Attach Mote - KonradHeinser/EBSGFramework GitHub Wiki
This hediff comp allows you to attach motes to pawns. The basic comp looks like this:
<comps>
<li Class="EBSGFramework.HediffCompProperties_AttachMote">
</li>
</comps>
These are the options available within the comp:
- moteDef : The mote to use. I know motes are technically ThingDefs, but calling it that feels off
- color : Default ( (1, 1, 1 ) ) : The RGB to use for the mote
- brightnessBySeverity : Default (False) : Causes the A portion of RGBA to be based on hediff severity. If the hediff can go above a severity of 1, this will treat any value above 1 as a 1
- staticBrightness : Default (1) : A static option for the A portion of RGBA
- displayWhileDowned : Default (False) : Stops the mote when the pawn is considered downed
- rotateWithPawn : Default (True) : Allows direction reliant motes to rotate as the pawn rotates
- scaleMoteWithSize : Default (False) : Makes the mote's scale equal to the pawn's body size. Due to how motes are handled, this will not work if the mote's growth rate is not left at 0
This example creates a glowing eye effect similar to what noctols have in Anomaly by combining this with Severity by Light Level. These will look off because the noctol eyes mote was intended for noctols, not humanlikes:
<HediffDef>
<defName>NoctolEyes_HumanlikeVersion</defName>
<label>noctol-like eyes</label>
<description>They have glowing noctol-like eyes.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="EBSGFramework.HediffCompProperties_AttachMote">
<moteDef>Mote_NoctolEyes</moteDef>
<brightnessBySeverity>True</brightnessBySeverity>
</li>
<li Class="EBSGFramework.HediffCompProperties_SeverityByLightLevel">
<lightToSeverityCurve>
<points>
<li>(0, 1)</li>
<li>(1, 0.01)</li>
</points>
</lightToSeverityCurve>
</li>
</comps>
</HediffDef>