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@@ -2073,6 +2073,7 @@
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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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<damageAmountBase>25</damageAmountBase>
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<damageAmountBase>25</damageAmountBase>
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<armorPenetrationBase>1.5</armorPenetrationBase>
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<speed>75</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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@@ -2091,7 +2092,7 @@
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</ThingDef>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>ARA_RW_Lighting_Cannon</defName>
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<defName>ARA_RW_Lighting_Cannon</defName>
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<label>武装器官"透镜管"</label>
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<label>武装器官"急冻透镜管"</label>
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<description>一种特殊的远程武装器官,只会在阿拉克涅的共生肌群上出现。其高精度的透镜可以在经过短暂的瞄准后可以汇聚恐怖的生物能,直接转化为高能射线融化目标。由于其预热机制,它在切换目标时很费劲,但是一旦被其盯上将顷刻气化。</description>
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<description>一种特殊的远程武装器官,只会在阿拉克涅的共生肌群上出现。其高精度的透镜可以在经过短暂的瞄准后可以汇聚恐怖的生物能,直接转化为高能射线融化目标。由于其预热机制,它在切换目标时很费劲,但是一旦被其盯上将顷刻气化。</description>
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<tradeability>None</tradeability>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<destroyOnDrop>true</destroyOnDrop>
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@@ -2116,9 +2117,11 @@
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<hasStandardCommand>true</hasStandardCommand>
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>5</warmupTime>
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<warmupTime>5</warmupTime>
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<range>45</range>
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<range>45</range>
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<burstShotCount>3</burstShotCount>
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<burstShotCount>6</burstShotCount>
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<ticksBetweenBurstShots>1</ticksBetweenBurstShots>
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<ticksBetweenBurstShots>30</ticksBetweenBurstShots>
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<beamDamageDef>ARA_Beam</beamDamageDef>
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<beamDamageDef>ARA_Damage_Freeze_ex</beamDamageDef>
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<beamTotalDamage>15</beamTotalDamage>
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<beamArmorPenetration>1.5</beamArmorPenetration>
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<!-- 消除射线偏移的参数 -->
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<!-- 消除射线偏移的参数 -->
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<beamFullWidthRange>1000</beamFullWidthRange>
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<beamFullWidthRange>1000</beamFullWidthRange>
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@@ -2130,19 +2133,20 @@
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<!-- 视觉和音效 -->
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<!-- 视觉和音效 -->
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<muzzleFlashScale>0</muzzleFlashScale>
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<muzzleFlashScale>0</muzzleFlashScale>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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<beamGroundFleckDef>Fleck_IncineratorBeamBurn</beamGroundFleckDef>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamMoteDef>Mote_ARA_RW_Lighting_Cannon_Beam</beamMoteDef>
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<beamMoteDef>Mote_ARA_RW_Lighting_Cannon_Beam</beamMoteDef>
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<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
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<beamEndEffecterDef>Explosion_Stun</beamEndEffecterDef>
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<screenShakeFactor>0.35</screenShakeFactor>
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<screenShakeFactor>0.35</screenShakeFactor>
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<!-- 火焰效果 -->
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<!-- 火焰效果 -->
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<beamChanceToStartFire>0.6</beamChanceToStartFire>
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<beamChanceToStartFire>0</beamChanceToStartFire>
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<beamChanceToAttachFire>0.6</beamChanceToAttachFire>
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<beamChanceToAttachFire>0</beamChanceToAttachFire>
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<beamFireSizeRange>0.25</beamFireSizeRange>
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<beamFireSizeRange>0</beamFireSizeRange>
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<!-- 其他射线属性 -->
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<!-- 其他射线属性 -->
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<beamStartOffset>0.8</beamStartOffset>
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<beamLineFleckChanceCurve>
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<beamLineFleckChanceCurve>
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<points>
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<points>
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@@ -2158,13 +2162,13 @@
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</targetParams>
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</targetParams>
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<!-- 每发都爆炸 -->
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<!-- 每发都爆炸 -->
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<enableExplosion>false</enableExplosion>
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<enableExplosion>true</enableExplosion>
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<!-- <explosionShotInterval>1</explosionShotInterval>
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<explosionShotInterval>1</explosionShotInterval>
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<explosionRadius>0</explosionRadius>
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<explosionRadius>1.5</explosionRadius>
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<explosionDamageDef>Wula_Dark_Matter_Flame</explosionDamageDef>
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<explosionDamageDef>ARA_Damage_Freeze_ex</explosionDamageDef>
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<explosionDamage>15</explosionDamage>
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<explosionDamage>5</explosionDamage>
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<explosionSound>Explosion_Bomb</explosionSound>
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<explosionSound>Explosion_Stun</explosionSound>
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<chanceToStartFire>0.6</chanceToStartFire> -->
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<chanceToStartFire>0</chanceToStartFire>
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</li>
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</li>
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</verbs>
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</verbs>
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<generateCommonality>0</generateCommonality>
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<generateCommonality>0</generateCommonality>
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@@ -2203,7 +2207,7 @@
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<drawOffscreen>true</drawOffscreen>
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<drawOffscreen>true</drawOffscreen>
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<graphicData>
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<graphicData>
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<texPath>Things/Mote/GraserBeam</texPath>
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<texPath>Things/Mote/GraserBeam</texPath>
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<color>(249, 28, 35, 255)</color>
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<color>(0.6, 1.0, 1.0, 1.0)</color>
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<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
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<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
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<shaderType>MoteBeam</shaderType>
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<shaderType>MoteBeam</shaderType>
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<shaderParameters>
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<shaderParameters>
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