포탑 변경 / 탄추가

This commit is contained in:
Cocopomel 2021-09-05 22:00:36 +09:00
parent 660c50d520
commit 1d05fcc08a
2 changed files with 403 additions and 61 deletions

View File

@ -14,11 +14,11 @@
<minifiedDef>MinifiedThing</minifiedDef> <minifiedDef>MinifiedThing</minifiedDef>
<altitudeLayer>MoteOverhead</altitudeLayer> <altitudeLayer>MoteOverhead</altitudeLayer>
<hasInteractionCell>True</hasInteractionCell> <hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-2)</interactionCellOffset> <!--상호작용 위치--> <interactionCellOffset>(0,0,0)</interactionCellOffset> <!--상호작용 위치-->
<stealable>false</stealable> <stealable>false</stealable>
<size>(3,3)</size> <size>(3,3)</size>
<passability>PassThroughOnly</passability> <passability>PassThroughOnly</passability>
<pathCost>50</pathCost> <pathCost>10</pathCost>
<fillPercent>0.4</fillPercent> <fillPercent>0.4</fillPercent>
<thingCategories> <thingCategories>
<li>BuildingsSecurity</li> <li>BuildingsSecurity</li>
@ -51,25 +51,24 @@
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage> <chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li> </li>
<li Class="CompProperties_Refuelable"> <li Class="CompProperties_Refuelable">
<fuelLabel>PnL Fuel</fuelLabel> <fuelLabel>Shots until core burn</fuelLabel>
<fuelGizmoLabel>Fuel capacity</fuelGizmoLabel> <fuelGizmoLabel>Core overload</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs fuel drum can</outOfFuelMessage> <outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
<fuelFilter> <fuelFilter>
<thingDefs> <thingDefs>
<li>PN_Fueldrumcan</li> <li>PN_BrainCasing</li>
</thingDefs> </thingDefs>
</fuelFilter> </fuelFilter>
<fuelIsMortarBarrel>true</fuelIsMortarBarrel> <fuelIsMortarBarrel>true</fuelIsMortarBarrel>
<fuelCapacity>20</fuelCapacity> <fuelCapacity>20</fuelCapacity>
<fuelMultiplier>10</fuelMultiplier> <fuelMultiplier>20</fuelMultiplier>
<initialFuelPercent>0</initialFuelPercent> <initialFuelPercent>1</initialFuelPercent>
<showFuelGizmo>true</showFuelGizmo> <showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold> <minimumFueledThreshold>1</minimumFueledThreshold>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed> <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<initialAllowAutoRefuel>true</initialAllowAutoRefuel> <initialAllowAutoRefuel>true</initialAllowAutoRefuel>
<autoRefuelPercent>0.5</autoRefuelPercent> <autoRefuelPercent>0</autoRefuelPercent>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle> <fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
<fuelIconPath>Things/Building/PN_cannonfuel</fuelIconPath>
</li> </li>
</comps> </comps>
<statBases> <statBases>
@ -126,8 +125,8 @@
<warmupTime>9.5</warmupTime> <warmupTime>9.5</warmupTime>
<forcedMissRadius>0</forcedMissRadius> <forcedMissRadius>0</forcedMissRadius>
<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars> <forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
<isMortar>true</isMortar> <!--<isMortar>true</isMortar>-->
<requireLineOfSight>true</requireLineOfSight> <requireLineOfSight>false</requireLineOfSight>
<minRange>11.9</minRange> <minRange>11.9</minRange>
<range>500</range> <range>500</range>
<burstShotCount>1</burstShotCount> <burstShotCount>1</burstShotCount>
@ -185,6 +184,8 @@
</costList> </costList>
</ThingDef> </ThingDef>
<!--포탄 베이스-->
<ThingCategoryDef> <ThingCategoryDef>
<defName>PN_Shell</defName> <defName>PN_Shell</defName>
<label>PnL Shell</label> <label>PnL Shell</label>
@ -225,11 +226,43 @@
</recipeMaker> </recipeMaker>
</ThingDef> </ThingDef>
<!--고폭탄--> <ThingDef ParentName="PN_BaseBullet" Name="PN_BaseBullet_Shell" Abstract="True">
<projectile>
<flyOverhead>true</flyOverhead>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell" Name="PN_Cl_Shell" Abstract="True">
<thingClass>TorgueAnty.Projectile_Torgue_Rocket</thingClass>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>PN_CLbomb</damageDef>
<speed>205</speed>
<explosionRadius>0.9</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<!--<subProjectile></subProjectile>
<clusterCount></clusterCount>
<clusterRadius></clusterRadius>-->
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_CLbomb</defName>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor>
</DamageDef>
<!--확산 고폭탄-->
<ThingDef ParentName="PN_ShellBase"> <ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_HE</defName> <defName>PN_Shell_HE</defName>
<label>PnL HE shell</label> <label>cluster HE shell</label>
<description>...</description> <description>...</description>
<graphicData> <graphicData>
<texPath>Things/Item/PNShellHE</texPath> <texPath>Things/Item/PNShellHE</texPath>
@ -252,14 +285,29 @@
</li> </li>
</comps> </comps>
<costList> <costList>
<Steel>25</Steel> <Steel>30</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel> <Chemfuel>20</Chemfuel>
</costList> </costList>
</ThingDef> </ThingDef>
<ThingDef ParentName="BaseBullet"> <ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_HE</defName> <defName>PN_Bullet_Shell_HE</defName>
<label>PnL HE shell</label> <label>cluster HE shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<subProjectile>PN_Bullet_Shell_HE_Sub</subProjectile>
<clusterCount>14</clusterCount>
<clusterRadius>6.9</clusterRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_HE_Sub</defName>
<label>cluster HE shell</label>
<graphicData> <graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath> <texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass> <graphicClass>Graphic_Single</graphicClass>
@ -267,22 +315,32 @@
</graphicData> </graphicData>
<thingClass>Projectile_Explosive</thingClass> <thingClass>Projectile_Explosive</thingClass>
<projectile> <projectile>
<damageDef>Bomb</damageDef> <damageDef>PN_CL_Bomb</damageDef>
<speed>205</speed> <speed>6.5</speed>
<explosionRadius>3.9</explosionRadius> <explosionRadius>2.4</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead> <flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode> <soundExplode>MortarIncendiary_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient> <soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile> </projectile>
</ThingDef> </ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_CL_Bomb</defName>
<workerClass>TorgueAnty.TorgueAnty_DamageWorker_AddInjury</workerClass>
<minDamageToFragment>9</minDamageToFragment>
<defaultDamage>30</defaultDamage>
</DamageDef>
<!--관통탄--> <!--관통탄-->
<ThingDef ParentName="PN_ShellBase"> <ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_HESH</defName> <defName>PN_Shell_HESH</defName>
<label>PnL HESH shell</label> <label>HESH shell</label>
<description>...</description> <description>...</description>
<graphicData> <graphicData>
<texPath>Things/Item/PNShellHE</texPath> <texPath>Things/Item/PNShellHE</texPath>
@ -305,14 +363,14 @@
</li> </li>
</comps> </comps>
<costList> <costList>
<Steel>25</Steel> <Steel>30</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel> <Chemfuel>20</Chemfuel>
</costList> </costList>
</ThingDef> </ThingDef>
<ThingDef ParentName="PN_BaseBullet"> <ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_HESH</defName> <defName>PN_Bullet_Shell_HESH</defName>
<label>armor-piercing shell</label> <label>HESH shell</label>
<graphicData> <graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath> <texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass> <graphicClass>Graphic_Single</graphicClass>
@ -323,7 +381,6 @@
<damageDef>PN_HESHbomb</damageDef> <damageDef>PN_HESHbomb</damageDef>
<speed>205</speed> <speed>205</speed>
<explosionRadius>0.9</explosionRadius> <explosionRadius>0.9</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode> <soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
@ -333,19 +390,25 @@
<DamageDef ParentName="Bomb"> <DamageDef ParentName="Bomb">
<defName>PN_HESHbomb</defName> <defName>PN_HESHbomb</defName>
<defaultDamage>120</defaultDamage> <workerClass>DamageWorker_Stab</workerClass>
<stabChanceOfForcedInternal>1.0</stabChanceOfForcedInternal>
<overkillPctToDestroyPart>0.6~1.0</overkillPctToDestroyPart>
<armorCategory>Blunt</armorCategory>
<defaultDamage>195</defaultDamage>
<minDamageToFragment>200</minDamageToFragment>
<defaultStoppingPower>5.0</defaultStoppingPower> <defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration> <defaultArmorPenetration>1.30</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable> <buildingDamageFactorImpassable>0.5</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable> <buildingDamageFactorPassable>0.5</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor> <plantDamageFactor>1</plantDamageFactor>
<explosionAffectOutsidePartsOnly>true</explosionAffectOutsidePartsOnly>
</DamageDef> </DamageDef>
<!--확산 소이탄--> <!--확산 소이탄-->
<ThingDef ParentName="PN_ShellBase"> <ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_CI</defName> <defName>PN_Shell_CI</defName>
<label>PnL CI shell</label> <label>cluster incendiary shell</label>
<description>Cluster Incendiary</description> <description>Cluster Incendiary</description>
<graphicData> <graphicData>
<texPath>Things/Item/PNShellHE</texPath> <texPath>Things/Item/PNShellHE</texPath>
@ -361,7 +424,7 @@
<comps> <comps>
<li Class="CompProperties_Explosive"> <li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius> <explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType> <explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount> <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent> <startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks> <wickTicks>30~60</wickTicks>
@ -373,43 +436,24 @@
</costList> </costList>
</ThingDef> </ThingDef>
<ThingDef ParentName="PN_BaseBullet"> <ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_CI</defName> <defName>PN_Bullet_Shell_CI</defName>
<label>armor-piercing shell</label> <label>cluster incendiary shell</label>
<graphicData> <graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath> <texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass> <graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType> <shaderType>TransparentPostLight</shaderType>
</graphicData> </graphicData>
<thingClass>TorgueAnty.Projectile_Torgue_Rocket</thingClass>
<projectile Class="TorgueAnty.TorgueProjectileProps"> <projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>PN_CIbomb</damageDef>
<speed>205</speed>
<explosionRadius>0.9</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<subProjectile>PN_Bullet_Shell_CI_Sub</subProjectile> <subProjectile>PN_Bullet_Shell_CI_Sub</subProjectile>
<clusterCount>20</clusterCount> <clusterCount>16</clusterCount>
<clusterRadius>8.1</clusterRadius> <clusterRadius>8.1</clusterRadius>
</projectile> </projectile>
</ThingDef> </ThingDef>
<DamageDef ParentName="Bomb"> <ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_CIbomb</defName>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor>
</DamageDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_Shell_CI_Sub</defName> <defName>PN_Bullet_Shell_CI_Sub</defName>
<label>PnL CI shell</label> <label>cluster incendiary shell</label>
<graphicData> <graphicData>
<texPath>Things/Projectile/ShellIncendiary</texPath> <texPath>Things/Projectile/ShellIncendiary</texPath>
<graphicClass>Graphic_Single</graphicClass> <graphicClass>Graphic_Single</graphicClass>
@ -432,4 +476,302 @@
<ai_IsIncendiary>true</ai_IsIncendiary> <ai_IsIncendiary>true</ai_IsIncendiary>
</projectile> </projectile>
</ThingDef> </ThingDef>
<!--확산 전자기탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_EMP</defName>
<label>cluster EMP shell</label>
<description>Cluster EMP</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_EMP</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>12.9</explosiveRadius>
<explosiveDamageType>EMP</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_EMP</defName>
<label>cluster EMP shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>EMP</damageDef>
<subProjectile>PN_Bullet_Shell_EMP_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_EMP_Sub</defName>
<label>cluster EMP shell</label>
<graphicData>
<texPath>Things/Projectile/ShellEMP</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>EMP</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<!--확산 소방거품탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_FF</defName>
<label>cluster Firefoam shell</label>
<description>Cluster Firefoam</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_FF</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>10.9</explosiveRadius>
<explosiveDamageType>Extinguish</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_FF</defName>
<label>cluster Firefoam shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>Extinguish</damageDef>
<subProjectile>PN_Bullet_Shell_FF_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_FF_Sub</defName>
<label>cluster Firefoam shell</label>
<graphicData>
<texPath>Things/Projectile/ShellFirefoam</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Extinguish</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
</projectile>
</ThingDef>
<!--확산 연막탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_Smoke</defName>
<label>cluster smoke shell</label>
<description>Cluster Incendiary</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_Smoke</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveDamageType>Smoke</explosiveDamageType>
<explosiveRadius>11</explosiveRadius>
<postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_Smoke</defName>
<label>cluster Smoke shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>Smoke</damageDef>
<subProjectile>PN_Bullet_Shell_Smoke_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_Smoke</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_Smoke_Sub</defName>
<label>cluster Smoke shell</label>
<graphicData>
<texPath>Things/Projectile/ShellSmoke</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Smoke</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_Smoke</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
</projectile>
</ThingDef>
<!--반물질탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_AG</defName>
<label>antigrain shell</label>
<description>...</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_AG</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
</comps>
<costList>
<Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
<Chemfuel>20</Chemfuel>
</costList>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_AG</defName>
<label>antigrain shell</label>
<graphicData>
<texPath>Things/Projectile/ShellAntigrainWarhead</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>BombSuper</damageDef>
<speed>205</speed>
<explosionRadius>14.9</explosionRadius>
<explosionChanceToStartFire>0.22</explosionChanceToStartFire>
<explosionDamageFalloff>true</explosionDamageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_GiantBomb</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
</Defs> </Defs>

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