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@@ -139,10 +139,10 @@
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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<explosionHeatEnergyPerCell>-15</explosionHeatEnergyPerCell>
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<explosionHeatEnergyPerCell>-15</explosionHeatEnergyPerCell>
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<explosionCellFleck>BlastFlame</explosionCellFleck>
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<explosionCellFleck>ARA_BlastFrost</explosionCellFleck>
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<explosionColorCenter>(0.52, 0.7, 0.95,0.5)</explosionColorCenter>
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<explosionColorCenter>(0.52, 0.7, 0.95,0.5)</explosionColorCenter>
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<explosionColorEdge>(0.52, 1, 0.95,0.5)</explosionColorEdge>
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<explosionColorEdge>(0.52, 1, 0.95,0.5)</explosionColorEdge>
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<soundExplosion>Explosion_Flame</soundExplosion>
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<soundExplosion>Explosion_Stun</soundExplosion>
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</DamageDef>
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</DamageDef>
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<!-- 然后是冷冻伤害本身的定义 -->
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<!-- 然后是冷冻伤害本身的定义 -->
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@@ -12,4 +12,16 @@
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<shaderType>MoteGlow</shaderType> <!-- Use standard Mote shader -->
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<shaderType>MoteGlow</shaderType> <!-- Use standard Mote shader -->
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</graphicData>
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</graphicData>
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</FleckDef>
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</FleckDef>
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<FleckDef ParentName="FleckBase">
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<defName>ARA_BlastFrost</defName>
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<graphicData>
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<texPath>ArachnaeSwarm/Mote/BlastFrost</texPath>
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<shaderType>TransparentPostLight</shaderType>
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<renderInstanced>true</renderInstanced>
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</graphicData>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<solidTime>0</solidTime>
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<fadeOutTime>0.2</fadeOutTime>
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</FleckDef>
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</Defs>
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</Defs>
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@@ -754,7 +754,7 @@
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<MoveSpeed>2</MoveSpeed>
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<MoveSpeed>2</MoveSpeed>
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<!-- <RestRateMultiplier>1</RestRateMultiplier> -->
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<!-- <RestRateMultiplier>1</RestRateMultiplier> -->
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<HungerRateMultiplier>3</HungerRateMultiplier>
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<!-- <HungerRateMultiplier>3</HungerRateMultiplier> -->
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<EatingSpeed>5</EatingSpeed>
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<EatingSpeed>5</EatingSpeed>
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<MaxNutrition>1</MaxNutrition>
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<MaxNutrition>1</MaxNutrition>
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@@ -42,10 +42,10 @@
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<warmupTime>1.5</warmupTime>
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<warmupTime>1.5</warmupTime>
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<forcedMissRadius>3</forcedMissRadius>
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<forcedMissRadius>3</forcedMissRadius>
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<defaultProjectile>Bullet_ARA_RW_Icez_Mortar</defaultProjectile>
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<defaultProjectile>Bullet_ARA_RW_Icez_Mortar</defaultProjectile>
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<isMortar>true</isMortar>
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<isMortar>false</isMortar>
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<requireLineOfSight>false</requireLineOfSight>
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<requireLineOfSight>false</requireLineOfSight>
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<minRange>5</minRange>
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<minRange>5</minRange>
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<range>80</range>
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<range>49</range>
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<burstShotCount>1</burstShotCount>
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<burstShotCount>1</burstShotCount>
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<soundCast>SpitterSpit</soundCast>
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<soundCast>SpitterSpit</soundCast>
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<targetParams>
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<targetParams>
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@@ -88,7 +88,7 @@
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<label>大型霜雾团</label>
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<label>大型霜雾团</label>
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<graphicData>
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<graphicData>
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<graphicClass>Graphic_Single_AgeSecs</graphicClass>
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<graphicClass>Graphic_Single_AgeSecs</graphicClass>
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<texPath>Things/Projectile/FleshmassSpitterProjectileSheet</texPath>
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<texPath>Things/Projectile/WaterSplash</texPath>
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<drawSize>(.75, .75)</drawSize>
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<drawSize>(.75, .75)</drawSize>
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<shaderType>MoteGlow</shaderType>
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<shaderType>MoteGlow</shaderType>
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</graphicData>
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</graphicData>
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@@ -98,24 +98,23 @@
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<useGraphicClass>True</useGraphicClass>
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<useGraphicClass>True</useGraphicClass>
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<shadowSize>1</shadowSize>
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<shadowSize>1</shadowSize>
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<damageDef>ARA_Damage_Freeze_ex</damageDef>
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<damageDef>ARA_Damage_Freeze_ex</damageDef>
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<spinRate>15</spinRate>
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<damageAmountBase>25</damageAmountBase>
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<damageAmountBase>25</damageAmountBase>
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<speed>45</speed>
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<speed>75</speed>
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<arcHeightFactor>1</arcHeightFactor>
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<arcHeightFactor>1</arcHeightFactor>
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<explosionRadius>3.5</explosionRadius>
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<explosionRadius>3.5</explosionRadius>
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<flyOverhead>true</flyOverhead>
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<flyOverhead> </flyOverhead>
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<postExplosionSpawnThingDef>ARA_FrostGasCloud_Ex</postExplosionSpawnThingDef> <!-- ARL_ToxicGasCloud -->
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<postExplosionSpawnThingDef>ARA_FrostGasCloud_Ex</postExplosionSpawnThingDef> <!-- ARL_ToxicGasCloud -->
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<postExplosionSpawnChance>1</postExplosionSpawnChance>
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<postExplosionSpawnChance>1</postExplosionSpawnChance>
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<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
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<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
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<soundExplode>Explosion_Stun</soundExplode>
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<soundExplode>Explosion_Stun</soundExplode>
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</projectile>
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</projectile>
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<comps>
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<comps>
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<li Class="CompProperties_ProjectileEffecter">
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<!--<li Class="CompProperties_ProjectileEffecter">
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<effecterDef>Shell_AcidSpitStream</effecterDef>
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<effecterDef>Shell_AcidSpitStream</effecterDef>
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</li>
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</li>
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<li Class="CompProperties_ProjectileEffecter">
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<li Class="CompProperties_ProjectileEffecter">
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<effecterDef>Shell_AcidSpitLaunched</effecterDef>
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<effecterDef>Shell_AcidSpitLaunched</effecterDef>
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</li>
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</li>-->
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</comps>
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</comps>
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</ThingDef>
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</ThingDef>
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</Defs>
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</Defs>
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BIN
Content/Textures/ArachnaeSwarm/Mote/BlastFrost.png
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BIN
Content/Textures/ArachnaeSwarm/Mote/BlastFrost.png
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@@ -80,6 +80,8 @@ namespace ArachnaeSwarm
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actor.equipment.MakeRoomFor(weapon);
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actor.equipment.MakeRoomFor(weapon);
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actor.equipment.AddEquipment(weapon);
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actor.equipment.AddEquipment(weapon);
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// Set the weapon as bonded to the pawn, effectively locking it.
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actor.equipment.bondedWeapon = weapon;
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}
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}
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// Despawn the building
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// Despawn the building
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