Anything smaller-scale than HediffComp_SeverityPerDay?

Started by Dingo, September 18, 2016, 01:29:36 PM

Previous topic - Next topic

Dingo

I looked around in the documentation and couldn't find anything. Does anyone know of a method to make hediff severity decrease on an hourly basis, for example? The best I can find is having it decrease on a daily basis.

CannibarRechter

CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

Dingo

The fraction is not the amount of days, but the amount to decrease severity. You can use -1, -1.5, -3.0. As far as I can tell it doesn't divide 24h by your input there, but decreases a fixed amount when the day changes. Maybe I'm wrong.

skullywag

Id check that im sure it changes per tick based on that daily amount.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Dingo

I think I'm actually dead wrong on this, it does seem to make a difference how much you input there (it was just a bit confusing at first because I messed around with a lot of variables). I tried again and it seemed to make a difference. I also found that you can manipulate it pretty reliably by having SeverityPerDay be -1.0 (or any fixed amount) and playing around with how much severity is increased in the first place.

For example, let's assume you made a drug called Bingo. Bingo is gives you a Hediff called ZingoHigh, like so:

<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>ZingoHigh</hediffDef>
<severity>0.1</severity>
<toleranceChemical>Zingo</toleranceChemical>
</li>
</outcomeDoers>


Since Bingo increases ZingoHigh severity by 0.1, if your HediffComp_SeverityPerDay is -1.0 (so -1 per 24h), every dose of Bingo will go away after roughly 10% of a day which is 2.4h and you can fine tune from there.