Quote from: daemonfool on May 14, 2019, 04:36:30 PM
It sounds gross right? Also awesome.
You've distilled the essence of modding into 37 character. I salute you.
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Show posts MenuQuote from: daemonfool on May 14, 2019, 04:36:30 PM
It sounds gross right? Also awesome.
<TraitDef>
<defName>DrugDesire</defName>
<commonality>3</commonality>
<degreeDatas>
<li>
<label>chemical fascination</label>
<description>[PAWN_nameDef] is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person.</description>
<degree>2</degree>
<marketValueFactorOffset>-0.15</marketValueFactorOffset>
</li>
<li>
<label>chemical interest</label>
<description>[PAWN_nameDef] has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person.</description>
<degree>1</degree>
<marketValueFactorOffset>-0.10</marketValueFactorOffset>
</li>
<li>
<label>teetotaler</label>
<description>[PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs.</description>
<degree>-1</degree>
<disallowedMentalStates>
<li>Binging_DrugExtreme</li>
<li>Binging_DrugMajor</li>
</disallowedMentalStates>
</li>
</degreeDatas>
</TraitDef>
<li>
<label>teetotaler</label>
<description>[PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs.</description>
<degree>-1</degree>
<disallowedMentalStates>
<li>Binging_DrugExtreme</li>
<li>Binging_DrugMajor</li>
</disallowedMentalStates>
</li>
private IObservable<bool> RowsBecameValidFactory()
{
bool lastValidityState = false; // can start false because after a new row is added, it will always be invalid
// observable that emits when the list's rows go from "not all being valid" to "all being valid"
return rows.ToObservable()
.SelectMany(u => u.RowBecameValid)
.Select(u => rows.All(v => v.IsValid()))
.Where(curValidityState =>
{
bool validityStateChanged = curValidityState != lastValidityState;
lastValidityState = curValidityState;
return validityStateChanged && curValidityState;
}
);
}
forcedMissRadius > 0f != CausesExplosion
!CausesExplosion && forcedMissRadius > 0f
forcedMissRadius >= 0f != CausesExplosion
QuoteYou're allowed to 'decompile' our game assets and look through our code, art, sound, and other resources for learning purposes, or to use our resources as a basis or reference for a Mod. However, you're not allowed to rip these resources out and pass them around independently.
if (LaunchesProjectile && defaultProjectile != null && forcedMissRadius > 0f != CausesExplosion)
{
yield return "has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled";
}
forcedMissRadius > 0f != CausesExplosion
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RoomRoleDef>
<defName>Chapel</defName>
<label>chapel</label>
<workerClass>RockinRooms.RoomRoleWorker_Chapel</workerClass>
<relatedStats>
<li>Beauty</li>
<li>Cleanliness</li>
<li>Wealth</li>
<li>Space</li>
<li>Impressiveness</li>
</relatedStats>
</RoomRoleDef>
</Defs>
IntVec3 intVec = (i == 0) ? (b.Position + b.Rotation.FacingCell) : (b.Position - b.Rotation.FacingCell);
Quote from: LWM on March 15, 2020, 12:42:07 AM
...feel free to update anything in the wiki, by the way.