Difference between revisions of "User:JuliaCat/test"

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Tag: Replaced
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<?xml version="1.0" encoding="utf-8" ?>
+
== Stat Categories ==
<div>
 
  
<!-- Core AbilityDefs -->
+
{| id="Stat categories" {{STDT|sortable}}
<Defs>
+
! defName !! Label !! Display Order !! Display All By Default
 
+
<!-- Core StatCategories -->
<AbilityDef Name="PsycastBase" Abstract="True">
+
<!--================ General ================-->
'''Ability Class:''' Psycast<abilityClass/><br />
+
|-
'''Category:''' Psychic<category/><br />
+
| Basics
# '''''Stat Bases:'''''<br /><br />
+
| Basics
'''Ability Duration:''' 0<Ability_Duration/><br />
+
| 10
<br /><br /><!---->
+
| true
<warmupSound>PsycastCastLoop</warmupSound>
+
|-
# '''''Verb Properties:'''''<br /><br />
+
| BasicsImportant
'''Verb Class:''' Verb_CastPsycast<verbClass/><br />
+
| Basics
'''Range:''' 24.9<range/><br />
+
| 1
'''Require Line Of Sight:''' {{Good|True}}<requireLineOfSight/><br />
+
| true
'''Warmup Time:''' 1<warmupTime/><br />
+
|-
# '''''Target Params:'''''<br /><br />
+
| BasicsPawnImportant
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
+
| Basics
'''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
+
| 2
'''Thing Category:''' Item<thingCategory/><br />
+
| false
'''Map Object Targets Must Be Auto Attackable:''' {{Bad|False}}<mapObjectTargetsMustBeAutoAttackable/><br />
+
|-
<br /><br /><!---->
+
| BasicsNonPawnImportant
<br /><br /><!---->
+
| Basics
</AbilityDef><br />
+
| 2
 
+
| false
<AbilityDef Abstract="True" Name="SpeechBase">
+
|-
<iconPath>Things/Mote/SpeechSymbols/Speech</iconPath>
+
| BasicsPawn
'''Hot Key:''' Misc12<hotKey/><br />
+
| Basics
<gizmoClass>Command_AbilitySpeech</gizmoClass>
+
| 11
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
+
| false
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
+
|-
'''Target Required:''' {{Bad|False}}<targetRequired/><br />
+
| BasicsNonPawn
'''Hostile:''' {{Bad|false}}<hostile/><br />
+
| Basics
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
| 12
# '''''Verb Properties:'''''<br /><br />
+
| false
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
+
|-
'''Range:''' -1<range/><br />
+
| AnimalProductivity
<br /><br /><!---->
+
| animal productivity
<comps>
+
| 13
<li Class="CompProperties_AbilityRequiresCapacity">
+
| false
<capacity>Talking</capacity>
+
|-
</li><br />
+
| Source
</comps><br />
+
| content source
</AbilityDef><br />
+
| 999
 
+
| false
<AbilityDef Name="AbilityTouchBase" Abstract="True">
+
<!--================ Non-pawn ================-->
'''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
+
|-
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
+
| Apparel
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
+
| Apparel
<jobDef>CastAbilityOnThingMelee</jobDef>
+
| 30
</AbilityDef><br />
+
| false
 
+
|-
</Defs>
+
| Implant
<!-- Royalty AbilityCategores -->
+
| Implant
<Defs>
+
| 30
 
+
| false
<AbilityCategoryDef><br />
+
|-
'''Def Name:''' WordOf<br id="defName" />
+
| Weapon
<displayOrder>0</displayOrder>
+
| Weapon
</AbilityCategoryDef><br />
+
| 40
 
+
| false
<AbilityCategoryDef><br />
+
|-
'''Def Name:''' Psychic<br id="defName" />
+
| Weapon_Ranged
<displayOrder>1</displayOrder>
+
| Weapon (ranged)
</AbilityCategoryDef><br />
+
| 44
 
+
| false
<AbilityCategoryDef><br />
+
|-
'''Def Name:''' Skip<br id="defName" />
+
| Weapon_Melee
<displayOrder>2</displayOrder>
+
| Weapon (melee)
</AbilityCategoryDef><br />
+
| 48
 
+
| false
</Defs>
+
|-
<!-- Royalty Abilities -->
+
| Building
<Defs>
+
| Building
 
+
| 50
 
+
| false
<AbilityDef Name="PsycastBaseSkip" ParentName="PsycastBase" Abstract="True">
+
|-
'''Category:''' Skip<category/><br />
+
| Ability
</AbilityDef><br />
+
| Ability
 
+
| 60
<AbilityDef ParentName="PsycastBase"><br />
+
| false
'''Def Name:''' Painblock<br id="defName" />
+
|-
'''Label:''' painblock<br id="label" />
+
| Drug
'''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.<br id="description" />
+
| Drug
'''Level:''' 1<level/><br />
+
| 30
<iconPath>UI/Abilities/Painblock</iconPath>
+
| false
'''Hot Key:''' Misc1<hotKey/><br />
+
|-
'''Hostile:''' {{Bad|false}}<hostile/><br />
+
| DrugAddiction
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
| drug addiction
# '''''Stat Bases:'''''<br /><br />
+
| 110
'''Ability Entropy Gain:'''8<Ability_EntropyGain/><br />
+
| false
'''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
+
|-
'''Ability Duration:''' 120<Ability_Duration/><br />
+
| Terrain
<br /><br /><!---->
+
| terrain
# '''''Verb Properties:'''''<br /><br />
+
| 13
'''Warmup Time:''' 0.25<warmupTime/><br />
+
| false
'''Range:''' 24.9<range/><br />
+
<!--=============== Virtual categories ==============-->
# '''''Target Params:'''''<br /><br />
+
|-
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
+
| EquippedStatOffsets
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
+
| Offsets when equipped
<br /><br /><!---->
+
| 70
<br /><br /><!---->
+
| false
<comps>
+
|-
<li Class = "CompProperties_AbilityGiveHediff">
+
| StuffStatFactors
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
+
| Multipliers when made of this
'''Hediff Def:''' PsychicAnesthesia<hediffDef/><br />
+
| 74
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
+
| true
'''Psychic:''' {{Good|True}}<psychic/><br />
+
|-
<applicableToMechs>{{Bad|False}}</applicableToMechs>
+
| StuffStatOffsets
</li><br />
+
| Offsets when made of this
<li Class="CompProperties_AbilityFleckOnTarget">
+
| 77
<fleckDef>PsycastPsychicEffect</fleckDef>
+
| true
</li><br />
+
|-
</comps><br />
+
| StuffOfEquipmentStatFactors
</AbilityDef><br />
+
| Multipliers when equipment made of this
 
+
| 80
<AbilityDef ParentName="PsycastBase"><br />
+
| true
'''Def Name:''' Stun<br id="defName" />
+
|-
'''Label:''' stun<br id="label" />
+
| Surgery
'''Description:''' Momentarily disrupt motor function in the target's brain, preventing any movement.<br id="description" />
+
| Surgical
'''Level:''' 1<level/><br />
+
| 90
<iconPath>UI/Abilities/Stun</iconPath>
+
| true
<writeCombatLog>{{Good|True}}</writeCombatLog>
+
|-
'''Hot Key:''' Misc3<hotKey/><br />
+
| CapacityEffects
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
| effects
# '''''Stat Bases:'''''<br /><br />
+
| 100
'''Ability Entropy Gain:'''12<Ability_EntropyGain/><br />
+
| true
'''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
+
<!--================ Pawn ================-->
'''Ability Duration:''' 3<Ability_Duration/><br />
+
|-
<br /><br /><!---->
+
| PawnCombat
# '''''Verb Properties:'''''<br /><br />
+
| Combat
'''Warmup Time:''' 0.25<warmupTime/><br />
+
| 110
'''Range:''' 24.9<range/><br />
+
| false
# '''''Target Params:'''''<br /><br />
+
|-
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
+
| PawnSocial
<br /><br /><!---->
+
| Social
<br /><br /><!---->
+
| 120
<comps>
+
| false
<li Class = "CompProperties_AbilityEffectWithDuration">
+
|-
'''Comp Class:''' CompAbilityEffect_Stun<br id="compClass" />
+
| PawnMisc
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
+
| Misc
'''Psychic:''' {{Good|True}}<psychic/><br />
+
| 130
'''Goodwill Impact:''' -15<goodwillImpact/><br />
+
| false
</li><br />
+
|-
<li Class="CompProperties_AbilityFleckOnTarget">
+
| PawnWork
<fleckDef>PsycastPsychicEffect</fleckDef>
+
| Work
</li><br />
+
| 140
</comps><br />
+
| false
</AbilityDef><br />
+
<!--================ Misc ================-->
 
+
|-
<AbilityDef ParentName="PsycastBase"><br />
+
| Meditation
'''Def Name:''' Burden<br id="defName" />
+
| Meditation
'''Label:''' burden<br id="label" />
+
| 13
'''Description:''' Slow the target for a short time by suppressing motor activity in the brain.<br id="description" />
+
| True
'''Level:''' 1<level/><br />
+
|-
<iconPath>UI/Abilities/Burden</iconPath>
+
| Genetics
<writeCombatLog>{{Good|True}}</writeCombatLog>
+
| Genetics
'''Hot Key:''' Misc4<hotKey/><br />
+
| 200
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
+
| false
# '''''Stat Bases:'''''<br /><br />
+
|-
'''Ability Entropy Gain:'''8<Ability_EntropyGain/><br />
+
| Mechanoid
'''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
+
| Mechanoid
'''Ability Duration:''' 20<Ability_Duration/><br />
+
| 13
<br /><br /><!---->
+
| true
# '''''Verb Properties:'''''<br /><br />
+
<!-- Biotech StatCategories -->
'''Warmup Time:''' 0.25<warmupTime/><br />
+
|-
'''Range:''' 29.9<range/><br />
+
| Mechanitor
# '''''Target Params:'''''<br /><br />
+
| Mechanitor
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
+
| 105
<br /><br /><!---->
+
| true
<br /><br /><!---->
+
<!-- Anomaly Stats_PsychicRituals -->
<comps>
+
|-
<li Class = "CompProperties_AbilityGiveHediff">
+
| PsychicRituals
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
+
| Psychic ritual
'''Hediff Def:''' PsychicBurden<hediffDef/><br />
+
| 500
'''Psychic:''' {{Good|True}}<psychic/><br />
+
| false
'''Goodwill Impact:''' -15<goodwillImpact/><br />
+
<!-- Anomaly Stats_Containment -->
</li><br />
+
|-
<li Class="CompProperties_AbilityFleckOnTarget">
+
| Containment
<fleckDef>PsycastPsychicEffect</fleckDef>
+
| Containment
</li><br />
+
| 600
</comps><br />
+
| false
</AbilityDef><br />
+
<!-- Anomaly Stats_Serum -->
 
+
|-
<AbilityDef ParentName="PsycastBase"><br />
+
| Serum
'''Def Name:''' BlindingPulse<br id="defName" />
+
| Serum
'''Label:''' blinding pulse<br id="label" />
+
| 700
'''Description:''' Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point.<br id="description" />
+
| false
'''Level:''' 2<level/><br />
+
|}
<iconPath>UI/Abilities/BlindingPulse</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc5<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''20<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 30<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 3.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicBlindness<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Goodwill Impact:''' -15<goodwillImpact/><br />
 
<applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!--?-->
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' EntropyLink<br id="defName" />
 
'''Label:''' entropy link<br id="label" />
 
'''Description:''' Form a psychic link between caster and target, so that gain and loss of neural heat is shared between both equally. The link lasts for some time, but will break if the two move far apart.<br id="description" />
 
'''Level:''' 2<level/><br />
 
<iconPath>UI/Abilities/EntropyLink</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''10<Ability_EntropyGain/><br />
 
'''Ability Duration:''' 120<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 14.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
<onlyTargetControlledPawns>{{Good|True}}</onlyTargetControlledPawns>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' EntropyLink<hediffDef/><br />
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
<applyToSelf>{{Good|True}}</applyToSelf>
 
<replaceExisting>{{Good|True}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
<!--?-->
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' EntropyDump<br id="defName" />
 
'''Label:''' neural heat dump<br id="label" />
 
'''Description:''' Instantly dump all your neural heat into someone else. As a side-effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted.<br id="description" />
 
'''Level:''' 2<level/><br />
 
<iconPath>UI/Abilities/EntropyDump</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''0<Ability_EntropyGain/><br />
 
'''Ability Duration:''' 1000<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Only Target Colonists:''' {{Good|True}}<onlyTargetColonists/><br />
 
'''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicComa<hediffDef/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityTransferEntropy">
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
<targetReceivesEntropy>{{Bad|False}}</targetReceivesEntropy>
 
'''Goodwill Impact:''' -15<goodwillImpact/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' Beckon<br id="defName" />
 
'''Label:''' beckon<br id="label" />
 
'''Description:''' Psychically command the target to approach the caster.<br id="description" />
 
'''Level:''' 3<level/><br />
 
<iconPath>UI/Abilities/Beckon</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc6<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''20<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.01<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 8<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
'''Range:''' 19.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class ="CompProperties_AbilityForceJob">
 
'''Comp Class:''' CompAbilityEffect_ForceJob<br id="compClass" />
 
<jobDef>GotoMindControlled</jobDef>
 
<destination>Caster</destination>
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' VertigoPulse<br id="defName" />
 
'''Label:''' vertigo pulse<br id="label" />
 
'''Description:''' Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well.<br id="description" />
 
'''Level:''' 3<level/><br />
 
<iconPath>UI/Abilities/NauseaPulse</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc7<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''30<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 20<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 3.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicVertigo<hediffDef/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Goodwill Impact:''' -15<goodwillImpact/><br />
 
<applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' ChaosSkip<br id="defName" />
 
'''Label:''' chaos skip<br id="label" />
 
'''Description:''' Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported.<br id="description" />
 
'''Level:''' 3<level/><br />
 
<iconPath>UI/Abilities/SkipChaos</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc8<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''18<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
<canTargetItems>{{Good|True}}</canTargetItems>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityTeleport">
 
'''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
<destination>RandomInRange</destination>
 
<randomRange>6.9~24.9</randomRange>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>10</clamorRadius>
 
<destClamorType>Ability</destClamorType>
 
<destClamorRadius>10</destClamorRadius>
 
<stunTicks>70~120</stunTicks>
 
'''Goodwill Impact:''' -15<goodwillImpact/><br />
 
<applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Skip<br id="defName" />
 
'''Label:''' skip<br id="label" />
 
'''Description:''' Teleport the target to a desired position not too far from its starting point. Objects which are too large cannot be teleported.<br id="description" />
 
'''Level:''' 4<level/><br />
 
<iconPath>UI/Abilities/Skip</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Hot Key:''' Misc9<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''25<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
'''Range:''' 27.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
<canTargetItems>{{Good|True}}</canTargetItems>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityTeleport">
 
'''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
<destination>Selected</destination>
 
<requiresLineOfSight>{{Good|True}}</requiresLineOfSight>
 
'''Range:''' 27.9<range/><br />
 
<clamorType>Ability</clamorType>
 
<clamorRadius>10</clamorRadius>
 
<destClamorType>Ability</destClamorType>
 
<destClamorRadius>10</destClamorRadius>
 
<stunTicks>18~60</stunTicks>
 
'''Goodwill Impact:''' -15<goodwillImpact/><br />
 
<applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Wallraise<br id="defName" />
 
'''Label:''' wallraise<br id="label" />
 
'''Description:''' Form a temporary wall by skipping rubble and soil up from deep under the ground.<br id="description" />
 
'''Level:''' 4<level/><br />
 
<iconPath>UI/Abilities/Wallraise</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc10<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''35<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityWallraise">
 
'''Comp Class:''' CompAbilityEffect_Wallraise<br id="compClass" />
 
<pattern>
 
<li>(0, 0)</li><br />
 
<li>(1, 0)</li><br />
 
<li>(-1, 0)</li><br />
 
<li>(0, 1)</li><br />
 
<li>(0, -1)</li><br />
 
</pattern>
 
<screenShakeIntensity>1.0</screenShakeIntensity>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>25</clamorRadius>
 
<sound>PsycastWallraise</sound>
 
</li><br />
 
<li Class="CompProperties_AbilityEffecterOnTarget">
 
<effecterDef>Skip_Exit</effecterDef>
 
<maintainForTicks>60</maintainForTicks>
 
<scale>1.55</scale>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDefs>
 
<li>PsycastSkipInnerExit</li><br />
 
<li>PsycastSkipOuterRingExit</li><br />
 
</fleckDefs>
 
<scale>1.55</scale>
 
<sound>Psycast_Skip_Exit</sound>
 
<preCastTicks>5</preCastTicks>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Smokepop<br id="defName" />
 
'''Label:''' smokepop<br id="label" />
 
'''Description:''' Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.<br id="description" />
 
'''Level:''' 4<level/><br />
 
<iconPath>UI/Abilities/Smokepop</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc10<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''30<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.02<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilitySmokepop">
 
<smokeRadius>3.5</smokeRadius>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>15</clamorRadius>
 
</li><br />
 
<li Class="CompProperties_AbilityEffecterOnTarget">
 
<effecterDef>Skip_Exit</effecterDef>
 
<maintainForTicks>60</maintainForTicks>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDefs>
 
<li>PsycastSkipInnerExit</li><br />
 
<li>PsycastSkipOuterRingExit</li><br />
 
</fleckDefs>
 
<sound>Psycast_Skip_Exit</sound>
 
<preCastTicks>5</preCastTicks>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' Focus<br id="defName" />
 
'''Label:''' focus<br id="label" />
 
'''Description:''' Psychically focus the target's mind, boosting their sight, hearing and moving capacities.<br id="description" />
 
'''Level:''' 4<level/><br />
 
<iconPath>UI/Abilities/Focus</iconPath>
 
'''Hot Key:''' Misc11<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''15<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.03<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 60<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
'''Range:''' 27.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicFocus<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' Berserk<br id="defName" />
 
'''Label:''' berserk<br id="label" />
 
'''Description:''' Induce an angry psychosis in the target's mind, causing them to attack anyone nearby.<br id="description" />
 
'''Level:''' 5<level/><br />
 
<iconPath>UI/Abilities/Berserk</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''40<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 15<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
'''Range:''' 19.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveMentalState">
 
'''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
'''State Def:''' Berserk<stateDef/><br />
 
<stateDefForMechs>BerserkMechanoid</stateDefForMechs>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
<canTargetBosses>{{Bad|false}}</canTargetBosses>
 
'''Goodwill Impact:''' -75<goodwillImpact/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' Invisibility<br id="defName" />
 
'''Label:''' invisibility<br id="label" />
 
'''Description:''' Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time.<br id="description" />
 
'''Level:''' 5<level/><br />
 
<iconPath>UI/Abilities/Invisibility</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''45<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.03<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 15<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 19.9<range/><br />
 
<onlyManualCast>{{Good|True}}</onlyManualCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicInvisibility<hediffDef/><br />
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
 
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' BerserkPulse<br id="defName" />
 
'''Label:''' berserk pulse<br id="label" />
 
'''Description:''' Generate an overwhelming rush of undirected rage in everyone near the target point.<br id="description" />
 
'''Level:''' 6<level/><br />
 
<iconPath>UI/Abilities/BerserkPulse</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''65<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.06<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 10<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 2.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 14.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveMentalState">
 
'''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
'''State Def:''' Berserk<stateDef/><br />
 
<stateDefForMechs>BerserkMechanoid</stateDefForMechs>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
<canTargetBosses>{{Bad|false}}</canTargetBosses>
 
'''Goodwill Impact:''' -75<goodwillImpact/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' ManhunterPulse<br id="defName" />
 
'''Label:''' manhunter pulse<br id="label" />
 
'''Description:''' Drive nearby animals into a manhunting rage using a psychic pulse.<br id="description" />
 
'''Level:''' 6<level/><br />
 
<iconPath>UI/Abilities/AnimalBerserkPulse</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''50<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 60<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 27.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 34.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Humans:''' {{Bad|False}}<canTargetHumans/><br />
 
'''Can Target Mechs:''' {{Bad|False}}<canTargetMechs/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityGiveMentalState">
 
'''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
'''State Def:''' Manhunter<stateDef/><br />
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
'''Goodwill Impact:''' -75<goodwillImpact/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' MassChaosSkip<br id="defName" />
 
'''Label:''' mass chaos skip<br id="label" />
 
'''Description:''' Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.<br id="description" />
 
'''Level:''' 6<level/><br />
 
<iconPath>UI/Abilities/SkipChaosMass</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''40<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.03<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 7.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityTeleport">
 
'''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
<destination>RandomInRange</destination>
 
<randomRange>6.9~24.9</randomRange>
 
<requiresLineOfSight>{{Good|True}}</requiresLineOfSight>
 
'''Goodwill Impact:''' -5<goodwillImpact/><br />
 
<clamorType>Ability</clamorType>
 
<clamorRadius>25</clamorRadius>
 
<stunTicks>70~120</stunTicks>
 
<applyGoodwillImpactToLodgers>{{Bad|False}}</applyGoodwillImpactToLodgers>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Waterskip<br id="defName" />
 
'''Label:''' waterskip<br id="label" />
 
'''Description:''' Douse a target area in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers.<br id="description" />
 
'''Level:''' 2<level/><br />
 
<iconPath>UI/Abilities/Waterskip</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''25<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.015<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 1.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class = "CompProperties_AbilityWaterskip">
 
<screenShakeIntensity>0.5</screenShakeIntensity>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>10</clamorRadius>
 
</li><br />
 
<li Class="CompProperties_AbilityEffecterOnTarget">
 
<effecterDef>Skip_Exit</effecterDef>
 
<maintainForTicks>60</maintainForTicks>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDefs>
 
<li>PsycastSkipInnerExit</li><br />
 
<li>PsycastSkipOuterRingExit</li><br />
 
</fleckDefs>
 
<sound>Psycast_Skip_Exit</sound>
 
<preCastTicks>5</preCastTicks>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Flashstorm<br id="defName" />
 
'''Label:''' flashstorm<br id="label" />
 
'''Description:''' Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating.<br id="description" />
 
'''Level:''' 5<level/><br />
 
<iconPath>UI/Abilities/Flashstorm</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''65<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 13.9<Ability_EffectRadius/><br />
 
'''Ability Duration:''' 164<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 19.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityFlashstorm">
 
'''Goodwill Impact:''' -35<goodwillImpact/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>FlashstormAreaEffect</fleckDef>
 
<sound>Psycast_Skip_Exit</sound>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' BulletShield<br id="defName" />
 
'''Label:''' skipshield<br id="label" />
 
'''Description:''' Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. The process is forceful enough to detonate explosive projectiles. People and items are not affected.<br id="description" />
 
'''Level:''' 6<level/><br />
 
<iconPath>UI/Abilities/BulletShield</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''65<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 4.9<Ability_EffectRadius/><br />
 
'''Ability Duration:''' 15<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilitySpawn">
 
<thingDef>BulletShieldPsychic</thingDef>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>BulletShieldAreaEffect</fleckDef>
 
<sound>Psycast_Skip_Exit</sound>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!-- Title related abilities -->
 
 
 
<AbilityDef ParentName="SpeechBase">
 
'''Def Name:''' Speech<br id="defName" />
 
'''Label:''' throne speech<br id="label" />
 
'''Description:''' Initiate a speech from the throne. All colonists will come and listen. If it goes well, listeners will feel inspired, and gain respect for the speaker. If it goes poorly, the speech will do social damage. The outcome depends on the speaker's social abilities.<br id="description" />
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
<hasExternallyHandledCooldown>{{Good|true}}</hasExternallyHandledCooldown> <!-- Cooldown handled by RoyalTitleDef.speechCooldown in RitualOutcomeEffectWorker_Speech -->
 
<comps>
 
<li Class="CompProperties_AbilityStartRitual">
 
<ritualDef>ThroneSpeech</ritualDef>
 
<allowedForChild>{{Bad|false}}</allowedForChild>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' SolarPinhole<br id="defName" />
 
'''Label:''' solar pinhole<br id="label" />
 
'''Description:''' Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.<br id="description" />
 
'''Level:''' 1<level/><br />
 
<iconPath>UI/Abilities/SolarPinhole</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.08<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 14.9<Ability_EffectRadius/><br />
 
'''Ability Duration:''' 5000<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 0.2<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilitySpawn">
 
<thingDef>SolarPinhole</thingDef>
 
<allowOnBuildings>{{Bad|False}}</allowOnBuildings>
 
</li><br />
 
<li Class="CompProperties_AbilityEffecterOnTarget">
 
<effecterDef>Skip_Exit</effecterDef>
 
<maintainForTicks>60</maintainForTicks>
 
<scale>0.42</scale>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDefs>
 
<li>PsycastSkipInnerExit</li><br />
 
<li>PsycastSkipOuterRingExit</li><br />
 
</fleckDefs>
 
<scale>0.42</scale>
 
<sound>Psycast_Skip_Exit</sound>
 
<preCastTicks>5</preCastTicks>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef Name="WordOfBase" ParentName="PsycastBase" Abstract="True">
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
<warmupMote>Mote_WarmupWordOf</warmupMote>
 
<warmupSound>Psycast_WordOf_Warmup</warmupSound>
 
'''Category:''' WordOf<category/><br />
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
<moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
<comps>
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>WordOfApply</fleckDef>
 
<sound>Psycast_WordOf_Effect</sound>
 
</li><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="WordOfBase"><br />
 
'''Def Name:''' WordOfTrust<br id="defName" />
 
'''Label:''' word of trust<br id="label" />
 
'''Description:''' Speak to the prisoner while using psychic suggestion to reduce their resistance to recruitment. This can only reduce a prisoner's resistance, but cannot recruit them.<br id="description" />
 
'''Level:''' 1<level/><br />
 
<iconPath>UI/Abilities/WordOfTrust</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.6<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Only Target Prisoners Of Colony:''' {{Good|True}}<onlyTargetPrisonersOfColony/><br />
 
'''Never Target Incapacitated:''' {{Good|True}}<neverTargetIncapacitated/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityOffsetPrisonerResistance">
 
<offset>-12</offset>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>WordOfTrust</interactionDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="WordOfBase"><br />
 
'''Def Name:''' WordOfJoy<br id="defName" />
 
'''Label:''' word of joy<br id="label" />
 
'''Description:''' Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in their mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.<br id="description" />
 
'''Level:''' 2<level/><br />
 
<iconPath>UI/Abilities/WordOfJoy</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.4<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 5000<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' Joyfuzz<hediffDef/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
<applicableToMechs>{{Bad|False}}</applicableToMechs>
 
'''Goodwill Impact:''' -25<goodwillImpact/><br />
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>WordOfJoy</interactionDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="WordOfBase"><br />
 
'''Def Name:''' WordOfLove<br id="defName" />
 
'''Label:''' word of love<br id="label" />
 
'''Description:''' Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This power can be used to connect two other people, induce love for the caster, or force oneself to love another.<br id="description" />
 
'''Level:''' 3<level/><br />
 
<iconPath>UI/Abilities/WordOfLove</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.5<Ability_PsyfocusCost/><br />
 
'''Ability Duration:''' 8000<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
'''Can Target Mechs:''' {{Bad|False}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityWordOfLove">
 
<destination>Selected</destination>
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
<applicableToMechs>{{Bad|False}}</applicableToMechs>
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>WordOfLove</interactionDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="WordOfBase"><br />
 
'''Def Name:''' WordOfSerenity<br id="defName" />
 
'''Label:''' word of serenity<br id="label" />
 
'''Description:''' Use calming words and psychic suggestion to end a mental break on a person. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.<br id="description" />
 
'''Level:''' 4<level/><br />
 
<iconPath>UI/Abilities/WordOfSerenity</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.3<Ability_PsyfocusCost/><br /> <!-- Minimum cost -->
 
'''Ability Duration:''' 246<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|False}}<canTargetAnimals/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityStopMentalState">
 
<exceptions><li>Jailbreaker</li><br /></exceptions>
 
<psyfocusCostForMinor>0.3</psyfocusCostForMinor>
 
<psyfocusCostForMajor>0.5</psyfocusCostForMajor>
 
<psyfocusCostForExtreme>0.7</psyfocusCostForExtreme>
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>WordOfSerenity</interactionDef>
 
<canApplyToMentallyBroken>{{Good|True}}</canApplyToMentallyBroken>
 
<canApplyToAsleep>{{Good|true}}</canApplyToAsleep>
 
<canApplyToUnconscious>{{Good|true}}</canApplyToUnconscious>
 
</li><br />
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicComa<hediffDef/><br />
 
'''Duration Multiplier:''' PsychicSensitivity<durationMultiplier/><br />
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="WordOfBase"><br />
 
'''Def Name:''' WordOfInspiration<br id="defName" />
 
'''Label:''' word of inspiration<br id="label" />
 
'''Description:''' Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.<br id="description" />
 
'''Level:''' 5<level/><br />
 
<iconPath>UI/Abilities/WordOfInspiration</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.8<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Only Target Colonists:''' {{Good|True}}<onlyTargetColonists/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveInspiration">
 
<canTargetBaby>{{Bad|False}}</canTargetBaby>
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>WordOfInspiration</interactionDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Farskip<br id="defName" />
 
'''Label:''' farskip<br id="label" />
 
'''Description:''' Skip the caster, along with anyone standing near them, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.<br id="description" />
 
'''Level:''' 5<level/><br />
 
<iconPath>UI/Abilities/Farskip</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<targetWorldCell>{{Good|True}}</targetWorldCell>
 
<showGizmoOnWorldView>{{Good|True}}</showGizmoOnWorldView>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.7<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 4.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 5<warmupTime/><br />
 
'''Range:''' 4.9<range/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityFarskip">
 
<stunTicks>18~60</stunTicks>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>10</clamorRadius>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="PsycastBase"><br />
 
'''Def Name:''' Neuroquake<br id="defName" />
 
'''Label:''' neuroquake<br id="label" />
 
'''Description:''' Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.<br id="description" />
 
'''Level:''' 6<level/><br />
 
<iconPath>UI/Abilities/Neuroquake</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingUninterruptible</jobDef>
 
'''Target Required:''' {{Bad|False}}<targetRequired/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
<showCastingProgressBar>{{Good|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:''' {{Bad|false}}<hostile/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Psyfocus Cost:''' 0.5<Ability_PsyfocusCost/><br />
 
'''Ability Effect Radius:''' 5.9<Ability_EffectRadius/><br />
 
'''Ability Duration:''' 4800<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 12<warmupTime/><br />
 
'''Range:''' 5.9<range/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityNeuroquake">
 
<goodwillImpactForBerserk>-75</goodwillImpactForBerserk>
 
<goodwillImpactForNeuroquake>-10</goodwillImpactForNeuroquake>
 
<worldRangeTiles>4</worldRangeTiles>
 
<screenShakeIntensity>2</screenShakeIntensity>
 
<mentalStateRadius>60</mentalStateRadius>
 
</li><br />
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicComa<hediffDef/><br />
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsychicApplyNeuroquake</fleckDef>
 
<sound>Psycast_Neuroquake_Effect</sound>
 
</li><br />
 
</comps><br />
 
<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><br />
 
 
 
<AbilityDef ParentName="PsycastBaseSkip"><br />
 
'''Def Name:''' Chunkskip<br id="defName" />
 
'''Label:''' chunk skip<br id="label" />
 
'''Description:''' Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.<br id="description" />
 
'''Level:''' 1<level/><br />
 
<iconPath>UI/Abilities/Chunkskip</iconPath>
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc10<hotKey/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Entropy Gain:'''14<Ability_EntropyGain/><br />
 
'''Ability Psyfocus Cost:''' 0.04<Ability_PsyfocusCost/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|False}}<canTargetPawns/><br />
 
'''Can Target Locations:''' {{Good|True}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityChunkskip">
 
<chunkCount>5</chunkCount>
 
<scatterRadius>2.9</scatterRadius>
 
'''Psychic:''' {{Bad|False}}<psychic/><br />
 
<clamorType>Ability</clamorType>
 
<clamorRadius>10</clamorRadius>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
</Defs>
 
<!-- Ideology Abilities -->
 
<Defs>
 
 
 
<AbilityGroupDef>
 
'''Def Name:''' Leader<br id="defName" />
 
<cooldownTicks>600000</cooldownTicks>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
<ritualRoleIds>
 
<li>speaker</li><br />
 
<li>leader</li><br />
 
</ritualRoleIds>
 
</AbilityGroupDef>
 
 
 
<AbilityDef ParentName="SpeechBase">
 
'''Def Name:''' LeaderSpeech<br id="defName" />
 
'''Label:''' leader speech<br id="label" />
 
'''Description:''' Initiate a leader speech. If it goes well, listeners will gain improved mood, respect for the speaker, and possibly new inspirations. If it goes poorly, social damage will occur.<br id="description" />
 
'''Group Def:''' Leader<groupDef/><br />
 
<iconPath>UI/Abilities/LeaderSpeech</iconPath>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
<comps>
 
<li Class="CompProperties_AbilityStartRitual">
 
<ritualDef>LeaderSpeech</ritualDef>
 
<allowedForChild>{{Bad|false}}</allowedForChild>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="SpeechBase">
 
'''Def Name:''' Trial<br id="defName" />
 
'''Label:''' trial<br id="label" />
 
'''Description:''' Charge someone with a terrible wrongdoing and initiate a trial where they will be either convicted or exonerated. If the target is convicted, they can be freely imprisoned, executed or banished without penalty. The chance of conviction depends on the social abilities of the accuser and accused.<br id="description" />
 
'''Group Def:''' Leader<groupDef/><br />
 
'''Target Required:''' {{Good|True}}<targetRequired/><br />
 
<iconPath>UI/Icons/Rituals/Trial</iconPath>
 
<gizmoClass>Command_AbilityTrial</gizmoClass>
 
<uiOrder>1</uiOrder>
 
<comps>
 
<li Class="CompProperties_AbilityStartTrial">
 
<ritualDef>Trial</ritualDef>
 
<ritualDefForPrisoner>TrialPrisoner</ritualDefForPrisoner>
 
<ritualDefForMentalState>TrialMentalState</ritualDefForMentalState>
 
<targetRoleId>convict</targetRoleId>
 
</li><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
'''Only Target Colonists Or Prisoners Or Slaves Allow Minor Mental Breaks:''' {{Good|true}}<onlyTargetColonistsOrPrisonersOrSlavesAllowMinorMentalBreaks/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="SpeechBase">
 
'''Def Name:''' ConversionRitual<br id="defName" />
 
'''Label:''' conversion ritual<br id="label" />
 
'''Description:''' Try to persuade someone to adopt your beliefs. If it goes well, they will lose some certainty in their ideoligion and may convert. If it backfires, they will gain certainty in their old beliefs.\n\nTo start this ritual at a specific place, select a ritual spot or matching altar/ideogram.<br id="description" />
 
<iconPath>UI/Abilities/ConversionRitual</iconPath>
 
'''Group Def:''' Moralist<groupDef/><br />
 
'''Override Group Cooldown:''' {{Good|True}}<overrideGroupCooldown/><br />
 
'''Cooldown Ticks Range:''' {{Ticks|480000}}<cooldownTicksRange/><br />
 
'''Target Required:''' {{Good|True}}<targetRequired/><br />
 
<gizmoClass>Command_Ability</gizmoClass>
 
<comps>
 
<li Class="CompProperties_AbilityStartConversion">
 
<ritualDef>Conversion</ritualDef>
 
<targetRoleId>convertee</targetRoleId>
 
</li><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
'''Only Target Colonists Or Prisoners Or Slaves:''' {{Good|true}}<onlyTargetColonistsOrPrisonersOrSlaves/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<requiredMemes>
 
<li>Proselytizer</li><br />
 
</requiredMemes>
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' WorkDrive<br id="defName" />
 
'''Label:''' work drive<br id="label" />
 
'''Description:''' Call on a person to work harder for some time.<br id="description" />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
<iconPath>UI/Abilities/WorkDrive</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/WorkDrive</warmupMoteSocialSymbol>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Group Def:''' Leader<groupDef/><br />
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<uiOrder>2</uiOrder>
 
<warmupStartSound>WorkDrive_Warmup</warmupStartSound>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 3000<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 3.0<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Only Target Colonists:''' {{Good|true}}<onlyTargetColonists/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' WorkDrive<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<applicableToMechs>{{Bad|False}}</applicableToMechs>
 
<canTargetBaby>{{Bad|False}}</canTargetBaby>
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>WorkDrive</interactionDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' CombatCommand<br id="defName" />
 
'''Label:''' combat command<br id="label" />
 
'''Description:''' Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration.<br id="description" />
 
<jobDef>CastAbilityOnThing</jobDef>
 
'''Target Required:''' {{Bad|False}}<targetRequired/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
<iconPath>UI/Abilities/CombatCommand</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/CombatCommand</warmupMoteSocialSymbol>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
'''Group Def:''' Leader<groupDef/><br />
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<uiOrder>3</uiOrder>
 
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 1000<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 9.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
'''Range:''' 9.9<range/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' CombatCommand<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityGroupDef>
 
'''Def Name:''' Moralist<br id="defName" />
 
<cooldownTicks>180000</cooldownTicks>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
<ritualRoleIds>
 
<li>moralist</li><br />
 
</ritualRoleIds>
 
</AbilityGroupDef>
 
 
 
<AbilityDef><br />
 
'''Def Name:''' Convert<br id="defName" />
 
'''Label:''' convert<br id="label" />
 
'''Description:''' Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability.<br id="description" />
 
'''Group Def:''' Moralist<groupDef/><br />
 
<iconPath>UI/Abilities/Convert</iconPath>
 
<warmupMoteSocialSymbol>Things/Mote/SpeechSymbols/Convert</warmupMoteSocialSymbol>
 
<warmupSound>MoralistAbility_Warmup</warmupSound>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
<uiOrder>1</uiOrder>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityConvert">
 
<successMessage>{INITIATOR_labelShort} has converted {RECIPIENT_labelShort} to {IDEO}.</successMessage>
 
<failMessage>{INITIATOR_labelShort} failed to convert {RECIPIENT_labelShort}. {RECIPIENT_labelShort} was upset by the attempt, but {RECIPIENT_possessive} certainty fell from {CERTAINTYBEFORE} to {CERTAINTYAFTER}.</failMessage>
 
<failedThoughtInitiator>FailedConvertAbilityInitiator</failedThoughtInitiator>
 
<failedThoughtRecipient>FailedConvertAbilityRecipient</failedThoughtRecipient>
 
<convertPowerFactor>2</convertPowerFactor>
 
<sound>MoralistAbility_Resolve</sound>
 
</li><br />
 
<li Class="CompProperties_AbilityMustBeCapableOf">
 
<workTags>
 
<li>Social</li><br />
 
</workTags>
 
</li><br />
 
<li Class="CompProperties_AbilityShowTargetIdeoCertainty" /><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 3.0<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' PreachHealth<br id="defName" />
 
'''Label:''' preach health<br id="label" />
 
'''Description:''' Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain.<br id="description" />
 
'''Group Def:''' Moralist<groupDef/><br />
 
<iconPath>UI/Abilities/PreachHealth</iconPath>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
<emittedFleck>PreachHealth</emittedFleck>
 
<emissionInterval>60</emissionInterval>
 
<warmupMoteSocialSymbol>UI/Abilities/PreachHealth</warmupMoteSocialSymbol>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
<uiOrder>4</uiOrder>
 
<warmupSound>PreachHealth_Warmup</warmupSound>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 1000<Ability_Duration/><br />
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PreachHealth<hediffDef/><br />
 
<onlyBrain>{{Good|true}}</onlyBrain>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
<sound>PreachHealth_Resolve</sound>
 
</li><br />
 
<li Class="CompProperties_AbilityMustBeCapableOf">
 
<workTags>
 
<li>Social</li><br />
 
</workTags>
 
</li><br />
 
<li Class="CompProperties_AbilitySocialInteraction">
 
<interactionDef>PreachHealth</interactionDef>
 
<canApplyToUnconscious>{{Good|true}}</canApplyToUnconscious>
 
</li><br />
 
<li Class="CompProperties_PreachHealth" /><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 12.0<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' Reassure<br id="defName" />
 
'''Label:''' reassure<br id="label" />
 
'''Description:''' Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability.<br id="description" />
 
'''Group Def:''' Moralist<groupDef/><br />
 
<iconPath>UI/Abilities/Reassure</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/Reassure</warmupMoteSocialSymbol>
 
<warmupSound>MoralistAbility_Warmup</warmupSound>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
<uiOrder>2</uiOrder>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityReassure">
 
<successMessage>{INITIATOR_labelShort} has reassured {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} certainty in {IDEO} from {BEFORECERTAINTY} to {AFTERCERTAINTY}.</successMessage>
 
<baseCertaintyGain>0.2</baseCertaintyGain>
 
<sound>MoralistAbility_Resolve</sound>
 
</li><br />
 
<li Class="CompProperties_AbilityMustBeCapableOf">
 
<workTags>
 
<li>Social</li><br />
 
</workTags>
 
</li><br />
 
<li Class="CompProperties_AbilityShowTargetIdeoCertainty" /><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 3.0<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' Counsel<br id="defName" />
 
'''Label:''' counsel<br id="label" />
 
'''Description:''' Offer counsel to a person to cancel the effect of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener.<br id="description" />
 
'''Group Def:''' Moralist<groupDef/><br />
 
<iconPath>UI/Abilities/Counsel</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/Counsel</warmupMoteSocialSymbol>
 
<warmupSound>MoralistAbility_Warmup</warmupSound>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
<uiOrder>3</uiOrder>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityCounsel">
 
<successMessage>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, canceling the mood impact of {2}.</successMessage>
 
<successMessageNoNegativeThought>{INITIATOR_labelShort} successfully counselled {RECIPIENT_labelShort}, increasing {RECIPIENT_possessive} mood by {MOODBONUS}.</successMessageNoNegativeThought>
 
<failMessage>{INITIATOR_labelShort} botched the attempt to counsel {RECIPIENT_labelShort}. {RECIPIENT_labelShort} has become upset.</failMessage>
 
<failedThoughtRecipient>CounselFailed</failedThoughtRecipient>
 
<sound>MoralistAbility_Resolve</sound>
 
</li><br />
 
<li Class="CompProperties_AbilityMustBeCapableOf">
 
<workTags>
 
<li>Social</li><br />
 
</workTags>
 
</li><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 3.0<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityGroupDef>
 
'''Def Name:''' MultiRole<br id="defName" />
 
<cooldownTicks>180000</cooldownTicks>
 
</AbilityGroupDef>
 
 
 
<AbilityDef Abstract="True" Name="RoleAuraBuffBase">
 
<jobDef>CastAbilityOnThing</jobDef>
 
'''Target Required:''' {{Bad|False}}<targetRequired/><br />
 
'''Can Use Aoe To Get Targets:''' {{Bad|False}}<canUseAoeToGetTargets/><br />
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
'''Group Def:''' MultiRole<groupDef/><br />
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 1000<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 9.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
'''Range:''' 9.9<range/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|False}}<requireLineOfSight/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="RoleAuraBuffBase">
 
'''Def Name:''' MarksmanCommand<br id="defName" />
 
'''Label:''' marksman command<br id="label" />
 
'''Description:''' Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
<iconPath>UI/Abilities/MarksmanCommand</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/MarksmanCommand</warmupMoteSocialSymbol>
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' MarksmanCommand<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="RoleAuraBuffBase">
 
'''Def Name:''' BerserkTrance<br id="defName" />
 
'''Label:''' berserk trance<br id="label" />
 
'''Description:''' The caster fills themself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours.<br id="description" />
 
<iconPath>UI/Abilities/BerserkTrance</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/BerserkTrance</warmupMoteSocialSymbol>
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 126<Ability_Duration/><br />
 
'''Ability Effect Radius:''' 0<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Range:''' 0<range/><br />
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' BerserkTrance<hediffDef/><br />
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
<li Class = "CompProperties_AbilityGiveMentalState">
 
'''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
'''State Def:''' BerserkTrance<stateDef/><br />
 
<soundMale>BerserkTrance_Resolve_Male</soundMale>
 
<soundFemale>BerserkTrance_Resolve_Female</soundFemale>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="RoleAuraBuffBase">
 
'''Def Name:''' ResearchCommand<br id="defName" />
 
'''Label:''' research command<br id="label" />
 
'''Description:''' Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
<iconPath>UI/Abilities/ResearchCommand</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/ResearchCommand</warmupMoteSocialSymbol>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' ResearchCommand<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="RoleAuraBuffBase">
 
'''Def Name:''' FarmingCommand<br id="defName" />
 
'''Label:''' farming command<br id="label" />
 
'''Description:''' Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
<iconPath>UI/Abilities/FarmingCommand</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/FarmingCommand</warmupMoteSocialSymbol>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' FarmingCommand<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="RoleAuraBuffBase">
 
'''Def Name:''' ProductionCommand<br id="defName" />
 
'''Label:''' production command<br id="label" />
 
'''Description:''' Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
<iconPath>UI/Abilities/ProductionCommand</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/ProductionCommand</warmupMoteSocialSymbol>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' ProductionCommand<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="RoleAuraBuffBase">
 
'''Def Name:''' MiningCommand<br id="defName" />
 
'''Label:''' mining command<br id="label" />
 
'''Description:''' Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.<br id="description" />
 
<iconPath>UI/Abilities/MiningCommand</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/MiningCommand</warmupMoteSocialSymbol>
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' MiningCommand<hediffDef/><br />
 
<onlyBrain>{{Good|True}}</onlyBrain>
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' AnimalCalm<br id="defName" />
 
'''Label:''' Animal calm<br id="label" />
 
'''Description:''' Use unique methods of connecting with animals to calm a maddened beast.<br id="description" />
 
'''Group Def:''' MultiRole<groupDef/><br />
 
<iconPath>UI/Abilities/AnimalCalm</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/AnimalCalm</warmupMoteSocialSymbol>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Override Group Cooldown:''' {{Good|True}}<overrideGroupCooldown/><br />
 
'''Cooldown Ticks Range:''' {{Ticks|1200000}}<cooldownTicksRange/><br />
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
<warmupSound>AnimalCalm_Resolve</warmupSound>
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
<comps>
 
<li Class="CompProperties_StopManhunter">
 
<successMessage>{INITIATOR_labelShort} successfully calmed {RECIPIENT_labelShort}.</successMessage>
 
</li><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 1.5<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Can Target Humans:''' {{Bad|False}}<canTargetHumans/><br />
 
'''Can Target Animals:''' {{Good|True}}<canTargetAnimals/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' ImmunityDrive<br id="defName" />
 
'''Label:''' Immunity drive<br id="label" />
 
'''Description:''' Offer moral support that energizes the body, boosting someone's immunity gain for one day.<br id="description" />
 
'''Group Def:''' MultiRole<groupDef/><br />
 
<iconPath>UI/Abilities/ImmunityDrive</iconPath>
 
<warmupMoteSocialSymbol>UI/Abilities/ImmunityDrive</warmupMoteSocialSymbol>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Stun Target While Casting:''' {{Good|True}}<stunTargetWhileCasting/><br />
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|True}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|False}}<disableGizmoWhileUndrafted/><br />
 
'''Show When Drafted:''' {{Bad|false}}<showWhenDrafted/><br />
 
<warmupSound>ImmunityDrive_Resolve</warmupSound>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 1000<Ability_Duration/><br />
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' ImmunityDrive<hediffDef/><br />
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|False}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 1.5<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|False}}<canTargetBuildings/><br />
 
'''Never Target Hostile Faction:''' {{Good|True}}<neverTargetHostileFaction/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
</Defs>
 
<!-- Biotech Abilities -->
 
<Defs>
 
 
 
<AbilityCategoryDef><br />
 
'''Def Name:''' Sanguophage<br id="defName" />
 
<displayOrder>1000</displayOrder>
 
</AbilityCategoryDef><br />
 
 
 
<AbilityDef ParentName="AbilityTouchBase"><br />
 
'''Def Name:''' Bloodfeed<br id="defName" />
 
'''Label:''' bloodfeed<br id="label" />
 
'''Description:''' Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding.\n\nCan only target non-hemogenic humans. Hemogen gain is affected by the target's body size.<br id="description" />
 
<iconPath>UI/Icons/Genes/Gene_Bloodfeeder</iconPath>
 
'''Category:''' Sanguophage<category/><br />
 
<displayOrder>100</displayOrder>
 
<warmupEffecter>Bloodfeed_Warmup</warmupEffecter>
 
<warmupStartSound>Bloodfeed_Cast</warmupStartSound>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<canTargetBloodfeeders>{{Bad|false}}</canTargetBloodfeeders>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityBloodfeederBite">
 
<hemogenGain>0.2</hemogenGain>
 
<bloodFilthToSpawnRange>1</bloodFilthToSpawnRange>
 
<thoughtDefToGiveTarget>FedOn</thoughtDefToGiveTarget>
 
<opinionThoughtDefToGiveTarget>FedOn_Social</opinionThoughtDefToGiveTarget>
 
<resistanceGain>1</resistanceGain>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>BloodSplash</fleckDef>
 
</li><br />
 
<li Class="CompProperties_AbilityRequiresCapacity">
 
<capacity>Eating</capacity>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="AbilityTouchBase"><br />
 
'''Def Name:''' Coagulate<br id="defName" />
 
'''Label:''' coagulate<br id="label" />
 
'''Description:''' Use special glands in the wrists to quickly tend someone's wounds.<br id="description" />
 
<iconPath>UI/Icons/Genes/Gene_Coagulate</iconPath>
 
'''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
<warmupMote>Mote_CoagulateStencil</warmupMote>
 
<warmupEffecter>Coagulate</warmupEffecter>
 
<warmupStartSound>Coagulate_Cast</warmupStartSound>
 
<jobDef>CastAbilityOnThingMelee</jobDef>
 
'''Category:''' Sanguophage<category/><br />
 
<displayOrder>400</displayOrder>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Good|true}}<canTargetAnimals/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<canTargetBloodfeeders>{{Good|true}}</canTargetBloodfeeders>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityHemogenCost">
 
<hemogenCost>0.2</hemogenCost>
 
</li><br />
 
<li Class="CompProperties_AbilityCoagulate">
 
<tendQualityRange>0.4~0.8</tendQualityRange>
 
</li><br />
 
<li Class="CompProperties_AbilityRequiresCapacity">
 
<capacity>Manipulation</capacity>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="AbilityTouchBase"><br />
 
'''Def Name:''' ReimplantXenogerm<br id="defName" />
 
'''Label:''' implant genes<br id="label" />
 
'''Description:''' Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.<br id="description" />
 
<iconPath>UI/Icons/Genes/Gene_XenogermReimplanter</iconPath>
 
<warmupStartSound>ReimplantXenogerm_Cast</warmupStartSound>
 
<warmupEffecter>Implant_Xenogerm</warmupEffecter>
 
'''Category:''' Sanguophage<category/><br />
 
<displayOrder>500</displayOrder>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 4<warmupTime/><br />
 
<stunTargetOnCastStart>{{Good|true}}</stunTargetOnCastStart>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityReimplantXenogerm" /><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' PiercingSpine<br id="defName" />
 
'''Label:''' piercing spine<br id="label" />
 
'''Description:''' Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.<br id="description" />
 
<iconPath>UI/Abilities/PiercingSpine</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|60}}<cooldownTicksRange/><br />
 
'''Category:''' Sanguophage<category/><br />
 
<displayOrder>200</displayOrder>
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Range:''' 3.9<range/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
<soundCast>PiercingSpine_Launch</soundCast>
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityHemogenCost">
 
<hemogenCost>0.2</hemogenCost>
 
</li><br />
 
<li Class="CompProperties_AbilityLaunchProjectile">
 
<projectileDef>PiercingSpine</projectileDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
<ThingDef ParentName="BaseBullet">
 
'''Def Name:''' PiercingSpine<br id="defName" />
 
'''Label:''' keratin spine<br id="label" />
 
<graphicData>
 
<texPath>Things/Projectile/PiercingSpine</texPath>
 
<graphicClass>Graphic_Single</graphicClass>
 
</graphicData>
 
<projectile>
 
<damageDef>RangedStab</damageDef>
 
<damageAmountBase>30</damageAmountBase>
 
<armorPenetrationBase>1</armorPenetrationBase>
 
<stoppingPower>1</stoppingPower>
 
<speed>55</speed>
 
</projectile>
 
</ThingDef>
 
 
 
<AbilityDef ParentName="AbilityTouchBase"><br />
 
'''Def Name:''' Resurrect<br id="defName" />
 
'''Label:''' resurrect<br id="label" />
 
'''Description:''' Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.<br id="description" />
 
<iconPath>UI/Abilities/Resurrect</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|6840000~7560000}}<cooldownTicksRange/><br /> <!-- 1.9~2.1 years -->
 
<warmupMote>Mote_ResurrectAbility</warmupMote>
 
<warmupStartSound>Resurrect_Cast</warmupStartSound>
 
'''Category:''' Sanguophage<category/><br />
 
<displayOrder>600</displayOrder>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
<soundCast>Resurrect_Resolve</soundCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<canTargetCorpses>{{Good|true}}</canTargetCorpses>
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_Resurrect" /><br />
 
<li Class="CompProperties_AbilityHemogenCost">
 
<hemogenCost>0.90</hemogenCost>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' AcidSpray<br id="defName" />
 
'''Label:''' acid spray<br id="label" />
 
'''Description:''' Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.<br id="description" />
 
<iconPath>UI/Abilities/AcidSpray</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|30000}}<cooldownTicksRange/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
<displayOrder>300</displayOrder>
 
'''Category:''' Sanguophage<category/><br />
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
<warmupStartSound>AcidSpray_Warmup</warmupStartSound>
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Range:''' 8.9<range/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
<soundCast>AcidSpray_Resolve</soundCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilitySprayLiquid">
 
<projectileDef>Proj_Acid</projectileDef>
 
<numCellsToHit>9</numCellsToHit>
 
<sprayEffecter>AcidSpray_Directional</sprayEffecter>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
<ThingDef>
 
'''Def Name:''' Proj_Acid<br id="defName" />
 
'''Label:''' acid<br id="label" />
 
<thingClass>Projectile_Liquid</thingClass>
 
'''Category:''' Projectile<category/><br />
 
<tickerType>Normal</tickerType>
 
<altitudeLayer>Projectile</altitudeLayer>
 
<useHitPoints>{{Bad|False}}</useHitPoints>
 
<neverMultiSelect>{{Good|True}}</neverMultiSelect>
 
<graphicData>
 
<texPath>Things/Projectile/Acid</texPath>
 
<graphicClass>Graphic_Random</graphicClass>
 
<shaderType>MoteGlow</shaderType>
 
<drawSize>0.85</drawSize>
 
</graphicData>
 
<projectile>
 
<damageDef>AcidBurn</damageDef>
 
<speed>25</speed>
 
<damageAmountBase>30</damageAmountBase>
 
<arcHeightFactor>0.4</arcHeightFactor>
 
<armorPenetrationBase>0.8</armorPenetrationBase>
 
<stoppingPower>1</stoppingPower>
 
<shadowSize>0</shadowSize>
 
<filth>Filth_SpentAcid</filth>
 
<filthCount>1</filthCount>
 
</projectile>
 
</ThingDef>
 
 
 
<AbilityDef><br />
 
'''Def Name:''' FoamSpray<br id="defName" />
 
'''Label:''' foam spray<br id="label" />
 
'''Description:''' Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.<br id="description" />
 
<iconPath>UI/Icons/Genes/Gene_FoamSpray</iconPath>
 
'''Charges:''' 3<charges/><br />
 
'''Cooldown Ticks Range:''' {{Ticks|30000}}<cooldownTicksRange/><br />
 
<warmupStartSound>FoamSpray_Warmup</warmupStartSound>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Range:''' 4.9<range/><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
<soundCast>FoamSpray_Resolve</soundCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilitySprayLiquid">
 
<projectileDef>Proj_Foam_Ability</projectileDef>
 
<numCellsToHit>9</numCellsToHit>
 
<sprayEffecter>FoamSpray_Directional</sprayEffecter>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
<ThingDef ParentName="ProjectileFoamBase">
 
'''Def Name:''' Proj_Foam_Ability<br id="defName" />
 
<projectile>
 
<speed>25</speed>
 
<numExtraHitCells>0</numExtraHitCells>
 
<filthCount>1~3</filthCount>
 
</projectile>
 
<graphicData>
 
<texPath>Things/Mote/FoamSpray</texPath>
 
<graphicClass>Graphic_Random</graphicClass>
 
<shaderType>MoteGlow</shaderType>
 
<drawSize>1.35</drawSize>
 
</graphicData>
 
</ThingDef>
 
 
 
<AbilityDef><br />
 
'''Def Name:''' FireSpew<br id="defName" />
 
'''Label:''' fire spew<br id="label" />
 
'''Description:''' Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground.\n\nThe bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.<br id="description" />
 
<iconPath>UI/Abilities/FireSpew</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|300000}}<cooldownTicksRange/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
<ai_IsIncendiary>{{Good|true}}</ai_IsIncendiary>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
<warmupStartSound>FireSpew_Warmup</warmupStartSound>
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Range:''' 7.9<range/><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
<soundCast>FireSpew_Resolve</soundCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityFireSpew">
 
'''Range:''' 7.9<range/><br />
 
<lineWidthEnd>3</lineWidthEnd>
 
<filthDef>Filth_FlammableBile</filthDef>
 
<effecterDef>Fire_Spew</effecterDef>
 
<canHitFilledCells>{{Good|true}}</canHitFilledCells>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef Name="LongJump">
 
'''Def Name:''' Longjump<br id="defName" />
 
'''Label:''' longjump<br id="label" />
 
'''Description:''' Jump to a distant location using super-strong hemogen-powered legs.<br id="description" />
 
<iconPath>UI/Abilities/Longjump</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|60}}<cooldownTicksRange/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityJump<verbClass/><br />
 
'''Label:''' jump<br id="label" />
 
'''Violent:'''{{Bad|false}}<violent/><br />
 
<forceNormalTimeSpeed>{{Bad|false}}</forceNormalTimeSpeed>
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
'''Range:''' 19.9<range/><br />
 
'''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
<soundCast>Longjump_Jump</soundCast>
 
<soundLanding>Longjump_Land</soundLanding>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<jobDef>CastJump</jobDef>
 
<comps>
 
<li Class="CompProperties_AbilityHemogenCost">
 
<hemogenCost>0.05</hemogenCost>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' FireBurst<br id="defName" />
 
'''Label:''' fire burst<br id="label" />
 
'''Description:''' Emit a burst of burning fuel in all directions to form puddles of ignited liquid on the ground.<br id="description" />
 
<jobDef>CastAbilityOnThingWithoutWeapon</jobDef>
 
<iconPath>UI/Abilities/FireBurst</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|2700}}<cooldownTicksRange/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
<ai_SearchAOEForTargets>{{Good|true}}</ai_SearchAOEForTargets>
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
<showCastingProgressBar>{{Good|true}}</showCastingProgressBar>
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
<warmupEffecter>Fire_Burst_Warmup</warmupEffecter>
 
'''Warmup Time:''' 3<warmupTime/><br />
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
'''Range:''' 5.9<range/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />     
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityFireBurst">
 
<radius>5.9</radius>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' AnimalWarcall<br id="defName" />
 
'''Label:''' animal warcall<br id="label" />
 
'''Description:''' With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.<br id="description" />
 
<iconPath>UI/Abilities/AnimalWarcall</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|900000}}<cooldownTicksRange/><!-- 15 days -->
 
'''Can Use Aoe To Get Targets:''' {{Bad|false}}<canUseAoeToGetTargets/><br />
 
<jobDef>CastAbilityOnThingWithoutWeaponInterruptible</jobDef>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
'''Group Ability:''' {{Good|true}}<groupAbility/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 500<Ability_Duration/><br />
 
<br /><br /><!---->
 
'''Charges:''' 2<charges/><br />
 
'''Cooldown Per Charge:''' {{Good|true}}<cooldownPerCharge/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Label:''' warcall<br id="label" />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
'''Range:''' 49.9<range/><br />
 
'''Draw Aim Pie:'''{{Good|true}}<drawAimPie/><br />     
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
<warmupEffecter>AnimalWarcall_Warmup</warmupEffecter>
 
<mouseTargetingText>Choose an animal to call</mouseTargetingText>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Bad|false}}<canTargetLocations/><br />
 
'''Can Target Pawns:''' {{Good|true}}<canTargetPawns/><br />
 
'''Can Target Animals:''' {{Good|true}}<canTargetAnimals/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveMentalState">
 
'''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
'''State Def:''' BerserkWarcall<stateDef/><br />
 
'''Goodwill Impact:''' -75<goodwillImpact/><br />
 
<casterEffect>AnimalWarcall_Cast</casterEffect>
 
<targetEffect>AnimalWarcall_CastOnTarget</targetEffect>
 
<excludeNPCFactions>{{Good|true}}</excludeNPCFactions>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!-- Mech -->
 
 
 
<AbilityDef Name="LongJumpMech">
 
'''Def Name:''' LongjumpMech<br id="defName" />
 
'''Label:''' mech longjump<br id="label" />
 
'''Description:''' Jump to a distant location using special ultrafast mechanoid muscles.<br id="description" />
 
<iconPath>UI/Abilities/MechLongJump</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|480}}<cooldownTicksRange/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityJump<verbClass/><br />
 
'''Label:''' jump<br id="label" />
 
'''Violent:'''{{Bad|false}}<violent/><br />
 
<forceNormalTimeSpeed>{{Bad|false}}</forceNormalTimeSpeed>
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
<minRange>5.9</minRange>
 
'''Range:''' 9.9<range/><br />
 
'''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
<soundCast>Longjump_Jump</soundCast>
 
<soundLanding>Longjump_Land</soundLanding>
 
<flyWithCarriedThing>{{Bad|false}}</flyWithCarriedThing>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="LongJumpMech">
 
'''Def Name:''' LongjumpMechLauncher<br id="defName" />
 
'''Label:''' jump launcher<br id="label" />
 
'''Description:''' Jump to a distant location using a built-in jump launcher.<br id="description" />
 
'''Display Gizmo While Undrafted:''' {{Bad|false}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Good|true}}<disableGizmoWhileUndrafted/><br />
 
'''Charges:''' 2<charges/><br />
 
'''Cooldown Ticks Range:''' {{Ticks|20000}}<cooldownTicksRange/><!-- 8h -->
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Range:''' 15<range/><br />
 
<minRange>6</minRange>
 
<warmupEffecter>JumpMechWarmupEffect</warmupEffecter>
 
'''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
<flightEffecterDef>JumpMechFlightEffect</flightEffecterDef>
 
<flyWithCarriedThing>{{Good|true}}</flyWithCarriedThing>
 
<soundLanding>JumpMechLand</soundLanding>
 
<soundCast Inherit="{{Bad|False}}" /><br />
 
<br /><br /><!---->
 
<jobDef>CastJump</jobDef>
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' SmokepopMech<br id="defName" />
 
'''Label:''' mech smokepop<br id="label" />
 
'''Description:''' Release compressed smoke from concealed vents. Smoke reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely.<br id="description" />
 
<iconPath>UI/Abilities/MechSmokepop</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|900000}}<cooldownTicksRange/><!-- 15 days -->
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 3.9<range/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />   
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilitySmokepop">
 
<smokeRadius>3.5</smokeRadius>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>15</clamorRadius>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' FirefoampopMech<br id="defName" />
 
'''Label:''' firefoam pop<br id="label" />
 
'''Description:''' Release a fire-retardant foam in a circular area.<br id="description" />
 
<iconPath>UI/Abilities/MechFirefoamPop</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|300000}}<cooldownTicksRange/><!-- 5 days -->
 
'''Display Gizmo While Undrafted:''' {{Bad|false}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Good|true}}<disableGizmoWhileUndrafted/><br />
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />     
 
'''Range:''' 3.9<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityFirefoampop">
 
<firefoamRadius>3.5</firefoamRadius>
 
<clamorType>Ability</clamorType>
 
<clamorRadius>15</clamorRadius>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' ResurrectionMech<br id="defName" />
 
'''Label:''' resurrect mech<br id="label" />
 
'''Description:''' Resurrect a recently-killed mechanoid by externally supercharging its self-repair processes. The mechanoid will come back with some but not all of its wounds healed.<br id="description" />
 
<iconPath>UI/Abilities/MechResurrection</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|120}}<cooldownTicksRange/><br />
 
<warmupStartSound>MechResurrect_Warmup</warmupStartSound>
 
<warmupEffecter>ApocrionAoeWarmup</warmupEffecter>
 
<jobDef>CastAbilityGoToThing</jobDef>
 
'''Can Use Aoe To Get Targets:''' {{Good|true}}<canUseAoeToGetTargets/><br />
 
<useAverageTargetPositionForWarmupEffecter>{{Good|true}}</useAverageTargetPositionForWarmupEffecter>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Effect Radius:''' 5<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Draw Aim Pie:'''{{Good|true}}<drawAimPie/><br />
 
'''Range:''' 9.9<range/><br />
 
'''Warmup Time:''' 4<warmupTime/><br />
 
<soundCast>MechResurrect_Cast</soundCast>
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<canTargetCorpses>{{Good|true}}</canTargetCorpses>
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Humans:''' {{Bad|false}}<canTargetHumans/><br />
 
'''Can Target Mechs:''' {{Good|true}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_ResurrectMech">
 
<maxCorpseAgeTicks>3600</maxCorpseAgeTicks><!-- 60 seconds -->
 
<costs>
 
<li>
 
<weightClass>Light</weightClass>
 
<cost>1</cost>
 
</li><br />
 
<li>
 
<weightClass>Medium</weightClass>
 
<cost>3</cost>
 
</li><br />
 
<li>
 
<weightClass>Heavy</weightClass>
 
<cost>5</cost>
 
</li><br />
 
</costs>
 
<appliedEffecterDef>MechResurrected</appliedEffecterDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
</Defs>
 
<!-- Anomaly Abilities -->
 
<Defs>
 
 
 
<!-- Bases -->
 
 
 
<AbilityDef Name="SpikeLaunchBase" Abstract="True">
 
'''Label:''' spike launch<br id="label" />
 
'''Description:''' Launch a bone spike at a target.<br id="description" />
 
'''Cooldown Ticks Range:''' {{Ticks|120}}<cooldownTicksRange/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_AbilityShoot<verbClass/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
<soundCast>Ability_SpineLaunch</soundCast>
 
<ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<ThingDef ParentName="BaseBullet" Name="SpikeBase" Abstract="True">
 
'''Label:''' spike<br id="label" />
 
<graphicData>
 
<graphicClass>Graphic_Single</graphicClass>
 
</graphicData>
 
<projectile>
 
<damageDef>RangedStab</damageDef>
 
<armorPenetrationBase>1</armorPenetrationBase>
 
<stoppingPower>1</stoppingPower>
 
<speed>55</speed>
 
</projectile>
 
</ThingDef>
 
 
 
<!-- Toughspike/Trispike -->
 
 
 
<AbilityDef ParentName="SpikeLaunchBase">
 
'''Def Name:''' SpikeLaunch_Toughspike<br id="defName" />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Range:''' 5.9<range/><br />
 
<defaultProjectile>Spike_Toughspike</defaultProjectile>
 
<br /><br /><!---->
 
</AbilityDef><br />
 
<ThingDef ParentName="SpikeBase">
 
'''Def Name:''' Spike_Toughspike<br id="defName" />
 
<graphicData>
 
<texPath>Things/Projectile/Projectile_Toughspike</texPath>
 
</graphicData>
 
<projectile>
 
<damageAmountBase>9</damageAmountBase>
 
</projectile>
 
</ThingDef>
 
 
 
<!-- Fingerspike -->
 
 
 
<AbilityDef ParentName="SpikeLaunchBase">
 
'''Def Name:''' SpikeLaunch_Fingerspike<br id="defName" />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Range:''' 3.9<range/><br />
 
<defaultProjectile>Spike_Fingerspike</defaultProjectile>
 
<br /><br /><!---->
 
</AbilityDef><br />
 
<ThingDef ParentName="SpikeBase">
 
'''Def Name:''' Spike_Fingerspike<br id="defName" />
 
<graphicData>
 
<texPath>Things/Projectile/Projectile_Fingerspike</texPath>
 
</graphicData>
 
<projectile>
 
<damageAmountBase>7</damageAmountBase>
 
</projectile>
 
</ThingDef>
 
 
 
<!-- Gorehulk -->
 
 
 
<AbilityDef ParentName="SpikeLaunchBase">
 
'''Def Name:''' SpineLaunch_Gorehulk<br id="defName" />
 
'''Label:''' spine launch<br id="label" />
 
'''Description:''' Launch a keratin spine at a target to do damage.<br id="description" />
 
'''Cooldown Ticks Range:''' {{Ticks|130}}<cooldownTicksRange/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Range:''' 17.9<range/><br />
 
<soundCast>Gorehulk_Spine_Launch</soundCast>
 
<defaultProjectile>Spine_Gorehulk</defaultProjectile>
 
<br /><br /><!---->
 
</AbilityDef><br />
 
<ThingDef ParentName="SpikeBase">
 
'''Def Name:''' Spine_Gorehulk<br id="defName" />
 
'''Label:''' spine<br id="label" />
 
<graphicData>
 
<texPath>Things/Projectile/Projectile_GorehulkSpike</texPath>
 
</graphicData>
 
<projectile>
 
<armorPenetrationBase>0.15</armorPenetrationBase>
 
<damageAmountBase>12</damageAmountBase>
 
</projectile>
 
</ThingDef>
 
 
 
<!-- Devourer -->
 
 
 
<AbilityDef><br />
 
'''Def Name:''' ConsumeLeap_Devourer<br id="defName" />
 
'''Label:''' consume leap<br id="label" />
 
'''Description:''' Leap onto a target and begin digesting it.<br id="description" />
 
'''Cooldown Ticks Range:''' {{Ticks|3600}}<cooldownTicksRange/><br /> <!-- 60 seconds -->
 
<jobDef>CastJump</jobDef>
 
'''Ai Is Offensive:''' {{Good|true}}<ai_IsOffensive/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityConsumeLeap<verbClass/><br />
 
'''Label:''' consume leap<br id="label" />
 
'''Range:''' 9.9<range/><br />
 
'''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
<soundCast>Pawn_Devourer_Jump</soundCast>
 
<soundLanding>Pawn_Devourer_Land</soundLanding>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_ConsumeLeap">
 
<maxBodySize>2.5</maxBodySize>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!-- Entity skip -->
 
 
 
<AbilityDef Name="EntitySkip">
 
'''Def Name:''' EntitySkip<br id="defName" />
 
'''Label:''' entity skip<br id="label" /> <!-- non-player facing -->
 
'''Category{{RoyaltyIcon}}:''' Skip<category/><br />
 
'''Description:''' Teleport to a target destination.<br id="description" /> <!-- non-player facing -->
 
<showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
'''Cooldown Ticks Range:''' {{Ticks|180~480}}<cooldownTicksRange/><br /> <!-- 3 to 8 seconds -->
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
<showOnCharacterCard>{{Bad|false}}</showOnCharacterCard>
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_EntitySkip<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Warmup Time:''' 0<warmupTime/><br />
 
'''Range:''' 99.9<range/><br />
 
<ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityTeleport">
 
'''Comp Class:''' CompAbilityEffect_Teleport<br id="compClass" />
 
<destination>Selected</destination>
 
<requiresLineOfSight>{{Bad|false}}</requiresLineOfSight>
 
'''Range:''' -1<range/><br />
 
<clamorType>Ability</clamorType>
 
<clamorRadius>10</clamorRadius>
 
<destClamorType>Ability</destClamorType>
 
<destClamorRadius>10</destClamorRadius>
 
<maxBodySize>10</maxBodySize>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef ParentName="EntitySkip">
 
'''Def Name:''' UnnaturalCorpseSkip<br id="defName" />
 
'''Cooldown Ticks Range:''' {{Ticks|1200}}<cooldownTicksRange/><br /> <!-- 20 seconds -->
 
</AbilityDef><br />
 
 
 
<!-- Heatspikes -->
 
 
 
<AbilityDef><br />
 
'''Def Name:''' Heatspikes<br id="defName" />
 
'''Label:''' heatspikes<br id="label" />
 
'''Description:''' Fire a burst of low-accuracy energy bolts.<br id="description" />
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Cooldown Ticks Range:''' {{Ticks|90~180}}<cooldownTicksRange/><br /> <!-- 1.5 to 3 seconds -->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_AbilityShoot<verbClass/><br />
 
<defaultProjectile>Bullet_Heatspike</defaultProjectile>
 
'''Range:''' 24.9<range/><br />
 
<soundCast>Heatspikes_Shot</soundCast>
 
<soundCastTail>Heatspikes_Tail</soundCastTail>
 
<muzzleFlashScale>9</muzzleFlashScale>
 
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
 
'''Warmup Time:''' 0<warmupTime/><br />
 
<burstShotCount>12</burstShotCount>
 
<accuracyTouch>0.9</accuracyTouch>
 
<accuracyShort>0.8</accuracyShort>
 
<accuracyMedium>0.7</accuracyMedium>
 
<accuracyLong>0.6</accuracyLong>
 
<ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<ThingDef ParentName="BaseBullet">
 
'''Def Name:''' Bullet_Heatspike<br id="defName" />
 
'''Label:''' heatspike shot<br id="label" />
 
<graphicData>
 
<texPath>Things/Projectile/Nociosphere_Heatspike</texPath>
 
<graphicClass>Graphic_Random</graphicClass>
 
<shaderType>TransparentPostLight</shaderType>
 
</graphicData>
 
<projectile>
 
<damageDef>EnergyBolt</damageDef>
 
<damageAmountBase>18</damageAmountBase>
 
<speed>90</speed>
 
<bulletChanceToStartFire>1</bulletChanceToStartFire>
 
</projectile>
 
</ThingDef>
 
 
 
<!-- Fleshmelter bolt -->
 
 
 
<AbilityDef><br />
 
'''Def Name:''' FleshmelterBolt<br id="defName" />
 
'''Label:''' fleshmelter bolt<br id="label" />
 
'''Description:''' Launch a large bolt of energy which generates a high-temperature explosion.<br id="description" />
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Cooldown Ticks Range:''' {{Ticks|120~240}}<cooldownTicksRange/><br /> <!-- 2 to 4 seconds -->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_AbilityShoot<verbClass/><br />
 
<defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
 
'''Range:''' 24.9<range/><br />
 
'''Warmup Time:''' 1.5<warmupTime/><br />
 
<muzzleFlashScale>9</muzzleFlashScale>
 
<burstShotCount>1</burstShotCount>
 
<accuracyTouch>0.9</accuracyTouch>
 
<accuracyShort>0.8</accuracyShort>
 
<accuracyMedium>0.7</accuracyMedium>
 
<accuracyLong>0.6</accuracyLong>
 
<beamTargetsGround>{{Good|true}}</beamTargetsGround>
 
<soundAiming>FleshmelterBolt_Charging</soundAiming>
 
<ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
<ai_ProjectileLaunchingIgnoresMeleeThreats>{{Good|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:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
'''Can Target Pawns:''' {{Good|true}}<canTargetPawns/><br />
 
'''Can Target Buildings:''' {{Good|true}}<canTargetBuildings/><br />
 
<canTargetPlants>{{Good|true}}</canTargetPlants>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
</AbilityDef><br />
 
 
 
<ThingDef ParentName="BaseBullet">
 
'''Def Name:''' Bullet_FleshmelterBolt<br id="defName" />
 
'''Label:''' fleshmelter bolt<br id="label" />
 
<thingClass>Projectile_Explosive</thingClass>
 
<graphicData>
 
<texPath>Things/Projectile/FleshmelterBolt</texPath>
 
<graphicClass>Graphic_Single</graphicClass>
 
<shaderType>Mote</shaderType>
 
<drawSize>(1.5, 3)</drawSize>
 
</graphicData>
 
<projectile>
 
<damageDef>NociosphereVaporize</damageDef>
 
<damageAmountBase>150</damageAmountBase>
 
<speed>75</speed>
 
<soundAmbient>FleshmelterBolt_Launch</soundAmbient>
 
<explosionRadius>2.49</explosionRadius>
 
<screenShakeFactor>1.25</screenShakeFactor>
 
<explosionChanceToStartFire>0.75</explosionChanceToStartFire>
 
</projectile>
 
</ThingDef>
 
 
 
<!-- Agony pulse -->
 
 
 
<AbilityDef><br />
 
'''Def Name:''' AgonyPulse<br id="defName" />
 
'''Label:''' agony pulse<br id="label" />
 
'''Description:''' Generate a pulse of psychic pain emanating from a target location.<br id="description" />
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
<showPsycastEffects>{{Bad|False}}</showPsycastEffects>
 
'''Cooldown Ticks Range:''' {{Ticks|900}}<cooldownTicksRange/><br /> <!-- 15 seconds -->
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Effect Radius:''' 2.9<Ability_EffectRadius/><br />
 
<br /><br /><!---->
 
<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
<defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
 
'''Range:''' 24.9<range/><br />
 
'''Warmup Time:''' 1.0<warmupTime/><br />
 
<soundCast>AgonyPulse_Cast</soundCast>
 
<ai_IsWeapon>{{Bad|false}}</ai_IsWeapon>
 
<ai_ProjectileLaunchingIgnoresMeleeThreats>{{Good|true}}</ai_ProjectileLaunchingIgnoresMeleeThreats>
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediffPsychic">
 
'''Comp Class:''' CompAbilityEffect_GiveHediffPsychic<br id="compClass" />
 
<durationSecondsOverride>2000~4000</durationSecondsOverride> <!-- 2 to 4 days -->
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
'''Hediff Def:''' AgonyPulse<hediffDef/><br />
 
<onlyBrain>{{Good|true}}</onlyBrain>
 
<ignoreSelf>{{Good|true}}</ignoreSelf>
 
<severity>0</severity>
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
<li Class="CompProperties_AbilityEffecterOnTarget">
 
<effecterDef>AgonyPulseExplosion</effecterDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!-- Unnatural healing -->
 
 
 
<AbilityDef ParentName="AbilityTouchBase"><br />
 
'''Def Name:''' UnnaturalHealing<br id="defName" />
 
'''Label:''' unnatural healing<br id="label" />
 
'''Description:''' Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.<br id="description" />
 
<iconPath>UI/Abilities/UnnaturalHealing</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|360000}}<cooldownTicksRange/><br /> <!-- 6 days -->
 
<showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
 
<moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
<warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
<warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
<warmupSound>AnomalyAbilityWarmup</warmupSound>
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbilityTouch<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Range:''' -1<range/><br />
 
'''Warmup Time:''' 4.5<warmupTime/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_UnnaturalHealing" /><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>UnnaturalHealing</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!-- Shape flesh -->
 
 
 
<AbilityDef Name="ShapeFlesh">
 
'''Def Name:''' ShapeFlesh<br id="defName" />
 
'''Label:''' shape flesh<br id="label" />
 
'''Description:''' Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.<br id="description" />
 
<iconPath>UI/Abilities/ShapeFlesh</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|2400}}<cooldownTicksRange/><br /> <!-- 40 seconds -->
 
<showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
<moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
<warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
<warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
<warmupSound>AnomalyAbilityWarmup</warmupSound>
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
'''Range:''' 24.9<range/><br />
 
'''Require Line Of Sight:''' {{Good|True}}<requireLineOfSight/><br />
 
<drawHighlightWithLineOfSight>{{Good|true}}</drawHighlightWithLineOfSight>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
<canTargetCorpses>{{Good|true}}</canTargetCorpses>
 
<onlyTargetCorpses>{{Good|true}}</onlyTargetCorpses>
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_FleshbeastFromCorpse" /><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<!-- Transmute steel -->
 
 
 
<AbilityDef ParentName="AbilityTouchBase"><br />
 
'''Def Name:''' TransmuteSteel<br id="defName" />
 
'''Label:''' transmute steel<br id="label" />
 
'''Description:''' Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.<br id="description" />
 
<iconPath>UI/Abilities/TransmuteSteel</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|50000}}<cooldownTicksRange/><br /> <!-- 20 hours -->
 
<showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
<moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
<warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
<warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
<warmupSound>AnomalyAbilityWarmup</warmupSound>
 
<useAverageTargetPositionForWarmupEffecter>{{Good|true}}</useAverageTargetPositionForWarmupEffecter>
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
'''Range:''' -1<range/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Buildings:''' {{Good|true}}<canTargetBuildings/><br />
 
'''Can Target Pawns:''' {{Bad|false}}<canTargetPawns/><br />
 
<canTargetItems>{{Good|true}}</canTargetItems>
 
'''Thing Category:''' Item<thingCategory/><br />
 
'''Map Object Targets Must Be Auto Attackable:''' {{Bad|false}}<mapObjectTargetsMustBeAutoAttackable/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_Transmute">
 
<failedMessage>Must target steel, steel slag chunks, steel buildings, or steel items.</failedMessage>
 
<elementRatios>
 
<li>
 
<sourceStuff>Steel</sourceStuff>
 
<ratio>1</ratio>
 
</li><br />
 
<li>
 
<sourceStuff>ChunkSlagSteel</sourceStuff>
 
<ratio>15</ratio>
 
</li><br />
 
</elementRatios>
 
<outcomeStuff>
 
<li>Plasteel</li><br />
 
<li>Gold</li><br />
 
<li>Uranium</li><br />
 
<li>Bioferrite</li><br />
 
</outcomeStuff>
 
<outcomeItems>
 
<li>Plasteel</li><br />
 
<li>Gold</li><br />
 
<li>Uranium</li><br />
 
<li>Bioferrite</li><br />
 
<li>Meat_Twisted</li><br />
 
</outcomeItems>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' PsychicSlaughter<br id="defName" />
 
'''Label:''' psychic slaughter<br id="label" />
 
'''Description:''' Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.<br id="description" />
 
<iconPath>UI/Abilities/Slaughter</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|60000}}<cooldownTicksRange/><br /> <!-- 1 day -->
 
<showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Stun Target While Casting:''' {{Good|true}}<stunTargetWhileCasting/><br />
 
<moteOffsetAmountTowardsTarget>0.5</moteOffsetAmountTowardsTarget>
 
<warmupMote>Mote_HoraxSmallSpellWarmup</warmupMote>
 
<warmupEffecter>HoraxianAbilityCasting</warmupEffecter>
 
<warmupSound>AnomalyAbilityWarmup</warmupSound>
 
<writeCombatLog>{{Good|true}}</writeCombatLog>
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 2<warmupTime/><br />
 
'''Range:''' 4.9<range/><br />
 
'''Require Line Of Sight:''' {{Good|True}}<requireLineOfSight/><br />
 
<drawHighlightWithLineOfSight>{{Good|true}}</drawHighlightWithLineOfSight>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_PsychicSlaughter" /><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' ReleaseDeadlifeDust<br id="defName" />
 
'''Label:''' release deadlife dust<br id="label" />
 
'''Description:''' Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.<br id="description" />
 
<iconPath>UI/Abilities/ReleaseDeadlifeDust</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|60000}}<cooldownTicksRange/><br /> <!-- 1 day -->
 
<showPsycastEffects>{{Bad|false}}</showPsycastEffects>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
'''Hot Key:''' Misc1<hotKey/><br />
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Label:''' release deadlife dust<br id="label" />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
'''Violent:'''{{Bad|false}}<violent/><br />
 
'''Targetable:''' {{Bad|false}}<targetable/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<soundCast>DeadlifeRelease</soundCast>
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityReleaseGas">
 
<gasType>DeadlifeDust</gasType>
 
<cellsToFill>15</cellsToFill>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' GhoulFrenzy<br id="defName" />
 
'''Label:''' ghoul frenzy<br id="label" />
 
'''Description:''' Use the adrenal heart to saturate the bloodstream with stress hormones and liquid energy, permitting the ghoul to move and attack at incredible speeds for a short time.<br id="description" />
 
<iconPath>UI/Abilities/GhoulFrenzy</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|1800}}<cooldownTicksRange/><br /> <!-- 30 seconds -->
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Group Ability:''' {{Good|true}}<groupAbility/><br />
 
'''Display Gizmo While Undrafted:''' {{Bad|false}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
'''Ai Is Offensive:''' {{Good|true}}<ai_IsOffensive/><br />
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 15<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
<nonInterruptingSelfCast>{{Good|true}}</nonInterruptingSelfCast>
 
<soundCast>Pawn_Ghoul_Frenzy</soundCast>
 
'''Targetable:''' {{Bad|false}}<targetable/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' GhoulFrenzy<hediffDef/><br />
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' CorrosiveSpray<br id="defName" />
 
'''Label:''' corrosive spray<br id="label" />
 
'''Description:''' Use the corrosive heart to spray acid a short distance. The heart pumps the corrosive fluid through a surgically implanted duct, allowing the ghoul to spew it from their mouth at high velocity.<br id="description" />
 
<iconPath>UI/Abilities/AcidSpray</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|5000}}<cooldownTicksRange/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
<displayOrder>300</displayOrder>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
<warmupStartSound>AcidSpray_Warmup</warmupStartSound>
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Range:''' 11.9<range/><br />
 
'''Warmup Time:''' 0.25<warmupTime/><br />
 
<soundCast>AcidSpray_Resolve</soundCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Good|true}}<canTargetLocations/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilitySprayLiquid">
 
<projectileDef>Proj_CorrosiveFluid</projectileDef>
 
<numCellsToHit>9</numCellsToHit>
 
<sprayEffecter>AcidSpray_Directional</sprayEffecter>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
<ThingDef>
 
'''Def Name:''' Proj_CorrosiveFluid<br id="defName" />
 
'''Label:''' corrosive fluid<br id="label" />
 
<thingClass>Projectile_Liquid</thingClass>
 
'''Category:''' Projectile<category/><br />
 
<tickerType>Normal</tickerType>
 
<altitudeLayer>Projectile</altitudeLayer>
 
<useHitPoints>{{Bad|False}}</useHitPoints>
 
<neverMultiSelect>{{Good|True}}</neverMultiSelect>
 
<graphicData>
 
<texPath>Things/Projectile/Acid</texPath>
 
<graphicClass>Graphic_Random</graphicClass>
 
<shaderType>MoteGlow</shaderType>
 
<drawSize>0.85</drawSize>
 
</graphicData>
 
<projectile>
 
<damageDef>AcidBurn</damageDef>
 
<speed>25</speed>
 
<damageAmountBase>30</damageAmountBase>
 
<arcHeightFactor>0.4</arcHeightFactor>
 
<armorPenetrationBase>0.8</armorPenetrationBase>
 
<stoppingPower>1</stoppingPower>
 
<shadowSize>0</shadowSize>
 
<filth>Filth_SpentAcid</filth>
 
<filthCount>1</filthCount>
 
</projectile>
 
</ThingDef>
 
 
 
<AbilityDef><br />
 
'''Def Name:''' MetalbloodInjection<br id="defName" />
 
'''Label:''' metalblood injection<br id="label" />
 
'''Description:''' Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.<br id="description" />
 
<iconPath>UI/Abilities/MetalbloodInjection</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|15000}}<cooldownTicksRange/><br /> <!-- 6 hours -->
 
'''Hostile:''' {{Bad|false}}<hostile/><br />
 
'''Group Ability:''' {{Good|true}}<groupAbility/><br />
 
'''Display Gizmo While Undrafted:''' {{Good|true}}<displayGizmoWhileUndrafted/><br />
 
'''Disable Gizmo While Undrafted:''' {{Bad|false}}<disableGizmoWhileUndrafted/><br />
 
'''Ai Can Use:''' {{Good|true}}<aiCanUse/><br />
 
'''Ai Is Offensive:''' {{Good|true}}<ai_IsOffensive/><br />
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 40<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
<nonInterruptingSelfCast>{{Good|true}}</nonInterruptingSelfCast>
 
<soundCast>Pawn_Ghoul_Frenzy</soundCast>
 
'''Targetable:''' {{Bad|false}}<targetable/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:''' {{Good|true}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' Metalblood<hediffDef/><br />
 
<onlyApplyToSelf>{{Good|True}}</onlyApplyToSelf>
 
<replaceExisting>{{Good|true}}</replaceExisting>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' RevenantInvisibility<br id="defName" />
 
'''Label:''' revenant invisibility<br id="label" />
 
'''Description:''' Use the revenant vertebrae to temporarily turn invisible. The prosthetic manipulates the visual centers of those nearby, letting the user pass unnoticed.<br id="description" />
 
<iconPath>UI/Abilities/RevenantInvisibility</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|60000}}<cooldownTicksRange/><br /> <!-- 6 hours -->
 
<writeCombatLog>{{Good|True}}</writeCombatLog>
 
'''Hot Key:''' Misc12<hotKey/><br />
 
'''Target Required:''' {{Bad|false}}<targetRequired/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Stat Bases:'''''<br /><br />
 
'''Ability Duration:''' 15<Ability_Duration/><br />
 
<br /><br /><!---->
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Draw Aim Pie:'''{{Bad|false}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Bad|false}}<requireLineOfSight/><br />
 
<nonInterruptingSelfCast>{{Good|true}}</nonInterruptingSelfCast>
 
'''Warmup Time:''' 1<warmupTime/><br />
 
'''Range:''' 19.9<range/><br />
 
'''Targetable:''' {{Bad|false}}<targetable/><br />
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Self:'''{{Good|True}}<canTargetSelf/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveHediff">
 
'''Comp Class:''' CompAbilityEffect_GiveHediff<br id="compClass" />
 
'''Hediff Def:''' PsychicInvisibility<hediffDef/><br />
 
'''Psychic:''' {{Good|True}}<psychic/><br />
 
</li><br />
 
<li Class="CompProperties_AbilityFleckOnTarget">
 
<fleckDef>PsycastPsychicEffect</fleckDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
<AbilityDef><br />
 
'''Def Name:''' VoidTerror<br id="defName" />
 
'''Label:''' void terror<br id="label" />
 
'''Description:''' Psychically induce terrifying hallucinations, causing a person to flee in terror.<br id="description" />
 
<iconPath>UI/Abilities/VoidTerror</iconPath>
 
'''Cooldown Ticks Range:''' {{Ticks|7500}}<cooldownTicksRange/><br /> <!-- 3 hours -->
 
<warmupEffecter>HoraxianSpellDark_Warmup</warmupEffecter>
 
'''Send Message On Cooldown Complete:''' {{Good|true}}<sendMessageOnCooldownComplete/><br />
 
<writeCombatLog>{{Good|true}}</writeCombatLog>
 
'''Charges:''' 5<charges/><br />
 
'''Cooldown Per Charge:''' {{Good|true}}<cooldownPerCharge/><br />
 
'''Caster Must Be Capable Of Violence:''' {{Bad|false}}<casterMustBeCapableOfViolence/><br />
 
# '''''Verb Properties:'''''<br /><br />
 
'''Verb Class:''' Verb_CastAbility<verbClass/><br />
 
'''Warmup Time:''' 0.5<warmupTime/><br />
 
'''Range:''' 31.9<range/><br />
 
'''Draw Aim Pie:'''{{Good|true}}<drawAimPie/><br />
 
'''Require Line Of Sight:''' {{Good|true}}<requireLineOfSight/><br />
 
<soundCast>VoidTerrorCast</soundCast>
 
# '''''Target Params:'''''<br /><br />
 
'''Can Target Locations:''' {{Bad|false}}<canTargetLocations/><br />
 
'''Can Target Pawns:''' {{Good|true}}<canTargetPawns/><br />
 
'''Can Target Animals:''' {{Bad|false}}<canTargetAnimals/><br />
 
'''Can Target Buildings:''' {{Bad|false}}<canTargetBuildings/><br />
 
'''Can Target Humans:''' {{Good|true}}<canTargetHumans/><br />
 
'''Can Target Mechs:''' {{Bad|false}}<canTargetMechs/><br />
 
'''Can Target Self:''' {{Bad|false}}<canTargetSelf/><br />
 
'''Can Target Mutants:''' {{Bad|false}}<canTargetMutants/><br />
 
'''Never Target Incapacitated:''' {{Good|true}}<neverTargetIncapacitated/><br />
 
<br /><br /><!---->
 
<br /><br /><!---->
 
<comps>
 
<li Class="CompProperties_AbilityGiveMentalState">
 
'''Comp Class:''' CompAbilityEffect_GiveMentalState<br id="compClass" />
 
'''State Def:''' TerrifyingHallucinations<stateDef/><br />
 
'''Goodwill Impact:''' -25<goodwillImpact/><br />
 
<forced>{{Good|true}}</forced>
 
</li><br />
 
<li Class="CompProperties_AbilityConnectingFleckLine">
 
<fleckDef>PsycastPsychicLine</fleckDef>
 
</li><br />
 
<li Class="CompProperties_AbilityEffecterOnTarget">
 
<effecterDef>VoidTerror_Target</effecterDef>
 
</li><br />
 
</comps><br />
 
</AbilityDef><br />
 
 
 
</Defs>
 
</div>
 

Revision as of 06:12, 2 September 2024

Stat Categories

defName Label Display Order Display All By Default
Basics Basics 10 true
BasicsImportant Basics 1 true
BasicsPawnImportant Basics 2 false
BasicsNonPawnImportant Basics 2 false
BasicsPawn Basics 11 false
BasicsNonPawn Basics 12 false
AnimalProductivity animal productivity 13 false
Source content source 999 false
Apparel Apparel 30 false
Implant Implant 30 false
Weapon Weapon 40 false
Weapon_Ranged Weapon (ranged) 44 false
Weapon_Melee Weapon (melee) 48 false
Building Building 50 false
Ability Ability 60 false
Drug Drug 30 false
DrugAddiction drug addiction 110 false
Terrain terrain 13 false
EquippedStatOffsets Offsets when equipped 70 false
StuffStatFactors Multipliers when made of this 74 true
StuffStatOffsets Offsets when made of this 77 true
StuffOfEquipmentStatFactors Multipliers when equipment made of this 80 true
Surgery Surgical 90 true
CapacityEffects effects 100 true
PawnCombat Combat 110 false
PawnSocial Social 120 false
PawnMisc Misc 130 false
PawnWork Work 140 false
Meditation Meditation 13 True
Genetics Genetics 200 false
Mechanoid Mechanoid 13 true
Mechanitor Mechanitor 105 true
PsychicRituals Psychic ritual 500 false
Containment Containment 600 false
Serum Serum 700 false