근접전 모듈 추가
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@ -108,6 +108,28 @@
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<forceDrop>true</forceDrop>
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</li>
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<!--근접전 모듈-->
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<li MayRequire="Ludeon.RimWorld.Ideology">
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<wearList>
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<li>PN_CQCModule</li>
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</wearList>
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<condition>
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<orHediffDef>
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<li>PN_SyncLegendary_Combat</li>
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<li>PN_SyncMasterwork_Combat</li>
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<li>PN_SyncExcellent_Combat</li>
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</orHediffDef>
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<forbiddenHediffDef>
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<li>PN_ModuleUnstable</li>
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</forbiddenHediffDef>
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</condition>
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<cantReason>PN_CantReason_orhediff</cantReason>
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<forceDropHediff>
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<li>PN_ModuleUnstable</li>
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</forceDropHediff>
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<forceDrop>true</forceDrop>
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</li>
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</wearSetting>
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</WearSetting.WearSettingDef>
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</Defs>
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BIN
Content/Textures/UI/Abilities/PNCQC.png
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Content/Textures/UI/Abilities/PNCQC.png
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@ -9,7 +9,7 @@
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<AbilityDef>
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<defName>PN_TriggerHappyAbility</defName>
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<label>rapid fire</label>
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<description>This ability allows users to shoot quickly, but lowers the hit rate.</description>
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<description>This ability allows users to shoot quickly, but lowers the shooting accuracy.</description>
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<jobDef>CastAbilityOnThing</jobDef>
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<targetRequired>False</targetRequired>
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<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
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@ -19,7 +19,7 @@
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<showPsycastEffects>False</showPsycastEffects>
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<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
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<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
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<groupDef>PNModule_6hour</groupDef>
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<groupDef>PNModule_1day</groupDef>
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<hotKey>Misc12</hotKey>
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<uiOrder>3</uiOrder>
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<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
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@ -51,4 +51,50 @@
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</comps>
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</AbilityDef>
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<!--==================================== 근접전 모듈 ====================================-->
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<AbilityDef>
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<defName>PN_CQCAbility</defName>
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<label>rapid fire</label>
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<description>This ability increases users to close quarters combat stat, but lowers the shooting accuracy.</description>
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<jobDef>CastAbilityOnThing</jobDef>
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<targetRequired>False</targetRequired>
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<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
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<iconPath>UI/Abilities/PNCQC</iconPath>
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<warmupMoteSocialSymbol>UI/Abilities/PNCQC</warmupMoteSocialSymbol>
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<stunTargetWhileCasting>True</stunTargetWhileCasting>
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<showPsycastEffects>False</showPsycastEffects>
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<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
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<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
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<groupDef>PNModule_1day</groupDef>
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<hotKey>Misc12</hotKey>
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<uiOrder>3</uiOrder>
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<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
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<statBases>
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<Ability_Duration>84</Ability_Duration>
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</statBases>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<warmupTime>0.5</warmupTime>
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<range>-1</range>
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<drawAimPie>False</drawAimPie>
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<requireLineOfSight>False</requireLineOfSight>
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<targetParams>
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<canTargetSelf>true</canTargetSelf>
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<canTargetPawns>false</canTargetPawns>
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<canTargetBuildings>false</canTargetBuildings>
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<canTargetAnimals>false</canTargetAnimals>
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<canTargetHumans>false</canTargetHumans>
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<canTargetMechs>false</canTargetMechs>
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="CompProperties_AbilityGiveHediff">
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<compClass>CompAbilityEffect_GiveHediff</compClass>
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<hediffDef>PN_CQC</hediffDef>
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<onlyApplyToSelf>True</onlyApplyToSelf>
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<replaceExisting>true</replaceExisting>
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</li>
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</comps>
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</AbilityDef>
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</Defs>
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@ -60,11 +60,7 @@
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.10</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.10</offset>
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<offset>0.10</offset>
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</li>
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</capMods>
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<statOffsets>
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@ -77,4 +73,72 @@
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</stages>
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</HediffDef>
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<!--==================================== 근접전 모듈 ====================================-->
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<HediffDef ParentName="RoleStatBuff">
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<defName>PN_CQC</defName>
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<label>module active (CQC)</label>
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<description>close quarters combat</description>
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<hediffClass>HediffWithComps</hediffClass>
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<stages>
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<li>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>0.10</offset>
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</li>
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</capMods>
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<statOffsets>
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<MeleeHitChance>4</MeleeHitChance>
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<MeleeDodgeChance>4</MeleeDodgeChance>
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<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
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</statOffsets>
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</li>
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</stages>
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<comps>
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<li Class="HediffCompProperties_Disappears">
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<showRemainingTime>True</showRemainingTime>
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
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<triggeredHediff>
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<li>PN_CQCOverload</li>
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</triggeredHediff>
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</li>
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</comps>
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<isBad>false</isBad>
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</HediffDef>
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<HediffDef>
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<defName>PN_CQCOverload</defName>
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<label>module overloaded</label>
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<labelNoun>module overloaded</labelNoun>
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<description>module overloaded</description>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="HediffCompProperties_Disappears">
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<disappearsAfterTicks>5000</disappearsAfterTicks>
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<showRemainingTime>True</showRemainingTime>
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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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<li>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.10</offset>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<offset>-0.10</offset>
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</li>
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</capMods>
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<statOffsets>
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<MeleeHitChance>-3</MeleeHitChance>
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<MeleeDodgeChance>-3</MeleeDodgeChance>
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<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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</Defs>
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@ -11,8 +11,9 @@
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</descriptionHyperlinks>
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<costList>
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<Steel>45</Steel>
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<ComponentIndustrial>3</ComponentIndustrial>
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<ComponentSpacer>1</ComponentSpacer>
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<ComponentIndustrial>5</ComponentIndustrial>
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<ComponentSpacer>2</ComponentSpacer>
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<PN_ComponentRoyal>1</PN_ComponentRoyal>
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</costList>
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<recipeMaker>
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<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
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@ -36,7 +37,7 @@
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<HediffDef ParentName="PN_ApparelModuleHediffBase">
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<defName>PN_TriggerHappyModuleHediff</defName>
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<label>rapid fire module</label>
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<description>...</description>
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<description>rapid fire module</description>
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<stages>
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</stages>
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@ -46,4 +47,58 @@
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</li>
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</comps>
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</HediffDef>
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<!--==================================== 근접전 모듈 ====================================-->
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<ThingDef ParentName="PN_ApparelModuleIndustrial">
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<defName>PN_CQCModule</defName>
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<label>CQC module</label>
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<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd), (mast), (exc)\n\nThis module increases the automaton's close quarters combat stat, and allows automaton to use CQC ability.</description>
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<descriptionHyperlinks>
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<AbilityDef>PN_CQCAbility</AbilityDef>
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<HediffDef>PN_CQCModuleHediff</HediffDef>
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</descriptionHyperlinks>
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<costList>
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<Steel>45</Steel>
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<ComponentIndustrial>5</ComponentIndustrial>
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<ComponentSpacer>2</ComponentSpacer>
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<PN_ComponentRoyal>1</PN_ComponentRoyal>
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</costList>
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<recipeMaker>
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<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
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<skillRequirements>
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<Crafting>6</Crafting>
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</skillRequirements>
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</recipeMaker>
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<apparel>
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<tags>
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</tags>
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</apparel>
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<comps>
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<li Class="CompProperties_CauseHediff_Apparel">
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<hediff>PN_CQCModuleHediff</hediff>
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<part>PNTorso</part>
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</li>
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</comps>
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</ThingDef>
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<HediffDef ParentName="PN_ApparelModuleHediffBase">
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<defName>PN_CQCModuleHediff</defName>
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<label>CQC module</label>
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<description>close quarters combat module</description>
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<stages>
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<li>
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<statOffsets>
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<MeleeHitChance>2</MeleeHitChance>
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<MeleeDodgeChance>2</MeleeDodgeChance>
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<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
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</statOffsets>
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</li>
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</stages>
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<comps>
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<li Class="HediffCompProperties_GiveAbility">
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<abilityDef>PN_CQCAbility</abilityDef>
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</li>
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</comps>
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</HediffDef>
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</Defs>
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