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14. Plain Text Parameters

sergiodinapoli edited this page Dec 19, 2022 · 5 revisions

Plain Text Parameters

Type Parameters - THESE ARE CAPS SENSITIVE! Description Translate
Relationships None
Bond
Sibling
Spouse
Lover
Fiance
HalfSibling
Parent
Child
Grandparent
Grandchild
Stepparent
Stepchild
ParentInLaw
ChildInLaw
ExSpouse
ExLover
NephewOrNiece
UncleOrAunt
Cousin
GreatGrandparent
GreatGrandchild
GranduncleOrGrandaunt
GrandnephewOrGrandniece
CousinOnceRemoved
SecondCousin
Kin
Is used to see the relationship to the other pawn.
Some of these are genderless, for example child.

Use "INITIATOR_relationship=="
No
Traits This uses the label of the trait. Here is a vanilla list of traits: https://rimworldwiki.com/wiki/Traits

For mods you can find the label in the TraitDefs files.
Does pawn have x trait.

Use "INITIATOR_trait=="
Yes
Best/Worst Skills Some custom tests for skills.
shooting
melee
construction
mining
cooking
plants
animals
crafting
artistic
medical
social
intellectual

For mods these will be the label in the "SkillDefs"
Pawns best skill: Use "INITIATOR_bestSkill=="

Pawns worst skill: Use "INITIATOR_worstSkill=="

Pawns highest passion: Use "INITIATOR_higherPassion=="
Yes
Skill Passion These are for the skill passions.
None
Minor
Major

No mods that I know of add new passion levels
Does pawn have x level in x skill.

Use "INITIATOR_shooting_passion=="
No
Thoughts These are for thoughtDefNames.

Unfortunately there is not a comprehensive list of defNames.

For both Vanilla and mods, look in ThoughtDefs for the defName.
Does pawn have x thoughtDef.

Use "INITIATOR_thoughtDefName=="
No
Thought Labels These are very similar to the above check, except it uses the label instead of defName. We need this because thoughts have stages that are all under the same defName, so we use the label to determine the severity of the thought.

Unfortunately there is not a comprehensive list of labels.

For both Vanilla and mods, look in ThoughtDefs for the label.
Does pawn have x severity of x thoughtDef.

Use "INITIATOR_thoughtLabel=="
Yes
Backstory These are for the pawns backstory.

Backstories are hard coded into the game, and have a unique identifier. To get said identifier, I have created a custom part of our C# that is be default commented out.

I will publicly post this list.
Does pawn have x adulthood or childhood.

Use "INITIATOR_childhood=="
Use "INITIATOR_adulthood=="
No
Jobs These are the defNames of the job the pawn is currently doing.

For both Vanilla and mods, look in JobDefs for the defName.
Is pawn doing x job.

Use "INITIATOR_jobDefName=="
No
Moving Yes
No
Is pawn moving.

Use "INITIATOR_moving=="
No
Seated Yes
No
Is the pawn sitting on something

Use "INITIATOR_seated=="
No
Needs Tending Yes
No
Does pawn have a wound that needs tending

Use "INITIATOR_needs_tending=="
No
Dayperiod morning
afternoon
evening
night
Is it x dayperiod.

Use "DAYPERIOD=="
No
Weather For Vanilla and mods, look in WeatherDefs for the label. Is it x weather.

Use "WEATHER=="
Yes
Outdoors Yes
No
Is the conversation happening outdoors.

Use "OUTDOORS++"
No
Nearest Plant/Art This pulls the label of the nearest plant or art from the pawn.
For Vanilla and mods look at the labels in ThingDefs_Plants and ThingDefs_buildings/ThingDefs_Art.
Find nearest x thing to conversation.

Use "NEAREST_plant=="
Use "NEAREST_art=="
Yes

Extra checks

These checks are in for completeness/Rimworld provides them automatically. The obscure and probably unusable ones may be changed/edited/removed. If I do this I will make it very clear in patch notes.

Type Parameters - THESE ARE CAPS SENSITIVE! Description Translate
Gender Male
Female

Mods that add genders/change how this works may make this wonky. I can only think of like 2 mods that may cause issues.
Is pawn x gender.

Use "INITIATOR_gender=="

There is no RECIPIENT_ for this! - May be added in the future
Probably
Pronoun she
he

Mods that edit pronouns may change this entirely.
Is pawns pronoun x.

Use "INITIATOR_pronoun=="
Probably
Possessive his
her

Mods that edit pronouns may change this entirely.
Is pawns possessive pronoun x.

Use "INITIATOR_possessive=="
Probably
Objective him
her

Mods that change pronouns may change this entirely.
Is pawns objective x.

Use "INITIATOR_objective=="
Probably
Faction This equals to PlayerColony (e.g. Crashlanded type stories) or PlayerTribe (tribal type stories) for player controlled pawns. Use "INITIATOR_faction==" No?
Formerly Colonist True
False
Was pawn formerly a colonist of your faction.

Use "INITIATOR_formerlyColonist=="
No
Flesh Normal

This is a vanilla provided check. I know in Vanilla there is basically 2 flesh types: Normal and mechanoid. Mods mileage will vary.
Use "INITIATOR_flesh==" No?
Full Name Pawns full name. Not very useful as pawns can be renamed and are random. Use "INITIATOR_nameFull==" No?
Pawns Label As above. Use "INITIATOR_label==" No?
Pawns Definite I'm not sure what this one is, it was added before my time in SpeakUp. It gives the same value as Pawns Label. Use "INITIATOR_definite==" No?
Pawns nameDef Same as above. Use "INITIATOR_nameDef==" No?
Pawns Indefinite Same as Pawns Definite. Use "INITIATOR_indefinite==" No?
Pawns Name Indefinite Same as above. Use "INITIATOR_nameIndef==" No?
Faction Name It returns the in-game faction name, whereas Faction returns the faction type. Use "INITIATOR_factionName==" No?
Kind colonist
I am not sure what the other parameters were. Basically used to see if a pawn is a colonist

The pawns kind.
Use "INITIATOR_kind==" No
Title Pawns title. I think this can be changed by the player too, and a lot of other factors. Use "INITIATOR_title==" Probably
Title Indefinite Same as above, just puts an "a " in front of the title. Use "INITIATOR_titleIndef==" Probably
Title Definite Same as above, but with an "the " in front of the title. Use "INITIATOR_titleDef==" Probably
Formerly Colonsit Info Takes a value of "[Pawn_nameDef] was formerly part of your faction" or something along those lines for non former colonist. Too specific to sue. Use "formerlyColonistInfo==" Probably
Relation Info Example value: "\n\n[Pawn_nameDef] has a relationship with a colonist. He is Luxemburg's husband." Same as above. Use "INITIATOR_relationInfo==" Probably
Thought Text Picks a random thought of the pawn and grabs it's description. Way to broad to be usable. Use "INITIATOR_thoughtText==" Yes
Job Text The description of the job the pawn is doing. Use "INITIATOR_jobText==" Yes