: MassChaosSkip
    Label: mass chaos skip
    Description: Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.
    Level: 6<level/>
    <iconPath>UI/Abilities/SkipChaosMass</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:40<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.03<Ability_PsyfocusCost/>
    Ability Effect Radius: 7.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>
    Can Target Animals: True<canTargetAnimals/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • Comp Class: CompAbilityEffect_Teleport
    <destination>RandomInRange</destination> <randomRange>6.9~24.9</randomRange> <requiresLineOfSight>True</requiresLineOfSight> Goodwill Impact: -5<goodwillImpact/>
    <clamorType>Ability</clamorType> <clamorRadius>25</clamorRadius> <stunTicks>70~120</stunTicks> <applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Waterskip
    Label: waterskip
    Description: Douse a target area in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers.
    Level: 2<level/>
    <iconPath>UI/Abilities/Waterskip</iconPath> Hot Key: Misc12<hotKey/>
    Can Use Aoe To Get Targets: False<canUseAoeToGetTargets/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:25<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.015<Ability_PsyfocusCost/>
    Ability Effect Radius: 1.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <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>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Flashstorm
    Label: flashstorm
    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.
    Level: 5<level/>
    <iconPath>UI/Abilities/Flashstorm</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    Can Use Aoe To Get Targets: False<canUseAoeToGetTargets/>
    # Stat Bases:

    Ability Entropy Gain:65<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.04<Ability_PsyfocusCost/>
    Ability Effect Radius: 13.9<Ability_EffectRadius/>
    Ability Duration: 164<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 19.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • Goodwill Impact: -35<goodwillImpact/>

  • <fleckDef>FlashstormAreaEffect</fleckDef> <sound>Psycast_Skip_Exit</sound>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: BulletShield
    Label: skipshield
    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.
    Level: 6<level/>
    <iconPath>UI/Abilities/BulletShield</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    Can Use Aoe To Get Targets: False<canUseAoeToGetTargets/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:65<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.04<Ability_PsyfocusCost/>
    Ability Effect Radius: 4.9<Ability_EffectRadius/>
    Ability Duration: 15<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • <thingDef>BulletShieldPsychic</thingDef>

  • <fleckDef>BulletShieldAreaEffect</fleckDef> <sound>Psycast_Skip_Exit</sound>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="SpeechBase">
       Def Name: Speech
    Label: throne speech
    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.
    Show When Drafted: false<showWhenDrafted/>
    <hasExternallyHandledCooldown>true</hasExternallyHandledCooldown> <comps>
  • <ritualDef>ThroneSpeech</ritualDef> <allowedForChild>false</allowedForChild>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: SolarPinhole
    Label: solar pinhole
    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.
    Level: 1<level/>
    <iconPath>UI/Abilities/SolarPinhole</iconPath> Hot Key: Misc12<hotKey/>
    Can Use Aoe To Get Targets: False<canUseAoeToGetTargets/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.08<Ability_PsyfocusCost/>
    Ability Effect Radius: 14.9<Ability_EffectRadius/>
    Ability Duration: 5000<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 0.2<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <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>

    Ability

     <AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="True">
       <jobDef>CastAbilityOnThingMelee</jobDef>
       <warmupMote>Mote_WarmupWordOf</warmupMote>
       <warmupSound>Psycast_WordOf_Warmup</warmupSound>
       Category: WordOf<category/>
    Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    <comps>
  • <fleckDef>WordOfApply</fleckDef> <sound>Psycast_WordOf_Effect</sound>

  • </comps>
    # Verb Properties:

    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>




    </AbilityDef>

    Ability

     <AbilityDef ParentName="WordOfBase">
       Def Name: WordOfTrust
    Label: word of trust
    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.
    Level: 1<level/>
    <iconPath>UI/Abilities/WordOfTrust</iconPath> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.6<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 2<warmupTime/>
    # Target Params:

    Only Target Prisoners Of Colony: True<onlyTargetPrisonersOfColony/>
    Never Target Incapacitated: True<neverTargetIncapacitated/>




    <comps>
  • <offset>-12</offset> Psychic: True<psychic/>

  • <interactionDef>WordOfTrust</interactionDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="WordOfBase">
       Def Name: WordOfJoy
    Label: word of joy
    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.
    Level: 2<level/>
    <iconPath>UI/Abilities/WordOfJoy</iconPath> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.4<Ability_PsyfocusCost/>
    Ability Duration: 5000<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 2<warmupTime/>
    # Target Params:

    Can Target Animals: False<canTargetAnimals/>
    Can Target Self:True<canTargetSelf/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: Joyfuzz<hediffDef/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>
    <onlyBrain>True</onlyBrain> Psychic: True<psychic/>
    <applicableToMechs>False</applicableToMechs> Goodwill Impact: -25<goodwillImpact/>

  • <interactionDef>WordOfJoy</interactionDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="WordOfBase">
       Def Name: WordOfLove
    Label: word of love
    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.
    Level: 3<level/>
    <iconPath>UI/Abilities/WordOfLove</iconPath> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.5<Ability_PsyfocusCost/>
    Ability Duration: 8000<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 2<warmupTime/>
    # Target Params:

    Can Target Animals: False<canTargetAnimals/>
    Can Target Self:True<canTargetSelf/>
    Can Target Mechs: False<canTargetMechs/>




    <comps>
  • <destination>Selected</destination> Psychic: True<psychic/>
    <applicableToMechs>False</applicableToMechs>

  • <interactionDef>WordOfLove</interactionDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="WordOfBase">
       Def Name: WordOfSerenity
    Label: word of serenity
    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.
    Level: 4<level/>
    <iconPath>UI/Abilities/WordOfSerenity</iconPath> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.3<Ability_PsyfocusCost/>
    Ability Duration: 246<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 2<warmupTime/>
    # Target Params:

    Can Target Animals: False<canTargetAnimals/>




    <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>

  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicComa<hediffDef/>
    Duration Multiplier: PsychicSensitivity<durationMultiplier/>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="WordOfBase">
       Def Name: WordOfInspiration
    Label: word of inspiration
    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.
    Level: 5<level/>
    <iconPath>UI/Abilities/WordOfInspiration</iconPath> Hot Key: Misc12<hotKey/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.8<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 2<warmupTime/>
    # Target Params:

    Only Target Colonists: True<onlyTargetColonists/>




    <comps>
  • <canTargetBaby>False</canTargetBaby>

  • <interactionDef>WordOfInspiration</interactionDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Farskip
    Label: farskip
    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.
    Level: 5<level/>
    <iconPath>UI/Abilities/Farskip</iconPath> Hot Key: Misc12<hotKey/>
    <targetWorldCell>True</targetWorldCell> <showGizmoOnWorldView>True</showGizmoOnWorldView> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.7<Ability_PsyfocusCost/>
    Ability Effect Radius: 4.9<Ability_EffectRadius/>


    # Verb Properties:

    Warmup Time: 5<warmupTime/>
    Range: 4.9<range/>
    Draw Aim Pie:False<drawAimPie/>
    Require Line Of Sight: False<requireLineOfSight/>


    <comps>
  • <stunTicks>18~60</stunTicks> <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="PsycastBase">
       Def Name: Neuroquake
    Label: neuroquake
    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.
    Level: 6<level/>
    <iconPath>UI/Abilities/Neuroquake</iconPath> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingUninterruptible</jobDef> Target Required: False<targetRequired/>
    Can Use Aoe To Get Targets: 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/>
    # Stat Bases:

    Ability Psyfocus Cost: 0.5<Ability_PsyfocusCost/>
    Ability Effect Radius: 5.9<Ability_EffectRadius/>
    Ability Duration: 4800<Ability_Duration/>


    # Verb Properties:

    Warmup Time: 12<warmupTime/>
    Range: 5.9<range/>
    Draw Aim Pie:False<drawAimPie/>
    Require Line Of Sight: False<requireLineOfSight/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>




    <comps>
  • <goodwillImpactForBerserk>-75</goodwillImpactForBerserk> <goodwillImpactForNeuroquake>-10</goodwillImpactForNeuroquake> <worldRangeTiles>4</worldRangeTiles> <screenShakeIntensity>2</screenShakeIntensity> <mentalStateRadius>60</mentalStateRadius>

  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: 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>

    Ability

     <AbilityDef ParentName="PsycastBaseSkip">
       Def Name: Chunkskip
    Label: chunk skip
    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.
    Level: 1<level/>
    <iconPath>UI/Abilities/Chunkskip</iconPath> <writeCombatLog>True</writeCombatLog> Hot Key: Misc10<hotKey/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Entropy Gain:14<Ability_EntropyGain/>
    Ability Psyfocus Cost: 0.04<Ability_PsyfocusCost/>


    # Verb Properties:

    Warmup Time: 1<warmupTime/>
    Range: 24.9<range/>
    # Target Params:

    Can Target Pawns: False<canTargetPawns/>
    Can Target Locations: True<canTargetLocations/>




    <comps>
  • <chunkCount>5</chunkCount> <scatterRadius>2.9</scatterRadius> Psychic: False<psychic/>
    <clamorType>Ability</clamorType> <clamorRadius>10</clamorRadius>

  • </comps>
    </AbilityDef>
    </Defs> <Defs> <AbilityGroupDef> Def Name: Leader
    <cooldownTicks>600000</cooldownTicks> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    <ritualRoleIds>
  • speaker

  • leader

  • </ritualRoleIds> </AbilityGroupDef>

    Ability

     <AbilityDef ParentName="SpeechBase">
       Def Name: LeaderSpeech
    Label: leader speech
    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.
    Group Def: Leader<groupDef/>
    <iconPath>UI/Abilities/LeaderSpeech</iconPath> Show When Drafted: false<showWhenDrafted/>
    <comps>
  • <ritualDef>LeaderSpeech</ritualDef> <allowedForChild>false</allowedForChild>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="SpeechBase">
       Def Name: Trial
    Label: trial
    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.
    Group Def: Leader<groupDef/>
    Target Required: 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>
    # Verb Properties:

    # Target Params:

    Can Target Animals: false<canTargetAnimals/>
    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>
    Can Target Mutants: false<canTargetMutants/>
    Only Target Colonists Or Prisoners Or Slaves Allow Minor Mental Breaks: true<onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks/>




    </AbilityDef>

    Ability

     <AbilityDef ParentName="SpeechBase">
       Def Name: ConversionRitual
    Label: conversion ritual
    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.
    <iconPath>UI/Abilities/ConversionRitual</iconPath> Group Def: Moralist<groupDef/>
    Override Group Cooldown: True<overrideGroupCooldown/>
    Cooldown Ticks Range: 480,000 ticks (133.33 mins)<cooldownTicksRange/>
    Target Required: True<targetRequired/>
    <gizmoClass>Command_Ability</gizmoClass> <comps>
  • <ritualDef>Conversion</ritualDef> <targetRoleId>convertee</targetRoleId>

  • </comps>
    # Verb Properties:

    # Target Params:

    Can Target Animals: false<canTargetAnimals/>
    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>
    Can Target Mutants: false<canTargetMutants/>
    Only Target Colonists Or Prisoners Or Slaves: true<onlyTargetColonistsOrPrisonersOrSlaves/>




    <requiredMemes>
  • Proselytizer

  • </requiredMemes> </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: WorkDrive
    Label: work drive
    Description: Call on a person to work harder for some time.
    <jobDef>CastAbilityOnThingMelee</jobDef> <iconPath>UI/Abilities/WorkDrive</iconPath> <warmupMoteSocialSymbol>UI/Abilities/WorkDrive</warmupMoteSocialSymbol> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    Show When Drafted: false<showWhenDrafted/>
    Group Def: Leader<groupDef/>
    Hot Key: Misc12<hotKey/>
    <uiOrder>2</uiOrder> <warmupStartSound>WorkDrive_Warmup</warmupStartSound> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Duration: 3000<Ability_Duration/>


    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 3.0<warmupTime/>
    # Target Params:

    Can Target Animals: false<canTargetAnimals/>
    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>
    Only Target Colonists: true<onlyTargetColonists/>
    Can Target Mutants: false<canTargetMutants/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: WorkDrive<hediffDef/>
    <onlyBrain>True</onlyBrain> <applicableToMechs>False</applicableToMechs> <canTargetBaby>False</canTargetBaby>

  • <interactionDef>WorkDrive</interactionDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: CombatCommand
    Label: combat command
    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.
    <jobDef>CastAbilityOnThing</jobDef> Target Required: False<targetRequired/>
    Can Use Aoe To Get Targets: False<canUseAoeToGetTargets/>
    <iconPath>UI/Abilities/CombatCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/CombatCommand</warmupMoteSocialSymbol> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    Group Def: Leader<groupDef/>
    Hot Key: Misc12<hotKey/>
    <uiOrder>3</uiOrder> <warmupStartSound>CombatCommand_Warmup</warmupStartSound> Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Duration: 1000<Ability_Duration/>
    Ability Effect Radius: 9.9<Ability_EffectRadius/>


    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 0.5<warmupTime/>
    Range: 9.9<range/>
    Draw Aim Pie:False<drawAimPie/>
    Require Line Of Sight: False<requireLineOfSight/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>
    Can Target Pawns: false<canTargetPawns/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Animals: false<canTargetAnimals/>
    Can Target Humans: false<canTargetHumans/>
    Can Target Mechs: false<canTargetMechs/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: CombatCommand<hediffDef/>
    <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>
    <AbilityGroupDef> Def Name: Moralist
    <cooldownTicks>180000</cooldownTicks> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    <ritualRoleIds>
  • moralist

  • </ritualRoleIds> </AbilityGroupDef>

    Ability

     <AbilityDef>
       Def Name: Convert
    Label: convert
    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.
    Group Def: Moralist<groupDef/>
    <iconPath>UI/Abilities/Convert</iconPath> <warmupMoteSocialSymbol>Things/Mote/SpeechSymbols/Convert</warmupMoteSocialSymbol> <warmupSound>MoralistAbility_Warmup</warmupSound> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingMelee</jobDef> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    <uiOrder>1</uiOrder> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: 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>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 3.0<warmupTime/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Can Target Mutants: false<canTargetMutants/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>




    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: PreachHealth
    Label: preach health
    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.
    Group Def: Moralist<groupDef/>
    <iconPath>UI/Abilities/PreachHealth</iconPath> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingMelee</jobDef> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> <emittedFleck>PreachHealth</emittedFleck> <emissionInterval>60</emissionInterval> <warmupMoteSocialSymbol>UI/Abilities/PreachHealth</warmupMoteSocialSymbol> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    <uiOrder>4</uiOrder> <warmupSound>PreachHealth_Warmup</warmupSound> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Duration: 1000<Ability_Duration/>


    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PreachHealth<hediffDef/>
    <onlyBrain>true</onlyBrain> <replaceExisting>true</replaceExisting> <sound>PreachHealth_Resolve</sound>

  • <workTags>
  • Social

  • </workTags>
  • <interactionDef>PreachHealth</interactionDef> <canApplyToUnconscious>true</canApplyToUnconscious>


  • </comps>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 12.0<warmupTime/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>




    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: Reassure
    Label: reassure
    Description: Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability.
    Group Def: Moralist<groupDef/>
    <iconPath>UI/Abilities/Reassure</iconPath> <warmupMoteSocialSymbol>UI/Abilities/Reassure</warmupMoteSocialSymbol> <warmupSound>MoralistAbility_Warmup</warmupSound> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingMelee</jobDef> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    <uiOrder>2</uiOrder> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: 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>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 3.0<warmupTime/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>
    Can Target Mutants: false<canTargetMutants/>




    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: Counsel
    Label: counsel
    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.
    Group Def: Moralist<groupDef/>
    <iconPath>UI/Abilities/Counsel</iconPath> <warmupMoteSocialSymbol>UI/Abilities/Counsel</warmupMoteSocialSymbol> <warmupSound>MoralistAbility_Warmup</warmupSound> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingMelee</jobDef> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    <uiOrder>3</uiOrder> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: 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>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 3.0<warmupTime/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>
    Can Target Mutants: false<canTargetMutants/>




    </AbilityDef>
    <AbilityGroupDef> Def Name: MultiRole
    <cooldownTicks>180000</cooldownTicks> </AbilityGroupDef>

    Ability

     <AbilityDef Abstract="True" Name="RoleAuraBuffBase">
       <jobDef>CastAbilityOnThing</jobDef>
       Target Required: False<targetRequired/>
    Can Use Aoe To Get Targets: False<canUseAoeToGetTargets/>
    Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    Group Def: MultiRole<groupDef/>
    Hot Key: Misc12<hotKey/>
    <warmupStartSound>CombatCommand_Warmup</warmupStartSound> # Stat Bases:

    Ability Duration: 1000<Ability_Duration/>
    Ability Effect Radius: 9.9<Ability_EffectRadius/>


    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 0.5<warmupTime/>
    Range: 9.9<range/>
    Draw Aim Pie:False<drawAimPie/>
    Require Line Of Sight: False<requireLineOfSight/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>
    Can Target Pawns: false<canTargetPawns/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Animals: false<canTargetAnimals/>
    Can Target Humans: false<canTargetHumans/>
    Can Target Mechs: false<canTargetMechs/>




    </AbilityDef>

    Ability

     <AbilityDef ParentName="RoleAuraBuffBase">
       Def Name: MarksmanCommand
    Label: marksman command
    Description: Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours.
    <iconPath>UI/Abilities/MarksmanCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/MarksmanCommand</warmupMoteSocialSymbol> Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: MarksmanCommand<hediffDef/>
    <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="RoleAuraBuffBase">
       Def Name: BerserkTrance
    Label: berserk trance
    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.
    <iconPath>UI/Abilities/BerserkTrance</iconPath> <warmupMoteSocialSymbol>UI/Abilities/BerserkTrance</warmupMoteSocialSymbol> # Stat Bases:

    Ability Duration: 126<Ability_Duration/>
    Ability Effect Radius: 0<Ability_EffectRadius/>


    # Verb Properties:

    Range: 0<range/>


    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: BerserkTrance<hediffDef/>
    <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • Comp Class: CompAbilityEffect_GiveMentalState
    State Def: BerserkTrance<stateDef/>
    <soundMale>BerserkTrance_Resolve_Male</soundMale> <soundFemale>BerserkTrance_Resolve_Female</soundFemale>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="RoleAuraBuffBase">
       Def Name: ResearchCommand
    Label: research command
    Description: Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours.
    <iconPath>UI/Abilities/ResearchCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/ResearchCommand</warmupMoteSocialSymbol> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: ResearchCommand<hediffDef/>
    <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="RoleAuraBuffBase">
       Def Name: FarmingCommand
    Label: farming command
    Description: Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours.
    <iconPath>UI/Abilities/FarmingCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/FarmingCommand</warmupMoteSocialSymbol> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: FarmingCommand<hediffDef/>
    <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="RoleAuraBuffBase">
       Def Name: ProductionCommand
    Label: production command
    Description: Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours.
    <iconPath>UI/Abilities/ProductionCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/ProductionCommand</warmupMoteSocialSymbol> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: ProductionCommand<hediffDef/>
    <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="RoleAuraBuffBase">
       Def Name: MiningCommand
    Label: mining command
    Description: Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.
    <iconPath>UI/Abilities/MiningCommand</iconPath> <warmupMoteSocialSymbol>UI/Abilities/MiningCommand</warmupMoteSocialSymbol> Show When Drafted: false<showWhenDrafted/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: MiningCommand<hediffDef/>
    <onlyBrain>True</onlyBrain> <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: AnimalCalm
    Label: Animal calm
    Description: Use unique methods of connecting with animals to calm a maddened beast.
    Group Def: MultiRole<groupDef/>
    <iconPath>UI/Abilities/AnimalCalm</iconPath> <warmupMoteSocialSymbol>UI/Abilities/AnimalCalm</warmupMoteSocialSymbol> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingMelee</jobDef> Override Group Cooldown: True<overrideGroupCooldown/>
    Cooldown Ticks Range: 1,200,000 ticks (333.33 mins)<cooldownTicksRange/>
    Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    <warmupSound>AnimalCalm_Resolve</warmupSound> Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    <comps>
  • <successMessage>{INITIATOR_labelShort} successfully calmed {RECIPIENT_labelShort}.</successMessage>

  • </comps>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 1.5<warmupTime/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Can Target Humans: False<canTargetHumans/>
    Can Target Animals: True<canTargetAnimals/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>




    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: ImmunityDrive
    Label: Immunity drive
    Description: Offer moral support that energizes the body, boosting someone's immunity gain for one day.
    Group Def: MultiRole<groupDef/>
    <iconPath>UI/Abilities/ImmunityDrive</iconPath> <warmupMoteSocialSymbol>UI/Abilities/ImmunityDrive</warmupMoteSocialSymbol> Hot Key: Misc12<hotKey/>
    <jobDef>CastAbilityOnThingMelee</jobDef> Stun Target While Casting: True<stunTargetWhileCasting/>
    <showPsycastEffects>False</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Display Gizmo While Undrafted: True<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: False<disableGizmoWhileUndrafted/>
    Show When Drafted: false<showWhenDrafted/>
    <warmupSound>ImmunityDrive_Resolve</warmupSound> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Duration: 1000<Ability_Duration/>


    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: ImmunityDrive<hediffDef/>
    <replaceExisting>true</replaceExisting>

  • </comps>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:False<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 1.5<warmupTime/>
    # Target Params:

    Can Target Buildings: False<canTargetBuildings/>
    Never Target Hostile Faction: True<neverTargetHostileFaction/>
    Can Target Mutants: false<canTargetMutants/>




    </AbilityDef>
    </Defs> <Defs> <AbilityCategoryDef> Def Name: Sanguophage
    <displayOrder>1000</displayOrder> </AbilityCategoryDef>

    Ability

     <AbilityDef ParentName="AbilityTouchBase">
       Def Name: Bloodfeed
    Label: bloodfeed
    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.
    <iconPath>UI/Icons/Genes/Gene_Bloodfeeder</iconPath> Category: Sanguophage<category/>
    <displayOrder>100</displayOrder> <warmupEffecter>Bloodfeed_Warmup</warmupEffecter> <warmupStartSound>Bloodfeed_Cast</warmupStartSound> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 2<warmupTime/>
    # Target Params:

    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>
    <canTargetBloodfeeders>false</canTargetBloodfeeders>



    <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>

    Ability

     <AbilityDef ParentName="AbilityTouchBase">
       Def Name: Coagulate
    Label: coagulate
    Description: Use special glands in the wrists to quickly tend someone's wounds.
    <iconPath>UI/Icons/Genes/Gene_Coagulate</iconPath> Stun Target While Casting: true<stunTargetWhileCasting/>
    Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: 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/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 1<warmupTime/>
    # Target Params:

    Can Target Animals: true<canTargetAnimals/>
    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>
    <canTargetBloodfeeders>true</canTargetBloodfeeders>



    <comps>
  • <hemogenCost>0.2</hemogenCost>

  • <tendQualityRange>0.4~0.8</tendQualityRange>

  • <capacity>Manipulation</capacity>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="AbilityTouchBase">
       Def Name: ReimplantXenogerm
    Label: implant genes
    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.
    <iconPath>UI/Icons/Genes/Gene_XenogermReimplanter</iconPath> <warmupStartSound>ReimplantXenogerm_Cast</warmupStartSound> <warmupEffecter>Implant_Xenogerm</warmupEffecter> Category: Sanguophage<category/>
    <displayOrder>500</displayOrder> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 4<warmupTime/>
    <stunTargetOnCastStart>true</stunTargetOnCastStart> # Target Params:

    Can Target Animals: false<canTargetAnimals/>
    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>




    <comps>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: PiercingSpine
    Label: piercing spine
    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.
    <iconPath>UI/Abilities/PiercingSpine</iconPath> Cooldown Ticks Range: 60 ticks (1 sec)<cooldownTicksRange/>
    Category: Sanguophage<category/>
    <displayOrder>200</displayOrder> Ai Can Use: true<aiCanUse/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Range: 3.9<range/>
    Warmup Time: 0.5<warmupTime/>
    <soundCast>PiercingSpine_Launch</soundCast>

    <comps>
  • <hemogenCost>0.2</hemogenCost>

  • <projectileDef>PiercingSpine</projectileDef>

  • </comps>
    </AbilityDef>
    <ThingDef ParentName="BaseBullet"> Def Name: PiercingSpine
    Label: keratin spine
    <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>

    Ability

     <AbilityDef ParentName="AbilityTouchBase">
       Def Name: Resurrect
    Label: resurrect
    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.
    <iconPath>UI/Abilities/Resurrect</iconPath> Cooldown Ticks Range: Expression error: Unrecognized punctuation character "~".<cooldownTicksRange/>
    <warmupMote>Mote_ResurrectAbility</warmupMote> <warmupStartSound>Resurrect_Cast</warmupStartSound> Category: Sanguophage<category/>
    <displayOrder>600</displayOrder> Hostile: false<hostile/>
    Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 2<warmupTime/>
    <soundCast>Resurrect_Resolve</soundCast> # Target Params:

    Can Target Pawns: false<canTargetPawns/>
    Can Target Buildings: false<canTargetBuildings/>
    <canTargetCorpses>true</canTargetCorpses> Can Target Mechs: false<canTargetMechs/>




    <comps>

  • <hemogenCost>0.90</hemogenCost>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: AcidSpray
    Label: acid spray
    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.
    <iconPath>UI/Abilities/AcidSpray</iconPath> Cooldown Ticks Range: 30,000 ticks (8.33 mins)<cooldownTicksRange/>
    Ai Can Use: true<aiCanUse/>
    <displayOrder>300</displayOrder> Category: Sanguophage<category/>
    Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    <warmupStartSound>AcidSpray_Warmup</warmupStartSound> # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Range: 8.9<range/>
    Warmup Time: 0.5<warmupTime/>
    <soundCast>AcidSpray_Resolve</soundCast> # Target Params:

    Can Target Locations: true<canTargetLocations/>




    <comps>
  • <projectileDef>Proj_Acid</projectileDef> <numCellsToHit>9</numCellsToHit> <sprayEffecter>AcidSpray_Directional</sprayEffecter>

  • </comps>
    </AbilityDef>
    <ThingDef> Def Name: Proj_Acid
    Label: acid
    <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>

    Ability

     <AbilityDef>
       Def Name: FoamSpray
    Label: foam spray
    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.
    <iconPath>UI/Icons/Genes/Gene_FoamSpray</iconPath> Charges: 3<charges/>
    Cooldown Ticks Range: 30,000 ticks (8.33 mins)<cooldownTicksRange/>
    <warmupStartSound>FoamSpray_Warmup</warmupStartSound> Hostile: false<hostile/>
    Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Range: 4.9<range/>
    Warmup Time: 1<warmupTime/>
    <soundCast>FoamSpray_Resolve</soundCast> # Target Params:

    Can Target Locations: true<canTargetLocations/>




    <comps>
  • <projectileDef>Proj_Foam_Ability</projectileDef> <numCellsToHit>9</numCellsToHit> <sprayEffecter>FoamSpray_Directional</sprayEffecter>

  • </comps>
    </AbilityDef>
    <ThingDef ParentName="ProjectileFoamBase"> Def Name: Proj_Foam_Ability
    <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>

    Ability

     <AbilityDef>
       Def Name: FireSpew
    Label: fire spew
    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.
    <iconPath>UI/Abilities/FireSpew</iconPath> Cooldown Ticks Range: 300,000 ticks (83.33 mins)<cooldownTicksRange/>
    Ai Can Use: true<aiCanUse/>
    <ai_IsIncendiary>true</ai_IsIncendiary> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    <warmupStartSound>FireSpew_Warmup</warmupStartSound> # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Range: 7.9<range/>
    Warmup Time: 1<warmupTime/>
    <soundCast>FireSpew_Resolve</soundCast> # Target Params:

    Can Target Locations: true<canTargetLocations/>




    <comps>
  • Range: 7.9<range/>
    <lineWidthEnd>3</lineWidthEnd> <filthDef>Filth_FlammableBile</filthDef> <effecterDef>Fire_Spew</effecterDef> <canHitFilledCells>true</canHitFilledCells>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef Name="LongJump">
       Def Name: Longjump
    Label: longjump
    Description: Jump to a distant location using super-strong hemogen-powered legs.
    <iconPath>UI/Abilities/Longjump</iconPath> Cooldown Ticks Range: 60 ticks (1 sec)<cooldownTicksRange/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityJump<verbClass/>
    Label: jump
    Violent:false<violent/>
    <forceNormalTimeSpeed>false</forceNormalTimeSpeed> Warmup Time: 0.5<warmupTime/>
    Range: 19.9<range/>
    Require Line Of Sight: true<requireLineOfSight/>
    <soundCast>Longjump_Jump</soundCast> <soundLanding>Longjump_Land</soundLanding> # Target Params:

    Can Target Locations: true<canTargetLocations/>
    Can Target Pawns: false<canTargetPawns/>
    Can Target Buildings: false<canTargetBuildings/>




    <jobDef>CastJump</jobDef> <comps>
  • <hemogenCost>0.05</hemogenCost>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: FireBurst
    Label: fire burst
    Description: Emit a burst of burning fuel in all directions to form puddles of ignited liquid on the ground.
    <jobDef>CastAbilityOnThingWithoutWeapon</jobDef> <iconPath>UI/Abilities/FireBurst</iconPath> Cooldown Ticks Range: 2,700 ticks (45 secs)<cooldownTicksRange/>
    Ai Can Use: true<aiCanUse/>
    <ai_SearchAOEForTargets>true</ai_SearchAOEForTargets> Target Required: false<targetRequired/>
    Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    <showCastingProgressBar>true</showCastingProgressBar> # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    <warmupEffecter>Fire_Burst_Warmup</warmupEffecter> Warmup Time: 3<warmupTime/>
    Require Line Of Sight: false<requireLineOfSight/>
    Range: 5.9<range/>
    Draw Aim Pie:false<drawAimPie/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>




    <comps>
  • <radius>5.9</radius>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: AnimalWarcall
    Label: animal warcall
    Description: With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.
    <iconPath>UI/Abilities/AnimalWarcall</iconPath> Cooldown Ticks Range: 900,000 ticks (250 mins)<cooldownTicksRange/> Can Use Aoe To Get Targets: false<canUseAoeToGetTargets/>
    <jobDef>CastAbilityOnThingWithoutWeaponInterruptible</jobDef> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    Group Ability: true<groupAbility/>
    # Stat Bases:

    Ability Duration: 500<Ability_Duration/>


    Charges: 2<charges/>
    Cooldown Per Charge: true<cooldownPerCharge/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Label: warcall
    Warmup Time: 2<warmupTime/>
    Range: 49.9<range/>
    Draw Aim Pie:true<drawAimPie/>
    Require Line Of Sight: false<requireLineOfSight/>
    <warmupEffecter>AnimalWarcall_Warmup</warmupEffecter> <mouseTargetingText>Choose an animal to call</mouseTargetingText> # Target Params:

    Can Target Locations: false<canTargetLocations/>
    Can Target Pawns: true<canTargetPawns/>
    Can Target Animals: true<canTargetAnimals/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Humans: false<canTargetHumans/>
    Can Target Mechs: false<canTargetMechs/>
    Can Target Self: false<canTargetSelf/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveMentalState
    State Def: BerserkWarcall<stateDef/>
    Goodwill Impact: -75<goodwillImpact/>
    <casterEffect>AnimalWarcall_Cast</casterEffect> <targetEffect>AnimalWarcall_CastOnTarget</targetEffect> <excludeNPCFactions>true</excludeNPCFactions>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef Name="LongJumpMech">
       Def Name: LongjumpMech
    Label: mech longjump
    Description: Jump to a distant location using special ultrafast mechanoid muscles.
    <iconPath>UI/Abilities/MechLongJump</iconPath> Cooldown Ticks Range: 480 ticks (8 secs)<cooldownTicksRange/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityJump<verbClass/>
    Label: jump
    Violent:false<violent/>
    <forceNormalTimeSpeed>false</forceNormalTimeSpeed> Warmup Time: 0.5<warmupTime/>
    <minRange>5.9</minRange> Range: 9.9<range/>
    Require Line Of Sight: true<requireLineOfSight/>
    <soundCast>Longjump_Jump</soundCast> <soundLanding>Longjump_Land</soundLanding> <flyWithCarriedThing>false</flyWithCarriedThing> # Target Params:

    Can Target Locations: true<canTargetLocations/>
    Can Target Pawns: false<canTargetPawns/>
    Can Target Buildings: false<canTargetBuildings/>




    </AbilityDef>

    Ability

     <AbilityDef ParentName="LongJumpMech">
       Def Name: LongjumpMechLauncher
    Label: jump launcher
    Description: Jump to a distant location using a built-in jump launcher.
    Display Gizmo While Undrafted: false<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: true<disableGizmoWhileUndrafted/>
    Charges: 2<charges/>
    Cooldown Ticks Range: 20,000 ticks (5.56 mins)<cooldownTicksRange/> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Range: 15<range/>
    <minRange>6</minRange> <warmupEffecter>JumpMechWarmupEffect</warmupEffecter> Require Line Of Sight: true<requireLineOfSight/>
    <flightEffecterDef>JumpMechFlightEffect</flightEffecterDef> <flyWithCarriedThing>true</flyWithCarriedThing> <soundLanding>JumpMechLand</soundLanding> <soundCast Inherit="False" />


    <jobDef>CastJump</jobDef> </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: SmokepopMech
    Label: mech smokepop
    Description: Release compressed smoke from concealed vents. Smoke reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.
    <iconPath>UI/Abilities/MechSmokepop</iconPath> Cooldown Ticks Range: 900,000 ticks (250 mins)<cooldownTicksRange/> Target Required: false<targetRequired/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 1<warmupTime/>
    Range: 3.9<range/>
    Draw Aim Pie:false<drawAimPie/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>




    <comps>
  • <smokeRadius>3.5</smokeRadius> <clamorType>Ability</clamorType> <clamorRadius>15</clamorRadius>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: FirefoampopMech
    Label: firefoam pop
    Description: Release a fire-retardant foam in a circular area.
    <iconPath>UI/Abilities/MechFirefoamPop</iconPath> Cooldown Ticks Range: 300,000 ticks (83.33 mins)<cooldownTicksRange/> Display Gizmo While Undrafted: false<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: true<disableGizmoWhileUndrafted/>
    Target Required: false<targetRequired/>
    Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 0.5<warmupTime/>
    Require Line Of Sight: false<requireLineOfSight/>
    Draw Aim Pie:false<drawAimPie/>
    Range: 3.9<range/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>




    <comps>
  • <firefoamRadius>3.5</firefoamRadius> <clamorType>Ability</clamorType> <clamorRadius>15</clamorRadius>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: ResurrectionMech
    Label: resurrect mech
    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.
    <iconPath>UI/Abilities/MechResurrection</iconPath> Cooldown Ticks Range: 120 ticks (2 secs)<cooldownTicksRange/>
    <warmupStartSound>MechResurrect_Warmup</warmupStartSound> <warmupEffecter>ApocrionAoeWarmup</warmupEffecter> <jobDef>CastAbilityGoToThing</jobDef> Can Use Aoe To Get Targets: true<canUseAoeToGetTargets/>
    <useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Effect Radius: 5<Ability_EffectRadius/>


    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Draw Aim Pie:true<drawAimPie/>
    Range: 9.9<range/>
    Warmup Time: 4<warmupTime/>
    <soundCast>MechResurrect_Cast</soundCast> Require Line Of Sight: false<requireLineOfSight/>
    # Target Params:

    Can Target Pawns: false<canTargetPawns/>
    Can Target Buildings: false<canTargetBuildings/>
    <canTargetCorpses>true</canTargetCorpses> Can Target Animals: false<canTargetAnimals/>
    Can Target Humans: false<canTargetHumans/>
    Can Target Mechs: true<canTargetMechs/>




    <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>

    Ability

     <AbilityDef Name="SpikeLaunchBase" Abstract="True">
       Label: spike launch
    Description: Launch a bone spike at a target.
    Cooldown Ticks Range: 120 ticks (2 secs)<cooldownTicksRange/>
    Ai Can Use: true<aiCanUse/>
    # Verb Properties:

    Verb Class: Verb_AbilityShoot<verbClass/>
    Warmup Time: 0.5<warmupTime/>
    <soundCast>Ability_SpineLaunch</soundCast> <ai_IsWeapon>false</ai_IsWeapon>

    </AbilityDef>
     <ThingDef ParentName="BaseBullet" Name="SpikeBase" Abstract="True">
       Label: spike
    <graphicData> <graphicClass>Graphic_Single</graphicClass> </graphicData> <projectile> <damageDef>RangedStab</damageDef> <armorPenetrationBase>1</armorPenetrationBase> <stoppingPower>1</stoppingPower> <speed>55</speed> </projectile> </ThingDef>


    Ability

     <AbilityDef ParentName="SpikeLaunchBase">
       Def Name: SpikeLaunch_Toughspike
    # Verb Properties:

    Range: 5.9<range/>
    <defaultProjectile>Spike_Toughspike</defaultProjectile>

    </AbilityDef>
    <ThingDef ParentName="SpikeBase"> Def Name: Spike_Toughspike
    <graphicData> <texPath>Things/Projectile/Projectile_Toughspike</texPath> </graphicData> <projectile> <damageAmountBase>9</damageAmountBase> </projectile> </ThingDef>


    Ability

     <AbilityDef ParentName="SpikeLaunchBase">
       Def Name: SpikeLaunch_Fingerspike
    # Verb Properties:

    Range: 3.9<range/>
    <defaultProjectile>Spike_Fingerspike</defaultProjectile>

    </AbilityDef>
    <ThingDef ParentName="SpikeBase"> Def Name: Spike_Fingerspike
    <graphicData> <texPath>Things/Projectile/Projectile_Fingerspike</texPath> </graphicData> <projectile> <damageAmountBase>7</damageAmountBase> </projectile> </ThingDef>


    Ability

     <AbilityDef ParentName="SpikeLaunchBase">
       Def Name: SpineLaunch_Gorehulk
    Label: spine launch
    Description: Launch a keratin spine at a target to do damage.
    Cooldown Ticks Range: 130 ticks (2.17 secs)<cooldownTicksRange/>
    # Verb Properties:

    Range: 17.9<range/>
    <soundCast>Gorehulk_Spine_Launch</soundCast> <defaultProjectile>Spine_Gorehulk</defaultProjectile>

    </AbilityDef>
    <ThingDef ParentName="SpikeBase"> Def Name: Spine_Gorehulk
    Label: spine
    <graphicData> <texPath>Things/Projectile/Projectile_GorehulkSpike</texPath> </graphicData> <projectile> <armorPenetrationBase>0.15</armorPenetrationBase> <damageAmountBase>12</damageAmountBase> </projectile> </ThingDef>


    Ability

     <AbilityDef>
       Def Name: ConsumeLeap_Devourer
    Label: consume leap
    Description: Leap onto a target and begin digesting it.
    Cooldown Ticks Range: 3,600 ticks (1 min)<cooldownTicksRange/>
    <jobDef>CastJump</jobDef> Ai Is Offensive: true<ai_IsOffensive/>
    Ai Can Use: true<aiCanUse/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityConsumeLeap<verbClass/>
    Label: consume leap
    Range: 9.9<range/>
    Require Line Of Sight: true<requireLineOfSight/>
    Warmup Time: 0.25<warmupTime/>
    <soundCast>Pawn_Devourer_Jump</soundCast> <soundLanding>Pawn_Devourer_Land</soundLanding> # Target Params:

    Can Target Buildings: false<canTargetBuildings/>




    <comps>
  • <maxBodySize>2.5</maxBodySize>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef Name="EntitySkip">
       Def Name: EntitySkip
    Label: entity skip
    CategoryContent added by the Royalty DLC: Skip<category/>
    Description: Teleport to a target destination.
    <showPsycastEffects>false</showPsycastEffects> Cooldown Ticks Range: Expression error: Unrecognized punctuation character "~".<cooldownTicksRange/>
    Ai Can Use: true<aiCanUse/>
    <showOnCharacterCard>false</showOnCharacterCard> Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_EntitySkip<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Warmup Time: 0<warmupTime/>
    Range: 99.9<range/>
    <ai_IsWeapon>false</ai_IsWeapon> # Target Params:

    Can Target Self:True<canTargetSelf/>




    <comps>
  • Comp Class: CompAbilityEffect_Teleport
    <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>

    Ability

     <AbilityDef ParentName="EntitySkip">
       Def Name: UnnaturalCorpseSkip
    Cooldown Ticks Range: 1,200 ticks (20 secs)<cooldownTicksRange/>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: Heatspikes
    Label: heatspikes
    Description: Fire a burst of low-accuracy energy bolts.
    <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> Cooldown Ticks Range: Expression error: Unrecognized punctuation character "~".<cooldownTicksRange/>
    # Verb Properties:

    Verb Class: 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> Warmup Time: 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>

    </AbilityDef>
     <ThingDef ParentName="BaseBullet">
       Def Name: Bullet_Heatspike
    Label: heatspike shot
    <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>

    Ability

     <AbilityDef>
       Def Name: FleshmelterBolt
    Label: fleshmelter bolt
    Description: Launch a large bolt of energy which generates a high-temperature explosion.
    <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> Cooldown Ticks Range: Expression error: Unrecognized punctuation character "~".<cooldownTicksRange/>
    # Verb Properties:

    Verb Class: Verb_AbilityShoot<verbClass/>
    <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile> Range: 24.9<range/>
    Warmup Time: 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> # Target Params:

    Can Target Locations: true<canTargetLocations/>
    Can Target Self: true<canTargetSelf/>
    Can Target Pawns: true<canTargetPawns/>
    Can Target Buildings: true<canTargetBuildings/>
    <canTargetPlants>true</canTargetPlants>



    </AbilityDef>
     <ThingDef ParentName="BaseBullet">
       Def Name: Bullet_FleshmelterBolt
    Label: fleshmelter bolt
    <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>

    Ability

     <AbilityDef>
       Def Name: AgonyPulse
    Label: agony pulse
    Description: Generate a pulse of psychic pain emanating from a target location.
    <writeCombatLog>True</writeCombatLog> <showPsycastEffects>False</showPsycastEffects> Cooldown Ticks Range: 900 ticks (15 secs)<cooldownTicksRange/>
    # Stat Bases:

    Ability Effect Radius: 2.9<Ability_EffectRadius/>


    <warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter> # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    <defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile> Range: 24.9<range/>
    Warmup Time: 1.0<warmupTime/>
    <soundCast>AgonyPulse_Cast</soundCast> <ai_IsWeapon>false</ai_IsWeapon> <ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>

    <comps>
  • Comp Class: CompAbilityEffect_GiveHediffPsychic
    <durationSecondsOverride>2000~4000</durationSecondsOverride> <replaceExisting>true</replaceExisting> Hediff Def: AgonyPulse<hediffDef/>
    <onlyBrain>true</onlyBrain> <ignoreSelf>true</ignoreSelf> <severity>0</severity>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • <effecterDef>AgonyPulseExplosion</effecterDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="AbilityTouchBase">
       Def Name: UnnaturalHealing
    Label: unnatural healing
    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.
    <iconPath>UI/Abilities/UnnaturalHealing</iconPath> Cooldown Ticks Range: 360,000 ticks (100 mins)<cooldownTicksRange/>
    <showPsycastEffects>false</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Stun Target While Casting: true<stunTargetWhileCasting/>
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> Hostile: false<hostile/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbilityTouch<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Range: -1<range/>
    Warmup Time: 4.5<warmupTime/>
    # Target Params:

    Can Target Self: false<canTargetSelf/>
    Can Target Mechs: false<canTargetMechs/>
    Can Target Buildings: false<canTargetBuildings/>




    <comps>

  • <fleckDef>UnnaturalHealing</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef Name="ShapeFlesh">
       Def Name: ShapeFlesh
    Label: shape flesh
    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.
    <iconPath>UI/Abilities/ShapeFlesh</iconPath> Cooldown Ticks Range: 2,400 ticks (40 secs)<cooldownTicksRange/>
    <showPsycastEffects>false</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 2<warmupTime/>
    Range: 24.9<range/>
    Require Line Of Sight: True<requireLineOfSight/>
    <drawHighlightWithLineOfSight>true</drawHighlightWithLineOfSight> # Target Params:

    Can Target Self: false<canTargetSelf/>
    Can Target Mechs: false<canTargetMechs/>
    Can Target Buildings: false<canTargetBuildings/>
    <canTargetCorpses>true</canTargetCorpses> <onlyTargetCorpses>true</onlyTargetCorpses>



    <comps>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef ParentName="AbilityTouchBase">
       Def Name: TransmuteSteel
    Label: transmute steel
    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.
    <iconPath>UI/Abilities/TransmuteSteel</iconPath> Cooldown Ticks Range: 50,000 ticks (13.89 mins)<cooldownTicksRange/>
    <showPsycastEffects>false</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> <useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter> Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Warmup Time: 2<warmupTime/>
    Range: -1<range/>
    # Target Params:

    Can Target Self: false<canTargetSelf/>
    Can Target Buildings: true<canTargetBuildings/>
    Can Target Pawns: false<canTargetPawns/>
    <canTargetItems>true</canTargetItems> Thing Category: Item<thingCategory/>
    Map Object Targets Must Be Auto Attackable: false<mapObjectTargetsMustBeAutoAttackable/>




    <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>

    Ability

     <AbilityDef>
       Def Name: PsychicSlaughter
    Label: psychic slaughter
    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.
    <iconPath>UI/Abilities/Slaughter</iconPath> Cooldown Ticks Range: 60,000 ticks (16.67 mins)<cooldownTicksRange/>
    <showPsycastEffects>false</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Stun Target While Casting: true<stunTargetWhileCasting/>
    <moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget> <warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote> <warmupEffecter>HoraxianAbilityCasting</warmupEffecter> <warmupSound>AnomalyAbilityWarmup</warmupSound> <writeCombatLog>true</writeCombatLog> # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 2<warmupTime/>
    Range: 4.9<range/>
    Require Line Of Sight: True<requireLineOfSight/>
    <drawHighlightWithLineOfSight>true</drawHighlightWithLineOfSight> # Target Params:

    Can Target Buildings: false<canTargetBuildings/>
    Can Target Mechs: false<canTargetMechs/>




    <comps>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: ReleaseDeadlifeDust
    Label: release deadlife dust
    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.
    <iconPath>UI/Abilities/ReleaseDeadlifeDust</iconPath> Cooldown Ticks Range: 60,000 ticks (16.67 mins)<cooldownTicksRange/>
    <showPsycastEffects>false</showPsycastEffects> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    Hot Key: Misc1<hotKey/>
    Hostile: false<hostile/>
    Target Required: false<targetRequired/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Label: release deadlife dust
    Draw Aim Pie:false<drawAimPie/>
    Warmup Time: 0.5<warmupTime/>
    Violent:false<violent/>
    Targetable: false<targetable/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>


    <soundCast>DeadlifeRelease</soundCast>

    <comps>
  • <gasType>DeadlifeDust</gasType> <cellsToFill>15</cellsToFill>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: GhoulFrenzy
    Label: ghoul frenzy
    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.
    <iconPath>UI/Abilities/GhoulFrenzy</iconPath> Cooldown Ticks Range: 1,800 ticks (30 secs)<cooldownTicksRange/>
    Hostile: false<hostile/>
    Group Ability: true<groupAbility/>
    Display Gizmo While Undrafted: false<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    Ai Can Use: true<aiCanUse/>
    Ai Is Offensive: true<ai_IsOffensive/>
    Target Required: false<targetRequired/>
    # Stat Bases:

    Ability Duration: 15<Ability_Duration/>


    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Require Line Of Sight: false<requireLineOfSight/>
    <nonInterruptingSelfCast>true</nonInterruptingSelfCast> <soundCast>Pawn_Ghoul_Frenzy</soundCast> Targetable: false<targetable/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: GhoulFrenzy<hediffDef/>
    <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: CorrosiveSpray
    Label: corrosive spray
    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.
    <iconPath>UI/Abilities/AcidSpray</iconPath> Cooldown Ticks Range: 5,000 ticks (1.39 mins)<cooldownTicksRange/>
    Ai Can Use: true<aiCanUse/>
    <displayOrder>300</displayOrder> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    <warmupStartSound>AcidSpray_Warmup</warmupStartSound> # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Range: 11.9<range/>
    Warmup Time: 0.25<warmupTime/>
    <soundCast>AcidSpray_Resolve</soundCast> # Target Params:

    Can Target Locations: true<canTargetLocations/>




    <comps>
  • <projectileDef>Proj_CorrosiveFluid</projectileDef> <numCellsToHit>9</numCellsToHit> <sprayEffecter>AcidSpray_Directional</sprayEffecter>

  • </comps>
    </AbilityDef>
    <ThingDef> Def Name: Proj_CorrosiveFluid
    Label: corrosive fluid
    <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>

    Ability

     <AbilityDef>
       Def Name: MetalbloodInjection
    Label: metalblood injection
    Description: Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.
    <iconPath>UI/Abilities/MetalbloodInjection</iconPath> Cooldown Ticks Range: 15,000 ticks (4.17 mins)<cooldownTicksRange/>
    Hostile: false<hostile/>
    Group Ability: true<groupAbility/>
    Display Gizmo While Undrafted: true<displayGizmoWhileUndrafted/>
    Disable Gizmo While Undrafted: false<disableGizmoWhileUndrafted/>
    Ai Can Use: true<aiCanUse/>
    Ai Is Offensive: true<ai_IsOffensive/>
    Target Required: false<targetRequired/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Duration: 40<Ability_Duration/>


    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Require Line Of Sight: false<requireLineOfSight/>
    <nonInterruptingSelfCast>true</nonInterruptingSelfCast> <soundCast>Pawn_Ghoul_Frenzy</soundCast> Targetable: false<targetable/>
    # Target Params:

    Can Target Self: true<canTargetSelf/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: Metalblood<hediffDef/>
    <onlyApplyToSelf>True</onlyApplyToSelf> <replaceExisting>true</replaceExisting>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: RevenantInvisibility
    Label: revenant invisibility
    Description: Use the revenant vertebrae to temporarily turn invisible. The prosthetic manipulates the visual centers of those nearby, letting the user pass unnoticed.
    <iconPath>UI/Abilities/RevenantInvisibility</iconPath> Cooldown Ticks Range: 60,000 ticks (16.67 mins)<cooldownTicksRange/>
    <writeCombatLog>True</writeCombatLog> Hot Key: Misc12<hotKey/>
    Target Required: false<targetRequired/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Stat Bases:

    Ability Duration: 15<Ability_Duration/>


    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Draw Aim Pie:false<drawAimPie/>
    Require Line Of Sight: false<requireLineOfSight/>
    <nonInterruptingSelfCast>true</nonInterruptingSelfCast> Warmup Time: 1<warmupTime/>
    Range: 19.9<range/>
    Targetable: false<targetable/>
    # Target Params:

    Can Target Self:True<canTargetSelf/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveHediff
    Hediff Def: PsychicInvisibility<hediffDef/>
    Psychic: True<psychic/>

  • <fleckDef>PsycastPsychicEffect</fleckDef>

  • </comps>
    </AbilityDef>

    Ability

     <AbilityDef>
       Def Name: VoidTerror
    Label: void terror
    Description: Psychically induce terrifying hallucinations, causing a person to flee in terror.
    <iconPath>UI/Abilities/VoidTerror</iconPath> Cooldown Ticks Range: 7,500 ticks (2.08 mins)<cooldownTicksRange/>
    <warmupEffecter>HoraxianSpellDark_Warmup</warmupEffecter> Send Message On Cooldown Complete: true<sendMessageOnCooldownComplete/>
    <writeCombatLog>true</writeCombatLog> Charges: 5<charges/>
    Cooldown Per Charge: true<cooldownPerCharge/>
    Caster Must Be Capable Of Violence: false<casterMustBeCapableOfViolence/>
    # Verb Properties:

    Verb Class: Verb_CastAbility<verbClass/>
    Warmup Time: 0.5<warmupTime/>
    Range: 31.9<range/>
    Draw Aim Pie:true<drawAimPie/>
    Require Line Of Sight: true<requireLineOfSight/>
    <soundCast>VoidTerrorCast</soundCast> # Target Params:

    Can Target Locations: false<canTargetLocations/>
    Can Target Pawns: true<canTargetPawns/>
    Can Target Animals: false<canTargetAnimals/>
    Can Target Buildings: false<canTargetBuildings/>
    Can Target Humans: true<canTargetHumans/>
    Can Target Mechs: false<canTargetMechs/>
    Can Target Self: false<canTargetSelf/>
    Can Target Mutants: false<canTargetMutants/>
    Never Target Incapacitated: true<neverTargetIncapacitated/>




    <comps>
  • Comp Class: CompAbilityEffect_GiveMentalState
    State Def: TerrifyingHallucinations<stateDef/>
    Goodwill Impact: -25<goodwillImpact/>
    <forced>true</forced>

  • <fleckDef>PsycastPsychicLine</fleckDef>

  • <effecterDef>VoidTerror_Target</effecterDef>

  • </comps>
    </AbilityDef>
    </Defs>