RimWorld
Custom Ritual Framework
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Mis à jour le : 25 aout 2021 à 7h15

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

Mis à jour le : 24 aout 2021 à 12h32

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

Mis à jour le : 21 aout 2021 à 17h30

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

Mis à jour le : 19 aout 2021 à 11h08

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

Mis à jour le : 19 aout 2021 à 10h49

- 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.

Mis à jour le : 15 aout 2021 à 6h05

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

Mis à jour le : 14 aout 2021 à 13h05

- 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

Mis à jour le : 13 aout 2021 à 16h38

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

Mis à jour le : 13 aout 2021 à 12h54

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

Mis à jour le : 13 aout 2021 à 11h58

Fixed an issue with RitualObligationTrigger_Events not firing after reloading. Unfortunately this probably can't be fixed for currently saved games unless you edit your save file by adding the eventDefName to the trigger in the save, like this:

<li Class="TPRitualAttachableOutcomes.RitualObligationTrigger_Event">
<eventDefName>RaidEnemy</eventDefName>
</li>