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55 lines
No EOL
1.8 KiB
XML
55 lines
No EOL
1.8 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--
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<RJW_BGS.RaceGeneDef>
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<defName>Canine</defName>
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defName can be anything you want, as long as it is unique
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<raceGroup>Canine_Group</raceGroup>
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RJW.Racegroupdef, all animals in the raceGroup will be part of this group, RJW race support uses this so those can be used to quickly add a group
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<raceNames>
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<li> </li>
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</raceNames>
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For more direct control you can use raceNames directly. Use the defName of the animal. Can also use modded animals.
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<pawnKindNames>
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<li> </li>
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</pawnKindNames>
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For even more direct control you can use pawnKindNames.
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The RaceGeneDef for an animal will first be decided by if it is in the pawnkindNames, after that racenames and lastly racegroup,
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so if there is for a wolf a RaceGeneDef with the canine group and a second which has wolf under raceNames it will always use the second one to determine
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which genes can be inherited
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<genes>
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<li>
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<defName>Ears_Floppy</defName>
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<chance>0.5</chance>
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</li>
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<li>
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<defName>rjw_genes_slime_genitalia</defName> You can add modded genes which will be ignored if the mod is inactive.
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<chance>0.5</chance>
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</li>
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</genes>
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For each gene you need to find the defname and give it a chance to appear. Each gene is rolled independently.
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</RJW_BGS.RaceGeneDef>
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-->
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<!-- You can use parents to have animals get specific genes in addition to the group. So warg children will have a chance for Ears_Floppy, rjw_genes_slime_genitalia and StrongStomach
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<RJW_BGS.RaceGeneDef ParentName = "Canine">
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<defName>Warg</defName>
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<raceNames>
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<li>Warg</li>
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</raceNames>
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<genes>
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<li>
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<defName>StrongStomach</defName>
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<chance>0.5</chance>
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</li>
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</genes>
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</RJW_BGS.RaceGeneDef>
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-->
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</Defs> |