Forgot to list all changes in the latest commit, so here goes:
Allow multiple calls of <Use/> for multiple-use syringes or something Adds hasstatustag and hastag conditionals, where hastag checks for item tags and hasstatustag checks for active delay/duration status effects w/ matching tags. It's also possible to check for NOT tag e.g. hastag="! morbusine,uranium", which will only be true if there's no morbusine or uranium in the "bloodstream". Renamed "Amanitin" to "Sufforin" and slightly buffed it Added "name" and "speciesname" conditionals Makes bandages heal you slightly if your health is > 50 Adds "Morbusanide", which is a Morbusine antidote. Calyxanide can hurt NPC husks now Adds <Cancel all="false"/> which only takes effect if there's a conditional for specified status tags.
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@@ -181,7 +181,7 @@
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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<fabricableitem name="Amanitin" requireditems="Erythrozine, Flash Powder, Sulphuric Acid" requiredtime="30">
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<fabricableitem name="Sufforin" requireditems="Erythrozine, Flash Powder, Sulphuric Acid" requiredtime="30">
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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</Fabricator>
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@@ -359,11 +359,10 @@
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<Conditional HuskInfectionState="eq 1.0"/>
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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<!-- This is impossible right now because Conditionals are not allowed to check for non-serializable properties :(
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<StatusEffect type="OnUse" target="Character" Health="-5.0" duration="10.0">
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<Conditional SpeciesName="husk"/>
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect> -->
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</StatusEffect>
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</Throwable>
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</Item>
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