RimWorld
Custom Ritual Framework
Mostrando 11-20 de 38 aportaciones
< 1  2  3  4 >
Actualización: 21 ABR 2022 a las 15:37

Added an option to add traits to Pawns as a ritual result

Actualización: 25 AGO 2021 a las 7:15

Resurrection ritual removed, will be put in Sample Rituals https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2579343852

Actualización: 24 AGO 2021 a las 12:32

- RitualObligationTargetWorker_CustomGrave now available. At the moment only allows graves to be specified but otherwise works like RitualObligationTargetWorker_Custom

Actualización: 21 AGO 2021 a las 17:30

[Auto-generated text]: Update on 8/21/2021 8:30:35 PM.

Actualización: 19 AGO 2021 a las 11:08

[Auto-generated text]: Update on 8/19/2021 2:08:00 PM.

Actualización: 19 AGO 2021 a las 10:49

- certainty, suppression, willReduction, and resistanceReduction available for outcomes. willReduction is an absolute value, while the others are floats with 1.0f = 100%. Certainty will reduce certainty in other Ideoligions and increase certainty in matching Ideoligions for anyone participating. Suppression offsets slave supression levels for any slave participating.
- New classes and triggers for rituals involving bringing Things to a ritual site as an offering. There are still a few issues, but I decided to upload this so others can help test more easily.
- Incidents have a "useStoryteller" option in the IncidentParmsCustom class that will get parms using the storyteller, so that you don't have to specify a lot of them.

Actualización: 15 AGO 2021 a las 6:05

[Auto-generated text]: Update on 8/15/2021 9:05:33 AM.

Actualización: 14 AGO 2021 a las 13:05

- fixed an issue in obligationtrigger_event
- new StageEndTrigger, StageEndTrigger_ThingNotPresent to skip a stage if at least one of a specified list of Thing defNames isn't within a specified distance of the ritual site. You can use multiple nodes to do an "and" operation on this.
- new JobGiver, JobGiver_MusicianPlayInstrument that also takes a list of Thing defNames (which must be instruments) and a distance to look. This makes it somewhat generic

Actualización: 13 AGO 2021 a las 16:38

Reduced the chance for example rituals to be randomly generated, and also made them obey precept limits.

Actualización: 13 AGO 2021 a las 12:54

Harvest rituals should no longer be causing raids. ...sorry about that one.