모듈 추가

This commit is contained in:
Cocopomel 2021-09-15 22:26:07 +09:00
parent 35f2b9dee0
commit 06ec280963
10 changed files with 340 additions and 25 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 쿨타임 설정====================================-->
<AbilityGroupDef>
<defName>PNModule_day</defName>
<cooldownTicks>60000</cooldownTicks>
</AbilityGroupDef>
<HediffDef Name="PN_ApparelModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--<HediffDef ParentName="PN_ApparelModuleHediffBase">
<defName></defName>
<label></label>
<description></description>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef></abilityDef>
</li>
</comps>
</HediffDef>-->
<!--불안정-->
<HediffDef>
<defName>PN_ModuleUnstable</defName>
<label>module system unstable</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>60000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.30</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.30</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.30</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@ -613,6 +613,13 @@
<onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons> <onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons>
<onlyBuildRaceRestrictedBuildings>false</onlyBuildRaceRestrictedBuildings> <onlyBuildRaceRestrictedBuildings>false</onlyBuildRaceRestrictedBuildings>
<apparelList> <apparelList>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--의상-->
<li>PN_ApparelBasic</li> <li>PN_ApparelBasic</li>
<li>PN_ApparelBasicHat</li> <li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li> <li>PN_ApparelCape</li>
@ -628,9 +635,14 @@
<li>PN_ApparelRoyalguardHat</li> <li>PN_ApparelRoyalguardHat</li>
<li>PN_ApparelRoyalmaid</li> <li>PN_ApparelRoyalmaid</li>
<li>PN_ApparelRoyalmaidHat</li> <li>PN_ApparelRoyalmaidHat</li>
<!--바닐라-->
<!--모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerModule</li>
</apparelList> </apparelList>
<whiteApparelList> <whiteApparelList>
<!--바닐라-->
<li>Apparel_ShieldBelt</li> <li>Apparel_ShieldBelt</li>
<li>Apparel_PsychicShockLance</li> <li>Apparel_PsychicShockLance</li>
<li>Apparel_PsychicInsanityLance</li> <li>Apparel_PsychicInsanityLance</li>
@ -641,6 +653,7 @@
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackJump</li> <li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackJump</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackBroadshield</li> <li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackBroadshield</li>
<li MayRequire="Ludeon.RimWorld.Royalty">OrbitalTargeterMechCluster</li> <li MayRequire="Ludeon.RimWorld.Royalty">OrbitalTargeterMechCluster</li>
</whiteApparelList> </whiteApparelList>
<weaponList> <weaponList>

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@ -24,6 +24,9 @@
<thingCategories Inherit="False"> <thingCategories Inherit="False">
<li>PNApparel</li> <li>PNApparel</li>
</thingCategories> </thingCategories>
<recipeMaker>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
</ThingDef> </ThingDef>
<ThingDef Abstract="True" Name="PN_HatBase" ParentName="PN_ApparelBase"> <ThingDef Abstract="True" Name="PN_HatBase" ParentName="PN_ApparelBase">

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@ -0,0 +1,105 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ApparelLayerDef>
<defName>PNModule</defName>
<label>PnL module system</label>
<drawOrder>-5</drawOrder>
</ApparelLayerDef>
<ThingCategoryDef>
<defName>PNApparelModule</defName>
<label>PnL Module</label>
<parent>ApparelUtility</parent>
</ThingCategoryDef>
<ThingDef Name="PN_ApparelModuleBase" ParentName="ApparelNoQualityBase" Abstract="True">
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Mass>4</Mass>
<Flammability>0.4</Flammability>
<EquipDelay>25</EquipDelay>
</statBases>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>PNModule</li>
</layers>
</apparel>
<thingCategories>
<li>PNApparelModule</li>
</thingCategories>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
<smeltable>true</smeltable>
</ThingDef>
<ThingDef Name="PN_ApparelModuleIndustrial" ParentName="PN_ApparelModuleBase" Abstract="True">
<graphicData Inherit="false">
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Item/PNModuleIndustrial</texPath>
</graphicData>
<techLevel>Industrial</techLevel>
</ThingDef>
<ThingDef Name="PN_ApparelModuleSpacer" ParentName="PN_ApparelModuleBase" Abstract="True">
<graphicData Inherit="false">
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Item/PNModuleSpacer</texPath>
</graphicData>
<techLevel>Spacer</techLevel>
</ThingDef>
<!--<ThingDef ParentName="PN_ApparelModule">
<defName></defName>
<label></label>
<description></description>
<statBases>
<WorkToMake>14000</WorkToMake>
</statBases>
<thingSetMakerTags>
</thingSetMakerTags>
<costList>
</costList>
<recipeMaker>
<researchPrerequisite>ShieldBelt</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff></hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>-->
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 장교 모듈 ====================================-->
<AbilityDef>
<defName>PN_OfficerCommandAbility</defName>
<label>officer command</label>
<description>Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration.</description>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/CombatCommand</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/CombatCommand</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>333</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>9.9</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_OfficerCommand</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
</Defs>

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@ -3,26 +3,16 @@
<!--==================================== 전투 지휘 모듈 ====================================--> <!--==================================== 전투 지휘 모듈 ====================================-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(CCModule)</label>
<defName>PN_Give_CCModule</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>PN_CombatCommand</hediffToApply>
<bodyDef>PanielBody</bodyDef>
<bodyPartDef>PNBrain</bodyPartDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="RoleStatBuff"> <HediffDef ParentName="RoleStatBuff">
<defName>PN_CombatCommand</defName> <defName>PN_OfficerCommand</defName>
<label>combat command module</label> <label>module active (officer)</label>
<description>By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance.</description> <description>By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance.</description>
<hediffClass>HediffWithComps</hediffClass> <hediffClass>HediffWithComps</hediffClass>
<comps> <comps>
<!--<li Class="HediffCompProperties_RemoveIfApparelDropped" />--> <li Class="HediffCompProperties_Disappears">
<!--<li Class="HediffCompProperties_DisappearsOnDeath"/>--> <showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange"> <li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range> <range>9.9</range>
<mote>Mote_CombatCommand</mote> <mote>Mote_CombatCommand</mote>
@ -33,16 +23,37 @@
<canTargetMechs>false</canTargetMechs> <canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists> <onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters> </targetingParameters>
<hediff>PN_CombatCommandBuff</hediff> <hediff>PN_OfficerCommandBuff</hediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li> </li>
</comps> </comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.40</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
<statFactors>
</statFactors>
</li>
</stages>
<isBad>false</isBad> <isBad>false</isBad>
</HediffDef> </HediffDef>
<HediffDef ParentName="RoleStatBuff"> <HediffDef ParentName="RoleStatBuff">
<defName>PN_CombatCommandBuff</defName> <defName>PN_OfficerCommandBuff</defName>
<label>combat command</label> <label>officer command</label>
<description>Combat abilities are boosted thanks to being near someone who is using the combat command ability.</description> <description>Combat abilities are boosted thanks to being near someone who is using the officer command ability.</description>
<hediffClass>HediffWithComps</hediffClass> <hediffClass>HediffWithComps</hediffClass>
<comps> <comps>
<li Class="HediffCompProperties_Disappears"> <li Class="HediffCompProperties_Disappears">
@ -68,4 +79,29 @@
</li> </li>
</stages> </stages>
</HediffDef> </HediffDef>
<HediffDef>
<defName>PN_OfficerCommandOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>40000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.40</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs> </Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_OfficerModule</defName>
<label>officer module</label>
<description>...</description>
<costList>
<ComponentSpacer>3</ComponentSpacer>
<Plasteel>80</Plasteel>
<Uranium>10</Uranium>
</costList>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_OfficerModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelModuleHediffBase">
<defName>PN_OfficerModuleHediff</defName>
<label>officer module</label>
<description>...</description>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_OfficerCommandAbility</abilityDef>
</li>
</comps>
</HediffDef>
</Defs>