Can bionics do awesome things yet? Like increase shooting speed?

Started by Minus, May 16, 2015, 06:25:19 AM

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Minus

Hey there, wanted to add a bionic that does more than simply increase the efficiency of manipulation.

<HediffDef ParentName="AddedBodyPartBase">
    <defName>Endoskeleton</defName>
    <label>endoskeleton</label>
    <addedPartProps>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>Endoskeleton</spawnThingOnRemoved>
    </addedPartProps>
<degreeDatas>
      <li>
        <label>android</label>
        <description>NAME can hardly feel emotions any more, instead their head is filled with clear thoughts.</description>
        <permaThought>MoodOffsetAndroid</permaThought>
<statOffsets>
          <GlobalLearningFactor>1</GlobalLearningFactor>
          <MentalBreakThreshold>-0.20</MentalBreakThreshold>
          <PsychicSensitivity>-0.5</PsychicSensitivity>
  <ComfyTemperatureMin>-20</ComfyTemperatureMin>
          <ComfyTemperatureMax>20</ComfyTemperatureMax>
        </statOffsets>
      </li>
</degreeDatas>
  <modifiers>
    <capMods>
     <li>
      <capacity>BloodPumping</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>BloodFiltration</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Metabolism</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Eating</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Breathing</capacity>
      <offset>0.5</offset>
     </li>
<li>
      <capacity>Manipulation</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Moving</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Sight</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Talking</capacity>
      <offset>0.5</offset>
    </li>
<li>
      <capacity>Hearing</capacity>
      <offset>0.5</offset>
    </li>
    </capMods>
  </modifiers>
   <comps>
      <li>
        <compClass>HediffComp_VerbGiver</compClass>
        <verbs>
          <li>
            <verbClass>Verb_MeleeAttack</verbClass>
            <defaultCooldownTicks>80</defaultCooldownTicks>
            <meleeDamageBaseAmount>12</meleeDamageBaseAmount>
            <meleeDamageDef>Blunt</meleeDamageDef>
          </li>
        </verbs>
      </li>
    </comps>
</HediffDef>

Here I have what is just a bunch of stuff pulled from a trait. Most of the trait abilities weren't listed though for some reason. I assume a lot of their data is hardcoded. But with what's I've managed to pull out, can I get this to work on a bionic's HeDiffDef?

Also ImmersiveMod had a code work to reduce pain.
  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>AICore</defName>
    <label>AI Core</label>
    <addedBodyPart>
      <isSolid>true</isSolid>
      <partEfficiency>1.2</partEfficiency>
    </addedBodyPart>
<modifiers>
          <PainchangeBy>-0.2</PainchangeBy>
</modifiers>
  </HealthDiffDef>

But I've not worked out how to make this code A10 compatible.

I already know that increasing a body part's health is not yet feasable, so I'm looking for other things to add as much as I can. Has A10 opened up any new possibilities for bionics? Any help is appreciated.

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Mods: Extended Surgery and Bionics, Brain Surgery, Medical XP Balance

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