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ThinkNodes
Matthew Walls edited this page Nov 3, 2018
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3 revisions
Do subnodes if assigned to one of these work types
Example
<li Class="ThinkNode.ThinkNode_ConditionalWorkTypeDefs">
<workTypeDefs>
<li>Warden</li>
</workTypeDefs>
<subNodes>
<li Class="JobGiver_WanderOwnRoom"/>
</subNodes>
</li>
If a pawn is downed and hostile to you within a radius of you take them to a jail bed.
<li Class="ThinkNodes.JobGiver_Capture">
<targetAcquireRadius>18</targetAcquireRadius>
</li>
Choose a thing to go to and max path danger.
<li Class="ThinkNode.JobGiver_GoToClosestThingDef><danger>Some</danger><thingDef>PartySpot</thingDef></li>
Looks if the pawn has the given hediff then perform the subnodes.
<li Class="ThinkNode.ThinkNode_ConditionalHediff>
<hediffDef>BloodLoss</hediffDef>
<subNodes>
<li Class="JobGiver_WanderOwnRoom"/>
<subNodes>
</li>
- allowBrawlers - true,false
- min, max - Whole Numbers
- No properties
<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationInsert">
<xpath>/Defs/ThinkTreeDef[defName = "Humanlike"]/thinkRoot/subNodes/li[@Class="ThinkNode_SubtreesByTag"]</xpath>
<value>
<li Class="ThinkNode_ConditionalDrafted">
<invert>true</invert>
<subNodes>
<li Class="ThinkNodes.ThinkNode_ConditionalDelay">
<min>1000</min>
<max>5000</max>
<subNodes>
...
</subNodes>
</li>
<li Class="ThinkNodes.ThinkNode_ConditionalHunter">
<allowBrawlers>false</allowBrawlers>
<subNodes>
<li Class="ThinkNodes.ThinkNode_ConditionalMissingHuntingWeapon">
<subNodes>
...
</subNodes>
</li>
</subNodes>
</li>
</subNodes>
</li>
</value>
</Operation>
</Patch>
Remember all conditionals can have flag.
Add Abilities to Characters
Add Abilities to Equipment
Add Genes to PawnKindDefs
Add Animations and Sounds
- CompAnimated
- CompAnimatedOver
- CompOverlays
- CompExtraSounds
- CompOversizedWeapon
- CompActivatableEffect
- CompLumbering
- CompDelayedSpawer
- CompToggleDef
Add Vehicles
Add Weapon / Armor / Health Effects
Add World Jobs
Misc