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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- 首先是冷冻效果的定义 -->
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<HediffDef>
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<defName>ARA_Hediff_Frozen</defName>
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<label>冷冻中</label>
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<description>这个身体部位正在被冷冻。移动会因此减慢。如果该部位被完全冷冻,它将在下一次受到冲击时碎裂。</description>
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<hediffClass>ArachnaeSwarm.Hediff_Frozen</hediffClass>
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<isBad>true</isBad>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-6</severityPerDay>
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</li>
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<li Class="ArachnaeSwarm.HediffCompProperties_GlobalFreeze">
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<stunThreshold>0.3</stunThreshold> <!-- 全身30%的健康值被转化为冷冻值时,目标将被眩晕 -->
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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</comps>
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<injuryProps>
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<painPerSeverity>0</painPerSeverity>
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<canMerge>true</canMerge>
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<destroyedLabel>已碎裂</destroyedLabel>
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</injuryProps>
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<stages>
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<li>
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<label>轻微</label>
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<becomeVisible>true</becomeVisible>
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</li>
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<li>
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<label>轻微</label>
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<minSeverity>0.2</minSeverity>
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<statOffsets>
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<ComfyTemperatureMin>40</ComfyTemperatureMin>
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</statOffsets>
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<capMods>
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</capMods>
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</li>
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<li>
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<label>中等</label>
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<minSeverity>0.35</minSeverity>
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<statOffsets>
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<ComfyTemperatureMin>80</ComfyTemperatureMin>
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</statOffsets>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.1</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.2</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>严重</label>
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<minSeverity>0.5</minSeverity>
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<statOffsets>
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<ComfyTemperatureMin>120</ComfyTemperatureMin>
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</statOffsets>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.3</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.4</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>极度</label>
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<minSeverity>0.65</minSeverity>
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<statOffsets>
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<ComfyTemperatureMin>160</ComfyTemperatureMin>
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</statOffsets>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.5</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.6</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>完全</label>
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<minSeverity>0.85</minSeverity>
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<statOffsets>
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<ComfyTemperatureMin>200</ComfyTemperatureMin>
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</statOffsets>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<setMax>0.2</setMax>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<setMax>0.2</setMax>
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</li>
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</capMods>
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>ARA_Hediff_FrostCoverd_after</defName>
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<label>霜冻覆盖</label>
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@@ -230,14 +124,13 @@
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</HediffDef>
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<!-- 然后是冷冻伤害本身的定义 -->
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<DamageDef>
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<DamageDef Name="ARA_Damage_Freeze">
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<defName>ARA_Damage_Freeze</defName>
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<label>冷冻</label>
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<workerClass>DamageWorker_AddInjury</workerClass> <!-- 使用原版的伤害工人 -->
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<workerClass>DamageWorker_Frostbite</workerClass> <!-- 使用原版的伤害工人 -->
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<externalViolence>true</externalViolence>
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<deathMessage>{0}的身体在极寒中化为了冰雕,随后碎裂四散。</deathMessage>
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<hediff>ARA_Hediff_Frozen</hediff> <!-- 核心!将伤害转化为这个Hediff的严重性 -->
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<hediffSolid>ARA_Hediff_Frozen</hediffSolid> <!-- 对非血肉生物也使用这个Hediff -->
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<hediff>Frostbite</hediff> <!-- 核心!将伤害转化为这个Hediff的严重性 -->
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<harmsHealth>false</harmsHealth> <!-- 核心!不造成常规生命值伤害 -->
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<armorCategory>Heat</armorCategory> <!-- 可以被抗热/冷的护甲减免 -->
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<overkillPctToDestroyPart>0</overkillPctToDestroyPart> <!-- 伤害足够时直接摧毁(我们的C#代码会处理这个) -->
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@@ -245,29 +138,21 @@
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<defaultArmorPenetration>0</defaultArmorPenetration>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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<explosionHeatEnergyPerCell>-15</explosionHeatEnergyPerCell>
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<explosionCellFleck>BlastFlame</explosionCellFleck>
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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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<soundExplosion>Explosion_Flame</soundExplosion>
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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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<DamageDef>
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<DamageDef ParentName="ARA_Damage_Freeze">
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<defName>ARA_Damage_Freeze_ex</defName>
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<label>冷冻</label>
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<workerClass>DamageWorker_AddInjury</workerClass> <!-- 使用原版的伤害工人 -->
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<externalViolence>true</externalViolence>
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<deathMessage>{0}的身体在极寒中化为了冰雕,随后碎裂四散。</deathMessage>
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<hediff>ARA_Hediff_Frozen</hediff> <!-- 核心!将伤害转化为这个Hediff的严重性 -->
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<hediffSolid>ARA_Hediff_Frozen</hediffSolid> <!-- 对非血肉生物也使用这个Hediff -->
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<harmsHealth>false</harmsHealth> <!-- 核心!不造成常规生命值伤害 -->
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<armorCategory>Heat</armorCategory> <!-- 可以被抗热/冷的护甲减免 -->
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<overkillPctToDestroyPart>0</overkillPctToDestroyPart> <!-- 伤害足够时直接摧毁(我们的C#代码会处理这个) -->
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<defaultDamage>3</defaultDamage>
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<defaultArmorPenetration>0</defaultArmorPenetration>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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<additionalHediffs>
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<li>
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<hediff>ARA_CryoShock</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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</li>
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<hediff>ARA_CryoShock</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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</li>
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<li>
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<hediff>ARA_Hediff_FrostCoverd_after</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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@@ -108,7 +108,6 @@
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<postExplosionSpawnChance>1</postExplosionSpawnChance>
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<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
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<soundExplode>Explosion_Stun</soundExplode>
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<doExplosionVFX>false</doExplosionVFX>
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</projectile>
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<comps>
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<li Class="CompProperties_ProjectileEffecter">
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