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Buff From Pawn Types

Contains code that allows you to give various buffs from having different pawn types. This mod itself doesn't give pawns any buffs. Example Def <BFPTN.BFPTNDef> <defName>ThrumboBuff_A0</defName> <requiredPawnDefs> <li>Thrumbo</li> </requiredPawnDefs> <requiredPawnNumber> <li>1</li> </requiredPawnNumber> <priority>0</priority> picks the highest priority within the same group so that it doesnt overlap <applyToAllInstead>true</applyToAllInstead> instead of targetPawnDefs using this makes it apply to all pawns <hediffToApply>BuffHediff_A</hediffToApply> </BFPTN.BFPTNDef> <BFPTN.BFPTNDef> <defName>ThrumboBuff_A1</defName> <requiredPawnDefs> <li>Thrumbo</li> </requiredPawnDefs> <requiredPawnNumber> <li>3</li> </requiredPawnNumber> <prerequisiteDefs><li>ThrumboBuff_A0</li></prerequisiteDefs> insert only 1 despite being a list, used to track which buffs are connected <priority>1</priority> <applyToAllInstead>true</applyToAllInstead> <hediffToApply>BuffHediff_B</hediffToApply> </BFPTN.BFPTNDef> <HediffDef ParentName="DiseaseBase"> <defName>BuffHediff_A</defName> <label>hediff buff test A</label> <isBad>false</isBad> <initialSeverity>1</initialSeverity> <maxSeverity>1000</maxSeverity> <description>example desc</description> <comps> <li Class="HediffCompProperties_Disappears"> <!--this is needed, disappearsAfterTicks doesnt matter as it is handled in the code--> <disappearsAfterTicks>1234~5678</disappearsAfterTicks> <showRemainingTime>true</showRemainingTime> </li> </comps> <stages> <li> <painFactor>0.1</painFactor> </li> </stages> </HediffDef>