165 lines
6.7 KiB
XML
165 lines
6.7 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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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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<description>此人被一片冰霜之云所覆盖。</description>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-4</severityPerDay>
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</li>
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<li Class="ArachnaeSwarm.HediffCompProperties_TimedExplosion">
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<damageDef>ARA_Damage_Freeze</damageDef>
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<soundDef>Explosion_Stun</soundDef>
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<explosionRadius>3</explosionRadius>
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<showRemainingTime>true</showRemainingTime>
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<damageAmount>5</damageAmount>
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<armorPenetration>0.10</armorPenetration>
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<disappearsAfterTicks>60~120</disappearsAfterTicks>
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<postExplosionSpawnThingDef>ARA_FrostGasCloud</postExplosionSpawnThingDef>
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<postExplosionSpawnChance>1</postExplosionSpawnChance>
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<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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</comps>
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<stages>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>ARA_CryoShock</defName>
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<label>低温休克</label>
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<description>此人正处于低温休克状态。</description>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>ArachnaeSwarm.HediffCurseFlame</hediffClass>
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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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</comps>
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<modExtensions>
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<li Class="ArachnaeSwarm.CurseFlameModExt">
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<damageDefName>Stun</damageDefName>
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<damageRange>1~2</damageRange>
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<damageIntervalTicks>80</damageIntervalTicks>
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</li>
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</modExtensions>
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<injuryProps>
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<painPerSeverity>0.02</painPerSeverity>
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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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<li>
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<capacity>Consciousness</capacity>
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<offset>-0.10</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>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>Consciousness</capacity>
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<offset>-0.20</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>Consciousness</capacity>
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<offset>-0.20</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>Consciousness</capacity>
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<offset>-0.30</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>Consciousness</capacity>
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<offset>-0.30</offset>
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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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<!-- 然后是冷冻伤害本身的定义 -->
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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_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>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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<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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<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 ParentName="ARA_Damage_Freeze">
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<defName>ARA_Damage_Freeze_ex</defName>
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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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<li>
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<hediff>ARA_Hediff_FrostCoverd_after</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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<inverseStatScaling>true</inverseStatScaling>
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<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
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</li>
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</additionalHediffs>
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</DamageDef>
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</Defs> |