Memory on Kill - KonradHeinser/EBSGFramework GitHub Wiki
This hediff comp causes memories when the pawn kills something, with options to specify what memory is gained based on what was killed:
<comps>
<li Class="EBSGFramework.HediffCompProperties_GainMemoryOnKill">
</li>
</comps>
These are the options available:
- memory : The ThoughtDef to give when killing anything. This is ignored if any of the specific memory options are used (i.e. if humanMemory is used, that memory will be applied when a humanlike is killed instead of this). If you only want memories to be given when specific types of enemies are killed, this should not be used
- animalMemory : ThoughtDef to apply when an animal is killed
- humanMemory : ThoughtDef to apply when a humanlike is killed
- mechanoidMemory : ThoughtDef to apply when a mechanoid or drone is killed
- insectMemory : ThoughtDef to apply when an insectoid is killed
- dryadMemory : ThoughtDef to apply when a dryad is killed
- entityMemory : ThoughtDef to apply when an entity is killed
This example causes a memory in the event that the pawn kills a fellow humanlike pawn. Killing any other thing does not cause a memory:
<HediffDef>
<defName>ConscientiousObjector</defName>
<label>conscientious objector</label>
<description>Becomes sad if they have to kill a fellow human.</description>
<everCurableByItem>false</everCurableByItem>
<initialSeverity>0.001</initialSeverity>
<stages />
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="EBSGFramework.HediffCompProperties_GainMemoryOnKill">
<humanMemory>Murder</humanMemory>
</li>
</comps>
</HediffDef>
<ThoughtDef>
<defName>Murder</defName>
<thoughtClass>Thought_Memory</thoughtClass>
<durationDays>5</durationDays>
<stackedEffectMultiplier>0.9</stackedEffectMultiplier>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<nullifyingHediffs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Inhumanized</li>
</nullifyingHediffs>
<stages>
<li>
<label>murder</label>
<description>I killed a person. Why did I have to kill a person.</description>
<baseMoodEffect>-6</baseMoodEffect>
</li>
</stages>
</ThoughtDef>