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Apparel Conditional Stat Affecter
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This gene conditional stat affecter causes stat changes when the pawn has certain apparel, with options for things like specific defs, what it's made of, what layers are covered, and what body parts are covered. The stat affects are applied if any apparel meets all conditions set. Unlike most conditional stat affecters, this does not appear in any of the multi affecters, and it doesn't appear on any of the main wiki lists as overusing this can potentially lead to performance issues caused by the multitude of checks happening regularly if pushed to its limits:
<conditionalStatAffecters>
<li Class="EBSGFramework.ConditionalStatAffecter_Apparel">
<label>label</label>
<statFactors>
</statFactors>
<statOffsets>
</statOffsets>
</li>
</conditionalStatAffecters>
- label : A label to override the default. The default is extremely generic, so it is recommended to include this
- defaultActive : Default (True) : If, for some weird reason, the pawn doesn't have an apparel tracker, this determines if the stat affects are active. If the pawn has a tracker but no apparel, they still go through the normal checks and defaultActive does not matter to them
These are the options which actually check the apparel. They are grouped with the other check that usually covers the same ground:
These are the most restrictive checks in that they often remove the most apparel from the potential match list. If you are using apparel, there is little need for these or the coverage checks:
- apparel : List of ThingDefs to check for. This is used for any situation where there are very specific apparels you are looking for
- apparelCheck : Default (Required) : What the list is checking for, with the options being Required or Forbidden
- tags : List of tags set in apparel to check for. This is for stuff like the SpacerMilitary which power armor contains, or things like IndustrialBasic which a lot of industrial clothing contains
- tagCheck : Default (Required) : What the list is checking for, with the options being Required or Forbidden
Unlike the other checks, stuffing and stuffCategories are both done at the same time, allowing you to filter by category while also including some defs not included in that category (i.e. get all metallic while including wood logs specifically). In most cases though, you'll want one or the other:
- stuffing : List of ThingDefs to check for as stuffing. If the apparel has a static recipe that doesn't involve picking stuffing, then that apparel won't be included in this stuff check
- stuffCategories : List of StuffCategoryDefs to check for. Same recipe rules as stuffing
- stuffingCheck : Default (Required) : What the list is checking for, with the options being Required or Forbidden. Unlike the other check restrictions, this covers both stuffing and stuffCategories
These check what the apparel is covering. They are checked separately, so if you want to see if the pawn is wearing any outer or middle apparel that covers the arms without including skin layer apparel that covers the arms, you can. In many cases though, you'll end up only needing one or the other so double-check that you aren't doing redundant checks (i.e. headwear that covers the head group)
- layers : List of ApparelLayerDef to check for. This can be used to get headwear without getting eyewear, for example. If you do want to get everything that covers the eyes in any way, bodyPartGroups is probably what you're looking for
- layerCheck : Default (Required) : What the list is checking for, with the options being Required or Forbidden
- bodyPartGroups : List of BodyPartGroupDef to check for. If multiple apparels on separate layers cover the same parts, they will all be included in this
- bodyPartGroupCheck : Default (Required) : What the list is checking for, with the options being Required or Forbidden
- Ability Validator
- Add Things To Inventory
- Alter Genes
- Alter Xenotype (Ability)
- Blood Drain
- Blast Attacks
- Burst Attacks
- Change Faction
- Change Ideology
- Change Traits
- Change Weather
- Charge Battery
- Create Items
- Create Linked Hediffs
- Deal Damage
- Destroy Corpse
- Destroy Filth
- Destroy Items
- Fly to Map Tile
- Give Multiple Hediffs
- Instant Death
- Launch Projectile Burst
- Learn Skill
- Long Distance Teleport
- Love the Caster
- Offset Needs Ability
- Orbital Strike
- Push Target
- Reloadable Abilities
- Remove Multiple Hediffs
- Remove Things From Inventory
- Spawn Humanlike (Ability)
- Spawn Pawn Kinds
- Spew
- Stop Mental Break (No Psychic)
- Toggle Hediff
- Trigger Game Condition
- Abilities From Other Genes
- Additional Fertility by Age
- Additional Lovin' Results
- Aging Xenotype
- Biome Genes
- Butchery Changing Genes
- Coma Rest Genes
- Conflicting Genes
- Customizable Bloodclotting
- Damage Modifying Stats Extension
- EBSG Body
- Equip Restrict
- Evolving Genes
- Fertility by Age
- Gender by Age
- Genetic Romance Chance
- Hediff Adder
- Hediff on Consumption
- Hediffs at Age
- Hide Inactive
- Hive Mind Genes
- Inactive at Age
- Ingestible Dependency Genes
- Mutating Genes
- Pregnancy Replacing Genes
- Removed at Age
- Skill Changing Genes
- Spawn Age Limiter
- Thoughts on Down from Gene
- Vanishing Genes
- Various Conditional Stat Affecters
- Aging Hediff
- Alter Xenotype (Hediff)
- Attach Mote
- Create Items
- Create Other Hediffs
- Damage on Removal
- Damage Over Time
- Destroy on Death
- Display Severity
- Flip Gender Periodically
- Gender by Age Hediff
- Gene Randomizer
- Give Abilities at Severities
- Give Hediff to Killer
- Give Hediffs to Non-Allies
- Give Other Hediff Periodically
- Hediff on Kill
- Hediff While Moving
- Hediffs on Removal
- Hediffs While Drafted
- Hediffs While in Severity Ranges
- Hemogen on Kill
- Hemogen Regeneration
- Make Hediff Invisible at Stage
- Modular Hediffs
- Multiple Lives
- Name Color Hediff
- Remove at Severities
- Remove/Damage Parts
- Remove on Faction Change
- Remove When Damaged
- Severity Change per Attack
- Severity Change When Hit
- Severity Per Day by Genes
- Severity per Interval by Terrain
- Shield Hediff
- Skill Change Hediffs
- Spawn Humanlike
- Spawn Pawn Kind on Removal
- Temporary Faction
- Temporary Genes
- Temporary Ideology
- Temporary Relation
- Terrain Cost Override
- Tiered Regeneration
- Various Explosion Hediff Comps
- Severity Setters
- Faction Bond
- Severity by Age
- Severity by Colony Genes
- Severity by Equipped
- Severity by Gender
- Severity by Genes
- Severity by Light Level
- Severity by Map
- Severity by Mental State
- Severity by Nearby Pawns
- Severity by Need Level
- Severity by Other Hediff Severities
- Severity by Time of Day
- Severity When Downed
- Add or Append Hediff on Ingest
- Alter Genes on Ingest
- Alter Genes on Use
- Alter Xenotype on Ingest
- Alter Xenotype on Use
- Alter Xenotype on Use by Severity
- Damage Modifying Stats Extension
- Equip Restrict
- Flexible Entity Releaser
- Gatherer Spot
- Give Hediff Based on Severity
- Hediff on Damage
- Limited Charges
- Need Charger Buildings
- Projectile Impact Effects
- Random Shot
- Regenerating Things
- Shield Equipment
- Sleep Caskets
- Spawn Baby Thing Comp
- Turret Roof Blocked
- Weapon Trait Extension
- Desired Genes Precept
- Gene in Colony Mood Precept
- Gene in Colony Mood Toggle Precept
- Opinions About Genes
- People in the Colony
- Thought Mood by Hediff Severity
- Thought Multiplying Genes
- Thoughts About Water
- Xenophilobic Thoughts
- The Genes
- Resource Packs
- Craving and Overcharge Hediffs
- Resource Using Abilities
- Converting Resources
- Special DRG Abilities
- Special DRG Hediffs