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>