Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modding Healing and other Health issues  (Read 624 times)

HraTaika

  • Bay Watcher
    • View Profile
Modding Healing and other Health issues
« on: September 05, 2012, 09:22:36 am »

So I've come to know that nails can stay infected for all eternity and that infections don't really heal, nor does nervous damage.

Alas, I interested to know how mod the raws in order to cull these issues. Additionally, are there any other issues that I should be aware of that I could handle at the same time?
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Modding Healing and other Health issues
« Reply #1 on: September 05, 2012, 12:08:39 pm »

Just open up tissue_template_default.txt and add [HEALING_RATE:500] to the nail, claw, and talon templates. You might also want to add [HEALING_RATE:1000] to the hoof and horn templates while you are at it.

Other then that anything you do is up to you, just keep in mind that a lower number heals faster for any healing rates you add or change.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Funk

  • Bay Watcher
    • View Profile
Re: Modding Healing and other Health issues
« Reply #2 on: September 05, 2012, 12:49:07 pm »

remove [HAS_NERVES] to take out nervous damage.
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG