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Messages - HQQ

#1
Hello! I'm relocating my question from the parent Mod thread to this as instruction from someone who just helped me earlier. Here's the original question:

1/ I'd like to know what the CombatPower value in PawnKindDef influences (for example,
<PawnKindDef ParentName="YoumuCombatantMidTierBase">
    <defName>Youmu_combatant_Gunner</defName>
    <label>Youmu combatant gunner</label>
    <combatPower>90</combatPower>), that number 90, what does it means?
I suspect it is the amount of point the game has to spend to buy one pawn of that kind in a raid. Is that correct?

2/ And then also these:
<kindDef>Combat</kindDef>
        <options>     
         <Youmu_Grenadier_Destructive>3</Youmu_Grenadier_Destructive>
         <Youmu_Grenadier_EMP>3</Youmu_Grenadier_EMP>
         <Youmu_combatant_Gunner>5</Youmu_combatant_Gunner>
<Youmu_Combatant_Sniper>7</Youmu_Combatant_Sniper>
<Youmu_combatant_Slasher>4</Youmu_combatant_Slasher>
<Youmu_combatant_Heavy>8</Youmu_combatant_Heavy>
<Youmu>9</Youmu>
<Youmu_Executive>10</Youmu_Executive>

        </options>

The numbers between the pawnKinds, what are they? I think it is how many pawn of that kind the map will generate when you enter the corresponding kindDef event. Is that right?

#2
I see, thanks for the help and the directions!
I think I'll just settle with adding armors for that race instead. I'm a pawn that has Lv0 in Intellectual, with no Passion or Interest in the skill.
#3
Hello, I'm trying to create an extra powerful Tough trait that mitigates like 85% of damage instead of 50 to give to some evil monsters, but after checking the Core's Trait.xml file, and researching the coreXML dictionary, there just don't seem to be a way. Is it something that involves C#?
If so, is there a way for me to give a pawn damage mitigation? I'm thinking of the damageMultiplier codes for building, but I'm not sure if it works on RaceDef.
#4
I'd like to know what the CombatPower value in PawnKindDef influences (for example,
<PawnKindDef ParentName="YoumuCombatantMidTierBase">
    <defName>Youmu_combatant_Gunner</defName>
    <label>Youmu combatant gunner</label>
    <combatPower>90</combatPower>), that number 90.
Is it the amount of point the game has to spend to buy one pawn of that kind in a raid?

And then also these:
<kindDef>Combat</kindDef>
        <options>      
         <Youmu_Grenadier_Destructive>3</Youmu_Grenadier_Destructive>
         <Youmu_Grenadier_EMP>3</Youmu_Grenadier_EMP>
         <Youmu_combatant_Gunner>5</Youmu_combatant_Gunner>
<Youmu_Combatant_Sniper>7</Youmu_Combatant_Sniper>
<Youmu_combatant_Slasher>4</Youmu_combatant_Slasher>
<Youmu_combatant_Heavy>8</Youmu_combatant_Heavy>
<Youmu>9</Youmu>
<Youmu_Executive>10</Youmu_Executive>

        </options>

The numbers between the pawnKinds, what are they? Are they the number of pawns of that type in a settlement/attack/...?
#5
Support / How to make projectile bypass shieldbelt?
January 13, 2020, 05:58:15 AM
Rather than making the shieldbelt not blocking projectile anymore, can anyone tell me if there is a way to edit the xml file so that a certain type of projectile will bypass any shieldbelt?
To be specific, I want the skill Mimic of the Faceless class from Rimworld of Magic mod to bypass shieldbelts. I'd already asked in that specific thread, but it looked kinda dead.
#6
Releases / Re: [1.0] A RimWorld of Magic
January 13, 2020, 04:59:08 AM
I want to make the ability Mimic of the Faceless class bypass shieldbelt in the xml files.
Can anyone tell me how do I do it?
#7
I was at about a year during my playthrough, I've had alien races in my colony before, nothing wrong ever happened. Then suddenly, one day, my wardens stopped bringing food to my arachne prisoner and my dwarf slave stopped eating. When right-clicking on them with one of my colonists, it showed "ordered to work until done" under the colonist's info, as if I was using a Force Work order from Achtung!. This error pops up every time I click on the buggy pawns:


Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object

at AlienRace.HarmonyPatches.ThoughtsFromIngestingPostfix (Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<RimWorld.ThoughtDef>&) <0x003a1>

at (wrapper dynamic-method) RimWorld.FoodUtility.ThoughtsFromIngesting_Patch1 (Verse.Pawn,Verse.Thing,Verse.ThingDef) <0x003a0>

at (wrapper dynamic-method) RimWorld.FoodUtility.FoodOptimality_Patch1 (Verse.Pawn,Verse.Thing,Verse.ThingDef,single,bool) <0x0023b>

at RimWorld.FoodUtility.SpawnedFoodSearchInnerScan (Verse.Pawn,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>) <0x001c7>

at (wrapper dynamic-method) RimWorld.FoodUtility.BestFoodSourceOnMap_Patch1 (Verse.Pawn,Verse.Pawn,bool,Verse.ThingDef&,RimWorld.FoodPreferability,bool,bool,bool,bool,bool,bool,bool,bool,bool) <0x00647>

at RimWorld.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn,Verse.Pawn,bool,Verse.Thing&,Verse.ThingDef&,bool,bool,bool,bool,bool,bool,bool) <0x002cf>

at RimWorld.WorkGiver_Warden_DeliverFood.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00239>

at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>

at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders_Patch5 (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x00583>

at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>

at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch4 (UnityEngine.Vector3,Verse.Pawn) <0x00336>

at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x001e2>

at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002a4>

at RimWorld.Selector.SelectorOnGUI () <0x0001c>

at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>

at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>

at Verse.Root.OnGUI () <0x00112>



Have you guys any ideas? Please please help me out!