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2025-09-04 20:40:32 +08:00
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>ARA_Possession</defName>
<label>阿拉克涅原虫寄生</label>
<description>这个生物的身体正被另一个实体所控制。</description>
<hediffClass>ArachnaeSwarm.Possession.Hediff_Possession</hediffClass>
<isBad>false</isBad>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<label>被寄生</label>
</li>
</stages>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== Ability Def ==================== -->
<AbilityDef>
<defName>ARA_Ability_Possess</defName>
<label>阿拉克涅寄生</label>
<description>将你的意识注入另一个生物的身体,完全占据它。</description>
<iconPath>UI/Abilities/Possess</iconPath>
<cooldownTicks>600</cooldownTicks>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>1.5</warmupTime>
<range>5.9</range>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>false</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.Abilities.CompProperties_AbilityPossess"/>
</comps>
</AbilityDef>
<ThinkTreeDef>
<defName>ARA_Facehugger</defName>
<insertTag>Humanlike_PostMentalState</insertTag>
<insertPriority>100</insertPriority>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- TODO: Add custom AI logic for the facehugger if needed -->
<!-- e.g., seek out hosts when idle -->
<li Class="ThinkNode_ConditionalHasDuty">
<duty>Possess</duty>
<subNode Class="JobGiver_AIFightEnemy" />
</li>
</subNodes>
</thinkRoot>
</ThinkTreeDef>
<!-- ==================== Pawn Kind Def ==================== -->
<PawnKindDef>
<defName>ARA_Facehugger</defName>
<label>阿拉克涅原虫</label>
<race>ARA_FacehuggerRace</race> <!-- We will need to define this race -->
<combatPower>25</combatPower>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/ARA_Facehugger</texPath>
<drawSize>0.8</drawSize>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Dessicated/CritterDessicated</texPath>
<drawSize>0.8</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
<aiThinkTree>ARA_Facehugger</aiThinkTree>
<abilities>
<li>ARA_Ability_Possess</li>
</abilities>
</PawnKindDef>
<!-- ==================== Race Def ==================== -->
<ThingDef ParentName="AnimalThingBase">
<defName>ARA_FacehuggerRace</defName>
<label>阿拉克涅原虫</label>
<description>一种小型的、脆弱的寄生生物,其唯一的生存目的就是寻找并占据一个更强大的宿主。它通过将自己的意识注入目标来完成这一过程。</description>
<statBases>
<MoveSpeed>4.0</MoveSpeed>
<MarketValue>50</MarketValue>
<ComfyTemperatureMin>-10</ComfyTemperatureMin>
<ComfyTemperatureMax>50</ComfyTemperatureMax>
</statBases>
<tools>
<li>
<label>tiny claws</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>2</power>
<cooldownTime>1.5</cooldownTime>
</li>
</tools>
<race>
<thinkTreeMain>Animal</thinkTreeMain>
<body>ARA_FacehuggerBody</body> <!-- We will need to define this body -->
<baseBodySize>0.2</baseBodySize>
<baseHealthScale>0.3</baseHealthScale>
<baseHungerRate>0.1</baseHungerRate>
<lifeStageAges>
<li>
<def>AnimalAdult</def>
<minAge>0</minAge>
</li>
</lifeStageAges>
</race>
</ThingDef>
<BodyDef>
<defName>ARA_FacehuggerBody</defName>
<label>facehugger</label>
<corePart>
<def>Body</def>
<height>20</height>
<depth>20</depth>
<parts>
<li>
<def>Head</def>
<coverage>0.3</coverage>
<parts>
<li>
<def>Skull</def>
<coverage>0.2</coverage>
<depth>Inside</depth>
<parts>
<li>
<def>Brain</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
</li>
</parts>
</li>
<li>
<def>Eye</def>
<customLabel>left eye</customLabel>
<coverage>0.07</coverage>
</li>
<li>
<def>Eye</def>
<customLabel>right eye</customLabel>
<coverage>0.07</coverage>
</li>
</parts>
</li>
<li>
<def>Leg</def>
<customLabel>front left leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>front right leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>rear left leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>rear right leg</customLabel>
<coverage>0.1</coverage>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>