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ApplyHediff
Gives a pawn a hediff, or increases the severity of an existing hediff.
Source: ApplyHediff.cs
<li Class="SCGF.Actions.ApplyHediff">
<!-- Give the Anesthetic hediff. -->
<hediffDef>Anesthetic</hediffDef>
<!-- Increase severity by a base value of 0.05. -->
<severityPerTick>0.05</severityPerTick>
<!-- Severity increase should be multiplied by 0.5 x the gas density. -->
<densityFactor>0.5</densityFactor>
<!-- And further multiply severity increase based on the pawn's ToxicEnvironmentResistance stat. -->
<impactedByStat>ToxicEnvironmentResistance</impactedByStat>
<!-- With that stat value being multiplied by 2. -->
<statImpactFactor>2</statImpactFactor>
<!-- If at the final stage of the hediff (sedated), severity increase should be multiplied by 0.25. -->
<finalStageFactor>0.25</finalStageFactor>
<!-- The hediff should be randomly given to either the torso or heart. -->
<partsToAffect>
<li>Torso</li>
<li>Heart</li>
</partsToAffect>
</li>These properties must be defined!
| Type | HediffDef |
| Example |
<hediffDef>Anesthetic</hediffDef> |
The hediff to apply.
| Type | Float |
| Default |
<severityPerTick>0.05</severityPerTick> |
Base severity increase, cannot be 0. This value get multiplied by the severity multiplier (initially 1) just before the hediff is added.
| Type | Float |
| Default |
<densityFactor>1</densityFactor> |
How much of an impact the gas density (as a percentage) has on the severity increase.
A value of 1 would mean that the severity increase is multiplied by the gas density, e.g. if severityPerTick = 0.5, but the gas density was only 50%, the severity increase would be 0.25.
Tip
A value of 0 would mean severity increase is not affected by the gas density at all.
| Type | StatDef |
| Default | None |
| Example |
<impactedByStat>ToxicEnvironmentResistance</impactedByStat> |
The stat to use as a multiplier for the severity increase.
For example, if the stat is ToxicEnvironmentResistance, and severityPerTick = 0.5, a pawn with a ToxicEnvironmentResistance of 25% would only get a severity increase of 0.375, and a pawn with 75% would get 0.125.
Tip
By default this is inverted, meaning a higher stat value will reduce the severity increase. If you want to have this not inverted, you can set statImpactFactor to -1.
| Type | Float |
| Default |
<statImpactFactor>1</statImpactFactor> |
Multiplier for the stat value, cannot be 0. Only needed if impactedByStat is defined.
| Type | Float |
| Default |
<finalStageFactor>1</finalStageFactor> |
Multiplier for the severity increase if the hediff is at its final (last) stage.
| Type | List<BodyPartDef> |
| Default | Empty List |
| Example |
<partsToAffect>
<li>Torso</li>
<li>Heart</li>
</partsToAffect> |
List of body parts to apply the hediff to.
If none are specified, the whole body will be the target. If multiple are specified, a random non-missing one is chosen based on it's coverage.

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