add more xml.FactionDialog,Trade ships broke.

This commit is contained in:
ProjectKoi-Kalo\Kalo 2024-08-10 19:44:03 +08:00
parent 040dac9af5
commit 3b1fc723ad
31 changed files with 5938 additions and 13 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--오토마톤 메크링크-->
<ThingDef ParentName="MechanitorImplantBase">
<defName>PN_Mechlink</defName>
<label>automaton mechlink</label>
<description>This is a modified mechlink for automaton.</description>
<thingClass>Mechlink</thingClass>
<descriptionHyperlinks>
<HediffDef>MechlinkImplant</HediffDef>
</descriptionHyperlinks>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>500</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
</statBases>
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/Mechlink</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.65</drawSize>
</graphicData>
<comps>
<li Class="CompProperties_Forbiddable" />
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>InstallMechlink</useJob>
<useLabel>Install {0_label} to become mechanitor</useLabel>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<compClass>CompUseEffect_InstallImplantMechlink</compClass>
<hediffDef>MechlinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<requiresPsychicallySensitive>true</requiresPsychicallySensitive>
</li>
<li Class="CompProperties_UseEffectPlaySound">
<soundOnUsed>MechlinkInstalled</soundOnUsed>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_Mechlink_Automaton</defName>
<label>make automaton mechlink</label>
<description>make automaton mechlink</description>
<jobString>Making automaton mechlink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Mechlink</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_Mechlink>1</PN_Mechlink>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!--오토마톤 서브링크-->
<ThingDef Abstract="True" Name="PN_MechanitorImplantBase" ParentName="MechanitorImplantBase">
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>1200</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
<WorkToMake>3200</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(247,180,130)</color>
</graphicData>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
<tradeability>None</tradeability>
</ThingDef>
<ThingDef Abstract="True" Name="PN_ControlSublinkBase" ParentName="PN_MechanitorImplantBase">
<descriptionHyperlinks>
<HediffDef>ControlSublinkImplant</HediffDef>
</descriptionHyperlinks>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
</ThingDef>
<ThingDef ParentName="PN_ControlSublinkBase">
<defName>PN_ControlSublink</defName>
<label>automaton control sublink (standard)</label>
<description>This is a modified control sublink (standard) for automaton.</description>
<costList>
<SignalChip>1</SignalChip>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant sublink</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>ControlSublinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
<maxSeverity>3</maxSeverity>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="PN_ControlSublinkBase">
<defName>PN_ControlSublinkHigh</defName>
<label>automaton control sublink (high)</label>
<description>This is a modified control sublink (high) for automaton.</description>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>3</ComponentIndustrial>
<ComponentSpacer>3</ComponentSpacer>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant high sublink</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>ControlSublinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
<requiresExistingHediff>true</requiresExistingHediff>
<minSeverity>3</minSeverity>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_ControlSublink_Automaton</defName>
<label>make automaton sublink (standard)</label>
<description>make automaton sublink</description>
<jobString>Making automaton sublink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ControlSublink</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_ControlSublink>1</PN_ControlSublink>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_PN_ControlSublinkHigh_Automaton</defName>
<label>make automaton sublink (high)</label>
<description>make automaton sublink</description>
<jobString>Making automaton sublink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ControlSublinkHigh</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_ControlSublinkHigh>1</PN_ControlSublinkHigh>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Remote repairer -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RemoteRepairer</defName>
<label>automaton remote repairer</label>
<description>This is a modified remote repairer for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RemoteRepairerImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RemoteRepairerImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RemoteRepairer_Automaton</defName>
<label>make automaton remote repairer</label>
<description>make automaton remote repairer</description>
<jobString>Making automaton remote repairer.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RemoteRepairer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RemoteRepairer>1</PN_RemoteRepairer>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Mech gestation processorr -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_MechFormfeeder</defName>
<label>automaton mech gestation processor</label>
<description>This is a modified mech gestation processor for automaton.</description>
<descriptionHyperlinks>
<HediffDef>MechFormfeederImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<SignalChip>1</SignalChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>6</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>MechFormfeederImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_MechFormfeeder_Automaton</defName>
<label>make automaton mech gestation processor</label>
<description>make automaton mech gestation processor</description>
<jobString>Making automaton mech gestation processor.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>MechFormfeeder</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_MechFormfeeder>1</PN_MechFormfeeder>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Remote shielder -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RemoteShielder</defName>
<label>automaton remote shielder</label>
<description>This is a modified remote shielder for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RemoteShielderImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RemoteShielderImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RemoteShielder_Automaton</defName>
<label>make automaton remote shielder</label>
<description>make automaton remote shielder</description>
<jobString>Making automaton remote shielder.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RemoteShielder</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RemoteShielder>1</PN_RemoteShielder>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Repair probe -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RepairProbe</defName>
<label>automaton repair probe</label>
<description>This is a modified repair probe for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RepairProbeImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<NanostructuringChip>1</NanostructuringChip>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<statBases>
<MaxInstallCount>6</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RepairProbeImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RepairProbe_Automaton</defName>
<label>make automaton repair probe</label>
<description>make automaton repair probe</description>
<jobString>Making automaton repair probe.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RepairProbe</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RepairProbe>1</PN_RepairProbe>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ResearchProjectDef>
<defName>PNRP_Mechlink</defName>
<label>automaton mechlink</label>
<description>Research how to modify mechlink and sublink for use by the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>300</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>4.9</researchViewY>
<tags></tags>
</ResearchProjectDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--메카나이터 모듈-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ArrayModule</defName>
<label>array module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nAny model (legd), (mast), (exc)\n\nThis module increases the automaton's MechBandwidth and MechControlGroups stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_ArrayModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>20</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags></tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ArrayModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ArrayModuleHediff</defName>
<label>array module</label>
<description>The hediff created by installing array module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ArrayModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MechBandwidth>6</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
</stages>
<comps></comps>
</HediffDef>
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_IntegratorModule</defName>
<label>integrator module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nAny model (legd)\n\nThis module increases the automaton's MechBandwidth and MechControlGroups stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_IntegratorModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Plasteel>45</Plasteel>
<ComponentIndustrial>12</ComponentIndustrial>
<ComponentSpacer>9</ComponentSpacer>
<PN_Component>3</PN_Component>
<SignalChip>2</SignalChip>
<PowerfocusChip>1</PowerfocusChip>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags></tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_IntegratorModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_IntegratorModuleHediff</defName>
<label>integrator module</label>
<description>The hediff created by installing integrator module.</description>
<descriptionHyperlinks>
<ThingDef>PN_IntegratorModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MechBandwidth>18</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
</stages>
<comps></comps>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 쿨타임 설정====================================-->
<AbilityGroupDef>
<defName>PNModule_2day</defName>
<cooldownTicks>120000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_1day</defName>
<cooldownTicks>60000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_12hour</defName>
<cooldownTicks>30000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_6hour</defName>
<cooldownTicks>15000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_3hour</defName>
<cooldownTicks>7500</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_rightoff</defName>
<cooldownTicks>120</cooldownTicks>
</AbilityGroupDef>
<HediffDef Name="PN_ApparelIndustrialModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable_Industrial</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef Name="PN_ApparelSpacerModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable_Spacer</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_Industrial</defName>
<label>module system (unstable)</label>
<labelNoun>module system (unstable)</labelNoun>
<description>The module system is unstable. The module cannot be mounted until the system is stable.</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>20000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommand</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdvice</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
</li>
</comps>
<stages>
</stages>
</HediffDef>
<HediffDef>
<defName>PN_ModuleUnstable_Spacer</defName>
<label>module system (unstable)</label>
<labelNoun>module system (unstable)</labelNoun>
<description>The module system is unstable. The module cannot be mounted until the system is stable.</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>120000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommand</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdvice</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
</li>
</comps>
<stages>
</stages>
</HediffDef>
</Defs>

View File

@ -0,0 +1,48 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_PackagedAutomaton_MarketValue</defName>
<thingDef>Packaged_NormalAutomaton</thingDef>
<statDef>MarketValue</statDef>
<worker Class="AutomataRace.StatOverrideWorker_MarketValue_Automaton">
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_MarketValue</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>MarketValue</statDef>
<worker Class="AutomataRace.StatOverrideWorker_MarketValue_Automaton">
<multiplier>1.00</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_ArmorRating_Sharp</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>ArmorRating_Sharp</statDef>
<worker Class="AutomataRace.StatOverrideWorker_ArmorRating_Automaton">
<addition>0</addition>
<multiplier>0.68</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_ArmorRating_Blunt</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>ArmorRating_Blunt</statDef>
<worker Class="AutomataRace.StatOverrideWorker_ArmorRating_Automaton">
<addition>0</addition>
<multiplier>0.68</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_ArmorRating_Heat</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>ArmorRating_Heat</statDef>
<worker Class="AutomataRace.StatOverrideWorker_ArmorRating_Automaton">
<multiplier>1.0</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
</Defs>

View File

@ -0,0 +1,346 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AutomataWearSetting.WearSettingDef>
<defName>PN_WearSetting_OfficerModule</defName>
<targetRaces>
<li>Paniel_Race</li>
</targetRaces>
<wearSetting>
<!--지휘 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_OfficerModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--마이스터 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_MeisterModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--집중의료 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_IntensiveMedicalModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--야전의료 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_FieldMedicModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncLegendary_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--난사광 모듈-->
<li>
<wearList>
<li>PN_RapidFireModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncExcellent_Combat</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--근접전 모듈-->
<li>
<wearList>
<li>PN_CQCModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncExcellent_Combat</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--광부 모듈-->
<li>
<wearList>
<li>PN_MiningModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--건축 모듈-->
<li>
<wearList>
<li>PN_ConstructionModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--제작 모듈-->
<li>
<wearList>
<li>PN_CraftingModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--농부 모듈-->
<li>
<wearList>
<li>PN_PlantsModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--셰프 모듈-->
<li>
<wearList>
<li>PN_CookingModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--간호 모듈-->
<li>
<wearList>
<li>PN_NursingModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--메카 모듈-->
<li MayRequire="Ludeon.RimWorld.Biotech">
<wearList>
<li>PN_ArrayModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncExcellent_Combat</li>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech">
<wearList>
<li>PN_IntegratorModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncLegendary_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
</wearSetting>
</AutomataWearSetting.WearSettingDef>
</Defs>

View File

@ -17,7 +17,7 @@
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<!--<allowedCultures>
<allowedCultures>
<li>PN_PnLindistryCulture</li>
</allowedCultures>
<allowedMemes>
@ -37,7 +37,7 @@
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>-->
</disallowedPrecepts>
<melaninRange>0</melaninRange>
</FactionDef>
@ -71,7 +71,7 @@
<techLevel>Spacer</techLevel>
<fixedName>PnL Logistics</fixedName>
<settlementNameMaker>NamerSettlementPnLSub</settlementNameMaker>
<!--<allowedCultures>
<allowedCultures>
<li>PN_PnLindistryCulture</li>
</allowedCultures>
<allowedMemes>
@ -91,7 +91,7 @@
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>-->
</disallowedPrecepts>
<melaninRange>0</melaninRange>
<backstoryCategories>
<li>Offworld</li>
@ -364,7 +364,7 @@
</styleItemTags>
</CultureDef>
<!--<RulePackDef>
<RulePackDef>
<defName>NamerIdeo_PnLindistry</defName>
<rulePack>
<rulesStrings>
@ -400,5 +400,5 @@
<li>r_leaderTitle->CEO</li>
</rulesStrings>
</rulePack>
</RulePackDef>-->
</RulePackDef>
</Defs>

View File

@ -0,0 +1,110 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ManeuverDef>
<defName>PN_ChainCutManeuver</defName>
<requiredCapacity>PN_ChainCutTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ChainCutDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ChainCutTool</defName>
<label>chainsword cut</label>
</ToolCapacityDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage</defName>
<hediff>PN_ChainCutHediff</hediff>
<hediffSkin>PN_ChainCutHediff</hediffSkin>
<hediffSolid>PN_ChainCrackHediff</hediffSolid>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCutHediff</defName>
<label>cut</label>
<labelNoun>a cut</labelNoun>
<description>a cut.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>cut scar</permanentLabel>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCutDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>2</damageAmount>
<endTicks>18</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut off</destroyedOutLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage_Con</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCrackHediff</defName>
<label>crack</label>
<labelNoun>a crack wound</labelNoun>
<description>A crack.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>set</labelTendedWell>
<labelTendedWellInner>set</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>permanent crack</permanentLabel>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCrackDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>1</damageAmount>
<endTicks>12</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.01</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<destroyedLabel>Shattered</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCrackDamage_Con</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
</Defs>

View File

@ -0,0 +1,57 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>Paniel_Joy</defName>
<label>Sync State</label>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<description>State affected by recreation.\n\nA high recreation has a beneficial effect.</description>
<isBad>false</isBad>
<stages>
<li>
<label>low</label>
<becomeVisible>true</becomeVisible>
</li>
<li>
<label>low</label>
<minSeverity>0.15</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
<li>
<label>steady</label>
<minSeverity>0.3</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.0</offset>
</li>
</capMods>
</li>
<li>
<label>high</label>
<minSeverity>0.7</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.85</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.1</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -187,7 +187,7 @@
</recipeMaker>
</ThingDef>
<!--<ThingDef ParentName="BodyPartBase">
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasingAntigrain</defName>
<label>Antigrain core</label>
<description>A brain core used to Railgun.</description>
@ -245,7 +245,7 @@
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>-->
</ThingDef>
<!--==================================== 로열 부품 ====================================-->
<ThingDef ParentName="ResourceBase">

View File

@ -0,0 +1,573 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ApparelLayerDef>
<defName>PNModule</defName>
<label>Automaton module system</label>
<drawOrder>-5</drawOrder>
</ApparelLayerDef>
<ThingCategoryDef>
<defName>PNApparelModule</defName>
<label>Automaton Module</label>
<parent>PNApparel</parent>
<iconPath>Things/Item/PNModuleIndustrial</iconPath>
</ThingCategoryDef>
<ThingDef Name="PN_ApparelModuleBase" ParentName="ApparelNoQualityBase" Abstract="True">
<statBases>
<MaxHitPoints>250</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>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<careIfWornByCorpse>false</careIfWornByCorpse>
<careIfDamaged>false</careIfDamaged>
<ignoredByNonViolent>true</ignoredByNonViolent>
<wearPerDay>0</wearPerDay>
<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>
<tradeability>None</tradeability>
<tradeTags Inherit="false">
</tradeTags>
</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>
<statBases>
<WorkToMake>45000</WorkToMake>
</statBases>
</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>
<statBases>
<WorkToMake>60000</WorkToMake>
</statBases>
</ThingDef>
<!--<ThingDef ParentName="PN_ApparelModule">
<defName></defName>
<label></label>
<description></description>
<statBases>
<WorkToMake></WorkToMake>
</statBases>
<thingSetMakerTags>
</thingSetMakerTags>
<costList>
</costList>
<recipeMaker>
<researchPrerequisite></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>-->
<!--==================================== 난사광 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_RapidFireModule</defName>
<label>rapid fire module</label>
<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 allows automaton to use rapid fire ability.</description>
<descriptionHyperlinks>
<AbilityDef MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFireAbility</AbilityDef>
<HediffDef>PN_RapidFireModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_RapidFireModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_RapidFireModuleHediff</defName>
<label>rapid fire module</label>
<description>The hediff created by installing rapid fire module.</description>
<descriptionHyperlinks>
<ThingDef>PN_RapidFireModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-2</ShootingAccuracyPawn>
<AimingDelayFactor>-0.20</AimingDelayFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility" MayRequire="Ludeon.RimWorld.Ideology">
<abilityDef>PN_RapidFireAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 근접전 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CQCModule</defName>
<label>CQC module</label>
<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>
<descriptionHyperlinks>
<AbilityDef MayRequire="Ludeon.RimWorld.Ideology">PN_CQCAbility</AbilityDef>
<HediffDef>PN_CQCModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel" MayRequire="Ludeon.RimWorld.Ideology">
<hediff>PN_CQCModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CQCModuleHediff</defName>
<label>CQC module</label>
<description>The hediff created by installing close quarters combat module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CQCModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MeleeHitChance>3</MeleeHitChance>
<MeleeDodgeChance>3</MeleeDodgeChance>
<ShootingAccuracyPawn>-12</ShootingAccuracyPawn>
<AimingDelayFactor>0.40</AimingDelayFactor>
<IncomingDamageFactor>-0.20</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.15</MeleeDamageFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility" MayRequire="Ludeon.RimWorld.Ideology">
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 채굴 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_MiningModule</defName>
<label>mining module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's miner speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_MiningModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MiningModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_MiningModuleHediff</defName>
<label>mining module</label>
<description>The hediff created by installing mining module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MiningModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>1.20</MiningSpeed>
<DeepDrillingSpeed>1.20</DeepDrillingSpeed>
<GeneralLaborSpeed>0.70</GeneralLaborSpeed>
<ConstructionSpeed>0.70</ConstructionSpeed>
<DrugCookingSpeed>0.70</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 건설 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ConstructionModule</defName>
<label>construction module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's construction speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_ConstructionModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ConstructionModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ConstructionModuleHediff</defName>
<label>construction module</label>
<description>The hediff created by installing construction module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ConstructionModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>0.70</MiningSpeed>
<DeepDrillingSpeed>0.70</DeepDrillingSpeed>
<GeneralLaborSpeed>0.70</GeneralLaborSpeed>
<ConstructionSpeed>1.20</ConstructionSpeed>
<DrugCookingSpeed>0.70</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 제작 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CraftingModule</defName>
<label>crafting module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's general labor speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_CraftingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CraftingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CraftingModuleHediff</defName>
<label>crafting module</label>
<description>The hediff created by installing crafting module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CraftingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>0.70</MiningSpeed>
<DeepDrillingSpeed>0.70</DeepDrillingSpeed>
<GeneralLaborSpeed>1.20</GeneralLaborSpeed>
<ConstructionSpeed>0.70</ConstructionSpeed>
<DrugCookingSpeed>1.20</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 농부 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_PlantsModule</defName>
<label>plants module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's plant work speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_PlantsModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_PlantsModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_PlantsModuleHediff</defName>
<label>plants module</label>
<description>The hediff created by installing plants module.</description>
<descriptionHyperlinks>
<ThingDef>PN_PlantsModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>1.20</PlantWorkSpeed>
<MedicalTendSpeed>0.70</MedicalTendSpeed>
<MedicalOperationSpeed>0.70</MedicalOperationSpeed>
<ButcheryFleshSpeed>0.70</ButcheryFleshSpeed>
<CookSpeed>0.70</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 셰프 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CookingModule</defName>
<label>cooking module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's cooking speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_CookingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CookingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CookingModuleHediff</defName>
<label>cooking module</label>
<description>The hediff created by installing cooking module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CookingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>0.70</PlantWorkSpeed>
<MedicalTendSpeed>0.70</MedicalTendSpeed>
<MedicalOperationSpeed>0.70</MedicalOperationSpeed>
<ButcheryFleshSpeed>1.20</ButcheryFleshSpeed>
<CookSpeed>1.20</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 간호 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_NursingModule</defName>
<label>nursing module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's medical speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_NursingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_NursingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_NursingModuleHediff</defName>
<label>nursing module</label>
<description>The hediff created by installing nursing module.</description>
<descriptionHyperlinks>
<ThingDef>PN_NursingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>0.70</PlantWorkSpeed>
<MedicalTendSpeed>1.20</MedicalTendSpeed>
<MedicalOperationSpeed>1.20</MedicalOperationSpeed>
<ButcheryFleshSpeed>0.70</ButcheryFleshSpeed>
<CookSpeed>0.70</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
</Defs>

View File

@ -1,11 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ToolCapacityDef>
<defName>PN_ChainCutTool</defName>
<label>chainsword cut</label>
</ToolCapacityDef>
<!--==================================== 베이스 ====================================-->
<ThingDef Abstract="True" Name="PN_BaseWeapon">
<thingClass>ThingWithComps</thingClass>

View File

@ -0,0 +1,86 @@
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Ideology</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!--헤어패치-->
<!--<li Class="PatchOperationAdd">
<xpath>/Defs/CultureDef[defName = *]/styleItemTags</xpath>
<value>
<li>
<tag>PanielHair</tag>
<baseWeight>0.0001</baseWeight>
<weightFactor>0.0001</weightFactor>
</li>
</value>
</li>-->
<!--부르카 애드온 문제 해결-->
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel/tags</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel</xpath>
<value>
<tags>
<li>PN_Burka</li>
</tags>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel/tags</xpath>
<value>
<li>PN_Burka</li>
</value>
</match>
</li>
<!--모듈 어빌리티-->
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = PN_RapidFireModuleHediff]/comps</xpath>
<value>
<li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_RapidFireAbility</abilityDef>
</li>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = PN_RapidFireModule]/descriptionHyperlinks</xpath>
<value>
<li>
<AbilityDef>PN_RapidFireAbility</AbilityDef>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = PN_CQCModuleHediff]/comps</xpath>
<value>
<li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = PN_CQCModule]/descriptionHyperlinks</xpath>
<value>
<li>
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

View File

@ -0,0 +1,208 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 오토마톤 면역 -->
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = "PanielBaseHediff"]/comps/li[@Class = "MoharHediffs.HediffCompProperties_HediffNullifier"]/hediffToNullify</xpath>
<value>
<!--<li>BloodRot</li>
<li>Abasia</li>-->
<li>PsychicLove</li>
<li>Joyfuzz</li>
</value>
</li>
<!-- 제국 우호도 -->
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "Empire"]/permanentEnemyToEveryoneExcept</xpath>
<value>
<li>Paniel_PlayerFaction</li>
<li>PN_indistryFaction</li>
<li>PN_SubsidiaryFaction</li>
</value>
</li>
<!-- 연구 -->
<li Class="PatchOperationReplace">
<xpath>/Defs/ResearchProjectDef[defName = "PNRP_TierC_Apparel"]/baseCost</xpath>
<value>
<baseCost>500</baseCost>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>/Defs/ResearchProjectDef[defName = "PNRP_TierC_Apparel"]/prerequisites</xpath>
<value>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
<li>CataphractArmor</li>
</prerequisites>
</value>
</li>
<!--상선청사진-->
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName = "PN_Orbital_PnLindustry"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-2~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-2~1</countRange>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName = "PN_Base_PnLindustry"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-1~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-1~1</countRange>
</li>
</value>
</li>
<!--작위관련-->
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "PN_SubsidiaryFaction"]</xpath>
<value>
<royalTitleTags>
<li>PN_PnLCareerTitleTag</li>
</royalTitleTags>
<royalTitleInheritanceWorkerClass>RoyalTitleInheritanceWorker</royalTitleInheritanceWorkerClass>
<royalTitleInheritanceRelations>
</royalTitleInheritanceRelations>
<royalFavorLabel>PnL result point</royalFavorLabel>
<royalFavorIconPath>Icon/Paniel_PlayerIcon</royalFavorIconPath>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "PN_SubsidiaryFaction"]/caravanTraderKinds</xpath>
<value>
<li>PN_Caravan_TributeCollector</li>
</value>
</li>
<!--퀘스트 관련-->
<!-- Guests -->
<li Class="PatchOperationAdd">
<xpath>/Defs/QuestScriptDef[defName="Util_ChooseRandomQuestLodgerKind"]/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_IsSet"]/node[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>PN_SubsidiaryFaction</factionDef>
<pawnKinds>
<li>PN_AssociateH</li>
<li>PN_AssociateP_EngineerA</li>
<li>PN_AssociateP_EngineerB</li>
<li>PN_AssociateP_DomesticA</li>
<li>PN_AssociateP_DomesticB</li>
</pawnKinds>
</li>
</value>
</li>
<!-- Mercenaries -->
<li Class="PatchOperationAdd">
<xpath>/Defs/QuestScriptDef[defName="Util_ChooseRandomQuestHelperKind"]/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>PN_SubsidiaryFaction</factionDef>
<pawnKinds>
<li>PN_Mid_CloseUnit</li>
<li>PN_Mid_RangeUnit</li>
<li>PN_EliteCloseUnit</li>
<li>PN_EliteRangeUnit</li>
</pawnKinds>
</li>
</value>
</li>
<!--폰카인드 직위-->
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_AssociateH"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Associate</li>
<li>PN_Title_Senior</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_ManagerH"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Manager</li>
<li>PN_Title_SeniorManager</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_Director"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Director</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_SeniorDirector"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_SeniorDirector</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_VP"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleVP</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_SVP"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleSVP</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_CEO"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleCEO</li>
</titleSelectOne>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -0,0 +1,106 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 난사광 모듈 ====================================-->
<AbilityDef>
<defName>PN_RapidFireAbility</defName>
<label>rapid fire</label>
<description>This ability allows users to shoot quickly, but lowers the shooting accuracy.</description>
<descriptionHyperlinks>
<HediffDef>PN_RapidFire</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNTriggerHappy</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNTriggerHappy</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>167</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</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_RapidFire</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 근접전 모듈 ====================================-->
<AbilityDef>
<defName>PN_CQCAbility</defName>
<label>CQC mode</label>
<description>This ability increases users to close quarters combat stat, but lowers the shooting accuracy.</description>
<descriptionHyperlinks>
<HediffDef>PN_CQC</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNCQC</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNCQC</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>167</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</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_CQC</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
</Defs>

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@ -0,0 +1,291 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 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 6 hours and remains attached to the user for the duration.</description>
<descriptionHyperlinks>
<HediffDef>PN_OfficerCommandBuff</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNOfficerCommand</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNOfficerCommand</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>250</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>
<!--==================================== 마이스터 모듈 ====================================-->
<AbilityDef>
<defName>PN_MeisterAdviceAbility</defName>
<label>meister's advice</label>
<description>Create an aura that boosts the engineer skills of everyone nearby. The effect lasts 12 hours and remains attached to the user for the duration.</description>
<descriptionHyperlinks>
<HediffDef>PN_MeisterAdviceBuff</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNMeisterAdvice</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNMeisterAdvice</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>500</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_MeisterAdvice</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<AbilityDef>
<defName>PN_IntensiveMedicalAbility</defName>
<label>intensive medical mode</label>
<description>This ability makes users more proficient in medical work.</description>
<descriptionHyperlinks>
<HediffDef>PN_IntensiveMedical</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNIntensiveMedical</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNIntensiveMedical</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>84</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</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_IntensiveMedical</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--면역증진-->
<AbilityDef>
<defName>PN_ImmunityDriveAbility</defName>
<label>Immunity drive</label>
<description>Offer module support that energizes the body, boosting someone's immunity gain for one day.</description>
<descriptionHyperlinks>
<HediffDef>PN_ImmunityDrive</HediffDef>
<AbilityDef>PN_ImmunityDriveAbility</AbilityDef>
</descriptionHyperlinks>
<groupDef>PNModule_rightoff</groupDef>
<iconPath>UI/Abilities/PNImmunityDrive</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNImmunityDrive</warmupMoteSocialSymbol>
<hotKey>Misc12</hotKey>
<jobDef>CastAbilityOnThingMelee</jobDef>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<warmupSound>ImmunityDrive_Resolve</warmupSound>
<statBases>
<Ability_Duration>1000</Ability_Duration>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_ImmunityDrive</hediffDef>
<replaceExisting>true</replaceExisting>
</li>
</comps>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>1.5</warmupTime>
<targetParams>
<canTargetBuildings>False</canTargetBuildings>
<neverTargetHostileFaction>True</neverTargetHostileFaction>
</targetParams>
</verbProperties>
</AbilityDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<AbilityDef>
<defName>PN_FieldMedicAbility</defName>
<label>field medic mode</label>
<description>This ability enables users to provide rapid medical support in the field.</description>
<descriptionHyperlinks>
<HediffDef>PN_FieldMedic</HediffDef>
<AbilityDef>PN_StimPackAbility</AbilityDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNFieldMedic</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNFieldMedic</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</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_FieldMedic</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--스팀팩-->
<AbilityDef>
<defName>PN_StimPackAbility</defName>
<label>injection stim pack</label>
<description>Inject drugs that increase physical stat into the target. It is not addictive, but side effects occur when the effect is over.</description>
<descriptionHyperlinks>
<HediffDef>PN_StimPack</HediffDef>
<HediffDef>PN_StimPackSideEffect</HediffDef>
</descriptionHyperlinks>
<groupDef>PNModule_rightoff</groupDef>
<iconPath>UI/Abilities/PNStimPack</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNStimPack</warmupMoteSocialSymbol>
<hotKey>Misc12</hotKey>
<jobDef>CastAbilityOnThingMelee</jobDef>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<warmupSound>ImmunityDrive_Resolve</warmupSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_StimPack</hediffDef>
<replaceExisting>true</replaceExisting>
</li>
</comps>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>1.5</warmupTime>
<targetParams>
<canTargetBuildings>False</canTargetBuildings>
<neverTargetHostileFaction>True</neverTargetHostileFaction>
</targetParams>
</verbProperties>
</AbilityDef>
</Defs>

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@ -0,0 +1,146 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
[모듈 목록]
근접 버프
사격 버프
의료 버프
생산 버프
농업 버프
채굴 버프
-->
<!--==================================== 난사광 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_RapidFire</defName>
<label>module active (rapid fire)</label>
<description>The hediff created by activating rapid fire ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.70</AimingDelayFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_RapidFireOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_RapidFireOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>5000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<ShootingAccuracyPawn>-3</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>1.3</AimingDelayFactor>
</statFactors>
</li>
</stages>
</HediffDef>
<!--==================================== 근접전 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_CQC</defName>
<label>module active (CQC)</label>
<description>The hediff created by activating close quarters combat ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<MeleeHitChance>2</MeleeHitChance>
<MeleeDodgeChance>2</MeleeDodgeChance>
<IncomingDamageFactor>-0.15</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_CQCOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_CQCOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>5000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.10</offset>
</li>
</capMods>
<statOffsets>
<MeleeHitChance>-4</MeleeHitChance>
<MeleeDodgeChance>-4</MeleeDodgeChance>
<IncomingDamageFactor>-0.25</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">-0.20</MeleeDamageFactor>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

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@ -0,0 +1,502 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 전투 지휘 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommand</defName>
<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>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range>
<mote>Mote_CombatCommand</mote>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters>
<hediff>PN_OfficerCommandBuff</hediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
</comps>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.80</AimingDelayFactor>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>
<HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommandBuff</defName>
<label>officer command</label>
<description>Combat abilities are boosted thanks to being near someone who is using the officer command ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>10</maxDistance>
<customMote>Mote_CombatCommandLinkLine</customMote>
</li>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.80</AimingDelayFactor>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_OfficerCommandThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_OfficerCommandBuff</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>command from automaton</label>
<description>I can't believe I have to follow the commands of an automaton.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_OfficerCommandThoughtforPN</defName>
<workerClass>MoharThoughts.RaceBPHediff</workerClass>
<stages>
<li>
<label>command from officer</label>
<description>The officer is with us. We will be able to win this battle under the officer's command.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<MoharThoughts.MTWDef>
<defName>PNMTW_OfficerCommandThoughtforPN</defName>
<thought>PN_OfficerCommandThoughtforPN</thought>
<race>Paniel_Race</race>
<hediff>PN_OfficerCommandBuff</hediff>
<bodyPart>PNBrain</bodyPart>
<bpNum>1</bpNum>
</MoharThoughts.MTWDef>
<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>60000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.30</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.50</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_MeisterAdvice</defName>
<label>module active (meister)</label>
<description>By encouraging and advising nearby allies, this person can enhance their focus in engineer work performance.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range>
<mote>Mote_WorkCommand</mote>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters>
<hediff>PN_MeisterAdviceBuff</hediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
</comps>
<stages>
<li>
<capMods>
</capMods>
<statOffsets>
</statOffsets>
<statFactors>
<MiningSpeed>1.25</MiningSpeed>
<DeepDrillingSpeed>1.25</DeepDrillingSpeed>
<GeneralLaborSpeed>1.25</GeneralLaborSpeed>
<ConstructionSpeed>1.25</ConstructionSpeed>
<DrugCookingSpeed>1.25</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>
<HediffDef ParentName="RoleStatBuff">
<defName>PN_MeisterAdviceBuff</defName>
<label>meister's advice</label>
<description>work abilities are boosted thanks to being near someone who is using the meister's advice ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>10</maxDistance>
<customMote>Mote_WorkCommandLinkLine</customMote>
</li>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statFactors>
<MiningSpeed>1.25</MiningSpeed>
<DeepDrillingSpeed>1.25</DeepDrillingSpeed>
<GeneralLaborSpeed>1.25</GeneralLaborSpeed>
<ConstructionSpeed>1.25</ConstructionSpeed>
<DrugCookingSpeed>1.25</DrugCookingSpeed>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_MeisterAdviceThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_MeisterAdviceBuff</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>advice from automaton</label>
<description>I can't believe I have to follow the advice of an automaton.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_IntensiveMedical</defName>
<label>module active (intensive medical)</label>
<description>The hediff created by activating intensive medical ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<MoveSpeed>0.2</MoveSpeed>
</statOffsets>
<statFactors>
<MedicalTendSpeed>1.50</MedicalTendSpeed>
<MedicalTendQuality>1.50</MedicalTendQuality>
<MedicalOperationSpeed>1.50</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.50</MedicalSurgerySuccessChance>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_ImmunityDriveAbility</abilityDef>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--면역증진-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_ImmunityDrive</defName>
<label>immunity drive</label>
<description>immunity drive</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statFactors>
<ImmunityGainSpeed>1.25</ImmunityGainSpeed>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_FieldMedic</defName>
<label>module active (field medic)</label>
<description>The hediff created by activating field medic ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<MoveSpeed>0.4</MoveSpeed>
</statOffsets>
<statFactors>
<MedicalTendSpeed>1.50</MedicalTendSpeed>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_StimPackAbility</abilityDef>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--스팀팩-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_StimPack</defName>
<label>stim pack injected</label>
<description>stim pack injected</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<painFactor>0.5</painFactor>
<restFallFactor>0.5</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.30</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>-0.12</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_StimPackSideEffect</li>
</triggeredHediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>PN_StimPackSideEffect</li>
</hediffToNullify>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<ThoughtDef>
<defName>PN_StimPackThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_StimPack</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>high on stim pack</label>
<description>Feeling pumped! Let's do this!</description>
<baseMoodEffect>20</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<HediffDef>
<defName>PN_StimPackSideEffect</defName>
<label>stim pack side effect</label>
<labelNoun>stim pack side effect</labelNoun>
<description>stim pack side effect</description>
<hediffClass>HediffWithComps</hediffClass>
<maxSeverity>1.0</maxSeverity>
<initialSeverity>1.0</initialSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1</severityPerDay>
<showDaysToRecover>true</showDaysToRecover>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<label>extreme</label>
<minSeverity>0</minSeverity>
<painFactor>3</painFactor>
<restFallFactorOffset>0.3</restFallFactorOffset>
<hungerRateFactorOffset>0.5</hungerRateFactorOffset>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.10</offset>
</li>
</capMods>
</li>
<li>
<label>major</label>
<minSeverity>0.80</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.90</minSeverity>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_StimPackSideEffectThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_StimPackSideEffect</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>stim pack withdrawal</label>
<description>I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?</description>
<baseMoodEffect>-15</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Structure-->
<MemeDef>
<defName>PN_Structure</defName>
<label>PnL bylaws</label>
<description>Bylaws of PnL industry. An exemplary PnL employee would not break bylaws.</description>
<category>Structure</category>
<iconPath>Icon/Paniel_bylaw</iconPath>
<impact>0</impact>
<worshipRoomLabel>Conference room</worshipRoomLabel>
<deityCount>0</deityCount>
<generalRules>
<rulesStrings>
<li>memeLeaderNoun->CEO</li>
<li>memeMoralist->Personnel Manager</li>
</rulesStrings>
</generalRules>
<descriptionMaker>
<rules>
<rulesStrings>
<li>episode(tag=meme_PN_Structure) ->...PnL Industry, founded by Paul and Lauren, has evolved from a small industrial company in Glitterworld to a giant interstellar company.\n\n...\n\nEven though we were kicked out of Rimworld for an "unfortunate incident," we're going back to Glitterworld.</li>
</rulesStrings>
</rules>
<patterns>
<li>
<def>PN_IdeoStoryPattern</def>
</li>
</patterns>
<constants>
<li>
<key>PN_Structure</key>
<value>true</value>
</li>
</constants>
</descriptionMaker>
<symbolPacks>
<li>
<ideoName>PnL bylaws</ideoName>
<theme>PnL</theme>
<adjective>PnL</adjective>
<member>PnL Employee</member>
</li>
</symbolPacks>
<requireOne>
<li>
<li>BodyMod_Approved</li>
</li>
<li>
<li>OrganUse_Acceptable</li>
</li>
<li>
<li>DrugUse_MedicalOrSocial</li>
</li>
<li>
<li>Apostasy_Abhorrent</li>
</li>
<li>
<li>IdeoDiversity_Abhorrent</li>
</li>
<li>
<li>Nudity_Female_UncoveredGroinOrChestDisapproved</li>
</li>
<li>
<li>Nudity_Male_UncoveredGroinOrChestDisapproved</li>
</li>
<li>
<li>Execution_DontCare</li>
</li>
<li>
<li>Scarification_Horrible</li>
</li>
<li>
<li>Slavery_Abhorrent</li>
</li>
<li>
<li>HAR_AlienSlavery_Abhorrent</li>
</li>
<li>
<li>Cannibalism_Horrible</li>
</li>
<li>
<li>NutrientPasteEating_DontMind</li>
</li>
</requireOne>
</MemeDef>
<IdeoStoryPatternDef>
<defName>PN_IdeoStoryPattern</defName>
<segments>
<li>episode</li>
</segments>
<rules>
<include>
<li>IdeoDescriptionGlobal</li>
</include>
</rules>
</IdeoStoryPatternDef>
<IdeoIconDef>
<defName>PN_IdeoIcon</defName>
<iconPath>Icon/Paniel_Icon</iconPath>
<memes>
<li>PN_Structure</li>
</memes>
</IdeoIconDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 장교 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_OfficerModule</defName>
<label>officer module</label>
<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)\n\nThis module allows automaton to use officer command ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_OfficerCommandAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_OfficerModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_OfficerModuleHediff</defName>
<label>officer module</label>
<description>The hediff created by installing officer module.</description>
<descriptionHyperlinks>
<ThingDef>PN_OfficerModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_OfficerCommandAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_MeisterModule</defName>
<label>meister module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd)\n\nThis module allows automaton to use meister's advice ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_MeisterAdviceAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MeisterModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_MeisterModuleHediff</defName>
<label>meister module</label>
<description>The hediff created by installing meister module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MeisterModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_MeisterAdviceAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_IntensiveMedicalModule</defName>
<label>intensive medical module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd)\n\nThis module allows automaton to use intensive medical mode ability.\nAnd if automaton activates intensive medical mode, immunity drive ability can be used.</description>
<descriptionHyperlinks>
<AbilityDef>PN_IntensiveMedicalAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_IntensiveMedicalModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_IntensiveMedicalModuleHediff</defName>
<label>intensive medical module</label>
<description>The hediff created by installing intensive medical module.</description>
<descriptionHyperlinks>
<ThingDef>PN_IntensiveMedicalModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_IntensiveMedicalAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_FieldMedicModule</defName>
<label>field medic module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd)\nCombat model (legd)\n\nThis module allows automaton to use field medic mode ability.\nAnd if automaton activates field medic mod, injection stim pack ability can be used.</description>
<descriptionHyperlinks>
<AbilityDef>PN_FieldMedicAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_FieldMedicModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_FieldMedicModuleHediff</defName>
<label>field medical module</label>
<description>The hediff created by installing intensive field medical module.</description>
<descriptionHyperlinks>
<ThingDef>PN_FieldMedicModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_FieldMedicAbility</abilityDef>
</li>
</comps>
</HediffDef>
</Defs>

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@ -0,0 +1,418 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--직원상선 거래-->
<RoyalTitlePermitDef>
<defName>PN_TradeBenefit</defName>
<label>trade with benefit ship</label>
</RoyalTitlePermitDef>
<!-- 허가증 : 쿨타임 다 차면 공짜, 쿨타임 중엔 신임장 소모 -->
<RoyalTitlePermitDef Name="PN_BenefitBase" Abstract="True">
<faction>PN_SubsidiaryFaction</faction>
<permitPointCost>1</permitPointCost>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--자원 드랍 베이스-->
<RoyalTitlePermitDef ParentName="PN_BenefitBase" Name="PN_DropResourcesBase" Abstract="True">
<workerClass>RoyalTitlePermitWorker_DropResources</workerClass>
<usableOnWorldMap>true</usableOnWorldMap>
<royalAid>
<targetingRange>39.9</targetingRange>
</royalAid>
</RoyalTitlePermitDef>
<!--연봉-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_AnnualSalary_A</defName>
<label>annual salary class A</label>
<description>This is the annual salary (800 Silver) paid to PnL Logistics employees. can use PnL result point to receive advance salary.</description>
<minTitle>PN_Title_Associate</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,0)</uiPosition>
<royalAid>
<itemsToDrop>
<Silver>800</Silver>
</itemsToDrop>
<favorCost>1</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_AnnualSalary_B</defName>
<label>annual salary class B</label>
<description>This is the annual salary (3200 Silver) paid to PnL Logistics employees. can use PnL result point to receive advance salary.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_AnnualSalary_A</prerequisite>
<uiPosition>(1,0)</uiPosition>
<royalAid>
<itemsToDrop>
<Silver>3200</Silver>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--전투니엘 지원 (근접)-->
<RoyalTitlePermitDef>
<defName>PN_RequestSecurityUnitClose</defName>
<label>request security unit (melee)</label>
<description>Request 4 melee combat security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,1)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_Mid_CloseUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitClose</defName>
<label>request elite security unit (melee)</label>
<description>Request 4 melee combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestSecurityUnitClose</prerequisite>
<uiPosition>(1,1)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteCloseUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--전투니엘 지원 (원거리)-->
<RoyalTitlePermitDef>
<defName>PN_RequestSecurityUnitRange</defName>
<label>request security unit (range)</label>
<description>Request 4 range combat security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,2)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_Mid_RangeUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitRange</defName>
<label>request elite security unit (rifle)</label>
<description>Request 4 rifle combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestSecurityUnitRange</prerequisite>
<uiPosition>(1,2)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteRangeUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitHeavy</defName>
<label>request elite security unit (heavy)</label>
<description>Request 2 heavy combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,3)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteHeavyUnit</pawnKindDef>
<pawnCount>2</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitCannon</defName>
<label>request elite security unit (cannon)</label>
<description>Request 2 cannon combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,4)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteCannonUnit</pawnKindDef>
<pawnCount>2</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--제작니엘 지원-->
<RoyalTitlePermitDef>
<defName>PN_RequestEngineerUnit</defName>
<label>request engineer unit</label>
<description>Request a group of 4 engineer units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,5)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_AssociateP_EngineerB</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteEngineerUnit</defName>
<label>request elite engineer unit</label>
<description>Request a group of 4 elite engineer units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestEngineerUnit</prerequisite>
<uiPosition>(1,5)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_ManageUnit_Enginer</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--가정니엘 지원-->
<RoyalTitlePermitDef>
<defName>PN_RequestDomesticUnit</defName>
<label>request domestic unit</label>
<description>Request a group of 4 domestic units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,6)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_AssociateP_DomesticB</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteDomesticUnit</defName>
<label>request elite domestic unit</label>
<description>Request a group of 4 elite domestic units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestDomesticUnit</prerequisite>
<uiPosition>(1,6)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_ManageUnit_Domestic</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--OTP 지급-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropOTPCard</defName>
<label>request PnL OTP card</label>
<description>Request for a drop of PnL OTP card.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,7)</uiPosition>
<royalAid>
<itemsToDrop>
<PN_OTPCard>1</PN_OTPCard>
</itemsToDrop>
<favorCost>2</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--전투 오토마톤 상자-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonSoldier</defName>
<label>request PnL automaton™ (Combat)</label>
<description>Request for a drop of PnL automaton™ (Combat) box.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<uiPosition>(0,8)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_NormalAutomatonSoldier>1</Packaged_NormalAutomatonSoldier>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonSoldierPremium</defName>
<label>request PnL automaton™ Pro (Combat)</label>
<description>Request for a drop of PnL automaton™ Pro (Combat) box.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<prerequisite>PN_DropPackagedAutomatonSoldier</prerequisite>
<uiPosition>(1,8)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_PremiumAutomatonSoldier>1</Packaged_PremiumAutomatonSoldier>
</itemsToDrop>
<favorCost>10</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--제작 오토마톤 상자-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonWorker</defName>
<label>request PnL automaton™ (Engineer)</label>
<description>Request for a drop of PnL automaton™ (Engineer) box.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<uiPosition>(0,9)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_NormalAutomatonWorker>1</Packaged_NormalAutomatonWorker>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonWorkerPremium</defName>
<label>request PnL automaton™ Pro (Engineer)</label>
<description>Request for a drop of PnL automaton™ Pro (Engineer) box.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<prerequisite>PN_DropPackagedAutomatonWorker</prerequisite>
<uiPosition>(1,9)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_PremiumAutomatonWorker>1</Packaged_PremiumAutomatonWorker>
</itemsToDrop>
<favorCost>10</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--가정 오토마톤 상자-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonMaid</defName>
<label>request PnL automaton™ (Domestic)</label>
<description>Request for a drop of PnL automaton™ (Domestic) box.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<uiPosition>(0,10)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_NormalAutomatonMaid>1</Packaged_NormalAutomatonMaid>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonMaidPremium</defName>
<label>request PnL automaton™ Pro (Domestic)</label>
<description>Request for a drop of PnL automaton™ Pro (Domestic) box.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<prerequisite>PN_DropPackagedAutomatonMaid</prerequisite>
<uiPosition>(1,10)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_PremiumAutomatonMaid>1</Packaged_PremiumAutomatonMaid>
</itemsToDrop>
<favorCost>10</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--셔틀-->
<RoyalTitlePermitDef>
<defName>PN_RequestTransportShuttle</defName>
<label>request transport shuttle</label>
<description>request a shuttle for your own use. It will transport colonists, items, and animals anywhere you like within 70 world tiles.</description>
<workerClass>RoyalTitlePermitWorker_CallShuttle</workerClass>
<minTitle>PN_Title_Manager</minTitle>
<faction>PN_SubsidiaryFaction</faction>
<permitPointCost>1</permitPointCost>
<cooldownDays>60</cooldownDays>
<usableOnWorldMap>true</usableOnWorldMap>
<uiPosition>(0,11)</uiPosition>
<royalAid>
<favorCost>4</favorCost>
<targetingRange>44.9</targetingRange>
<targetingRequireLOS>false</targetingRequireLOS>
</royalAid>
</RoyalTitlePermitDef>
<!--PnL 부품 지급-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPnLComponent</defName>
<label>request PnL Component</label>
<description>Request for a drop of 3 PnL Component.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,11)</uiPosition>
<royalAid>
<itemsToDrop>
<PN_Component>3</PN_Component>
</itemsToDrop>
<favorCost>3</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--두뇌코어 지급-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropBrainCore</defName>
<label>request automaton brain core</label>
<description>Request for a drop of 3 automaton brain core.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,12)</uiPosition>
<royalAid>
<itemsToDrop>
<PN_BrainCasing>3</PN_BrainCasing>
</itemsToDrop>
<favorCost>3</favorCost>
</royalAid>
</RoyalTitlePermitDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--승진-->
<ThoughtDef>
<defName>PN_TitlePromotion</defName>
<durationDays>7</durationDays>
<thoughtClass>Thought_MemoryRoyalTitle</thoughtClass>
<nullifyingTraits>
<li>Ascetic</li>
</nullifyingTraits>
<stages>
<li>
<label>promoted to {TITLE}</label>
<description>I was promoted to {TITLE}. I love the recognition!</description>
<baseMoodEffect>8</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--해고-->
<ThoughtDef>
<defName>PN_TitleDemotion</defName>
<durationDays>7</durationDays>
<thoughtClass>Thought_MemoryRoyalTitle</thoughtClass>
<nullifyingTraits>
<li>Ascetic</li>
</nullifyingTraits>
<stages>
<li>
<label>demoted to {TITLE}</label>
<description>I demoted to {TITLE}.</description>
<baseMoodEffect>-8</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--베이스-->
<RoyalTitleDef Abstract="True" Name="PN_TitleBase">
<tags>
<li>PN_PnLCareerTitleTag</li>
</tags>
<commonality>1</commonality>
<awardThought>PN_TitlePromotion</awardThought>
<lostThought>PN_TitleDemotion</lostThought>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
</RoyalTitleDef>
<!--Intern 인턴-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Intern</defName>
<label>Intern</label>
<description>Intern of PnL Logistics.</description>
<seniority>0</seniority>
<favorCost>1</favorCost>
<permitPointsAwarded>0</permitPointsAwarded>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
</RoyalTitleDef>
<!--Associate 사원-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Associate</defName>
<label>Associate</label>
<description>Associate of PnL Logistics.</description>
<seniority>1</seniority>
<favorCost>6</favorCost>
<permitPointsAwarded>1</permitPointsAwarded>
<changeHeirQuestPoints>1200</changeHeirQuestPoints>
<recruitmentResistanceOffset>10</recruitmentResistanceOffset>
</RoyalTitleDef>
<!--Senior 대리-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Senior</defName>
<label>Senior</label>
<description>Senior of PnL Logistics.</description>
<seniority>2</seniority>
<favorCost>8</favorCost>
<permitPointsAwarded>2</permitPointsAwarded>
<changeHeirQuestPoints>1600</changeHeirQuestPoints>
<recruitmentResistanceOffset>25</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--Manager 과장-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Manager</defName>
<label>Manager</label>
<description>Manager of PnL Logistics.</description>
<seniority>3</seniority>
<favorCost>18</favorCost>
<permitPointsAwarded>3</permitPointsAwarded>
<minExpectation>Moderate</minExpectation>
<changeHeirQuestPoints>2200</changeHeirQuestPoints>
<recruitmentResistanceOffset>40</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>16</area>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealSimple</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Senior Manager 부장-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_SeniorManager</defName>
<label>Senior Manager</label>
<description>Senior Manager of PnL Logistics.</description>
<seniority>4</seniority>
<favorCost>24</favorCost>
<permitPointsAwarded>4</permitPointsAwarded>
<permits>
<li>PN_TradeBenefit</li>
</permits>
<minExpectation>Moderate</minExpectation>
<changeHeirQuestPoints>2800</changeHeirQuestPoints>
<recruitmentResistanceOffset>60</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>24</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>40</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealSimple</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Director 이사-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Director</defName>
<label>Director</label>
<description>Director of PnL Logistics.</description>
<seniority>500</seniority>
<favorCost>54</favorCost>
<permitPointsAwarded>5</permitPointsAwarded>
<permits>
<li>PN_TradeBenefit</li>
</permits>
<minExpectation>High</minExpectation>
<changeHeirQuestPoints>3500</changeHeirQuestPoints>
<recruitmentResistanceOffset>75</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>24</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>50</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealFine</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--NPC Only-->
<RoyalTitleDef ParentName="PN_TitleBase" Abstract="True" Name="PN_TitleBaseNPC">
<permits>
<li>PN_TradeBenefit</li>
</permits>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>30</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>70</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFineFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealFine</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Senior Director 상무-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_Title_SeniorDirector</defName>
<label>Senior Director</label>
<description>Senior Director of PnL Logistics.</description>
<seniority>600</seniority>
<commonality>1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>125</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--VP 전무-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleVP</defName>
<label>VP</label>
<description>VP of PnL Logistics.</description>
<seniority>700</seniority>
<commonality>1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>150</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--SVP 부사장-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleSVP</defName>
<label>SVP</label>
<description>SVP of PnL Logistics.</description>
<seniority>800</seniority>
<commonality>0.6</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>200</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--CEO-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleCEO</defName>
<label>CEO</label>
<description>CEO of PnL Logistics.</description>
<seniority>900</seniority>
<commonality>0.1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>300</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PN_Caravan_TributeCollector</defName>
<label>PnL result appraiser</label>
<requestable>True</requestable>
<commonality>1</commonality>
<tradeCurrency>Favor</tradeCurrency>
<faction>PN_SubsidiaryFaction</faction>
<hideThingsNotWillingToTrade>True</hideThingsNotWillingToTrade>
<stockGenerators>
<!-- Buying -->
<li Class="StockGenerator_BuySingleDef">
<thingDef>Gold</thingDef>
</li>
<li Class="StockGenerator_BuySingleDef">
<thingDef>PN_SilverCase</thingDef>
</li>
</stockGenerators>
</TraderKindDef>
<!--benefit ship-->
<TraderKindDef>
<defName>PN_Orbital_PnLbenefit</defName>
<label>PnL benefit ship</label>
<orbital>true</orbital>
<faction>PN_SubsidiaryFaction</faction>
<permitRequiredForTrading>PN_TradeBenefit</permitRequiredForTrading>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>2000~4000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>30~60</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Uranium</thingDef>
<countRange>60~300</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>5~30</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>100~500</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Hyperweave</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>DevilstrandCloth</thingDef>
<countRange>50~200</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_antibiotics</thingDef>
<countRange>6~18</countRange>
</li>
<!-- Automaton -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_RepairKit</thingDef>
<countRange>20~40</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_SelfRepairKit</thingDef>
<countRange>2~5</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_BrainCasing</thingDef>
<countRange>6~10</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Leather_Automaton</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_Component</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonSoldier</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonWorker</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonMaid</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_PremiumAutomatonSoldier</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_PremiumAutomatonWorker</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_PremiumAutomatonMaid</thingDef>
<countRange>1</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_PrototypeRailGun</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>PN_WeaponsMeleeBladelink</categoryDef>
<thingDefCountRange>1</thingDefCountRange>
<countRange>1</countRange>
</li>
<!-- Apparel -->
<!-- Implants -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_ResurrectModule</thingDef>
<countRange>1~3</countRange>
</li>
<!-- Techprints -->
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>1</countRange>
</li>
<!-- Buildings -->
<!-- Animals -->
<!-- Buying -->
</stockGenerators>
</TraderKindDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 뉴로링크 ====================================-->
<ThingDef>
<defName>PN_PsychicAmplifier</defName>
<label>automaton psylink neuroformer</label>
<description>A consumable archotech-created device that forms or upgrades a psylink in the user's mind.\n\nThe user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash.</description>
<descriptionHyperlinks>
<HediffDef>PsychicAmplifier</HediffDef>
</descriptionHyperlinks>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>BodyPartsArchotech</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>2600</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
</statBases>
<graphicData>
<texPath>Things/Item/Special/PsylinkNeuroformer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tradeTags>
<li>PsylinkNeuroformer</li>
</tradeTags>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Use neuroformer to form psylink</useLabel>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>PsychicAmplifier</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
<li Class="CompProperties_UseEffectPlaySound">
<soundOnUsed>PsyAmpInstalled</soundOnUsed>
</li>
<li Class="CompProperties_UseEffectDestroySelf">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
<li Class="CompProperties_Forbiddable"/>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PsychicAmplifier_Automaton</defName>
<label>make automaton psylink</label>
<description>make automaton psylink</description>
<jobString>Making automaton psylink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychicAmplifier</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_PsychicAmplifier>1</PN_PsychicAmplifier>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_PsychicAmplifier</researchPrerequisite>
</RecipeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 드릴암 -->
<RecipeDef ParentName="PN_SurgeryInstallBodyPartProstheticBase">
<defName>PN_InstallDrillArm</defName>
<label>install drill arm</label>
<description>Install a drill arm.</description>
<descriptionHyperlinks>
<ThingDef>DrillArm</ThingDef>
<HediffDef>DrillArm</HediffDef>
</descriptionHyperlinks>
<jobString>Installing drill arm.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>DrillArm</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>DrillArm</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNArm</li>
</appliedOnFixedBodyParts>
<addsHediff>DrillArm</addsHediff>
</RecipeDef>
<!-- 농업손 -->
<RecipeDef ParentName="PN_SurgeryInstallBodyPartProstheticBase">
<defName>PN_InstallFieldHand</defName>
<label>install field hand</label>
<description>Install a field hand.</description>
<descriptionHyperlinks>
<ThingDef>FieldHand</ThingDef>
<HediffDef>FieldHand</HediffDef>
</descriptionHyperlinks>
<jobString>Installing field hand.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>FieldHand</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>FieldHand</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNHand</li>
</appliedOnFixedBodyParts>
<addsHediff>FieldHand</addsHediff>
</RecipeDef>
<!--파워클로-->
<RecipeDef ParentName="PN_SurgeryInstallBodyPartProstheticBase">
<defName>PN_InstallPowerClaw</defName>
<label>install power claw</label>
<description>Install a power claw.</description>
<descriptionHyperlinks>
<ThingDef>PowerClaw</ThingDef>
<HediffDef>PowerClaw</HediffDef>
</descriptionHyperlinks>
<jobString>Installing power claw.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PowerClaw</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PowerClaw</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNHand</li>
</appliedOnFixedBodyParts>
<addsHediff>PowerClaw</addsHediff>
</RecipeDef>
<!-- 핸드 탈론 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallHandTalon</defName>
<label>install hand talon</label>
<description>Install a hand talon.</description>
<descriptionHyperlinks>
<ThingDef>HandTalon</ThingDef>
<HediffDef>HandTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Installing hand talon.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>HandTalon</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>HandTalon</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNHand</li>
</appliedOnFixedBodyParts>
<addsHediff>HandTalon</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveHandTalon</defName>
<label>remove hand talon</label>
<description>Remove hand talon.</description>
<descriptionHyperlinks>
<ThingDef>HandTalon</ThingDef>
<HediffDef>HandTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Removing hand talon.</jobString>
<removesHediff>HandTalon</removesHediff>
</RecipeDef>
<!-- 엘보 블레이드 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallElbowBlade</defName>
<label>install elbow blade</label>
<description>Install an elbow blade.</description>
<descriptionHyperlinks>
<ThingDef>ElbowBlade</ThingDef>
<HediffDef>ElbowBlade</HediffDef>
</descriptionHyperlinks>
<jobString>Installing elbow blade.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ElbowBlade</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ElbowBlade</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNArm</li>
</appliedOnFixedBodyParts>
<addsHediff>ElbowBlade</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveElbowBlade</defName>
<label>remove elbow blade</label>
<description>Remove elbow blade.</description>
<descriptionHyperlinks>
<ThingDef>ElbowBlade</ThingDef>
<HediffDef>ElbowBlade</HediffDef>
</descriptionHyperlinks>
<jobString>Removing elbow blade.</jobString>
<removesHediff>ElbowBlade</removesHediff>
</RecipeDef>
<!-- 무릎 스파이크 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallKneeSpike</defName>
<label>install knee spike</label>
<description>Install a knee spike.</description>
<descriptionHyperlinks>
<ThingDef>KneeSpike</ThingDef>
<HediffDef>KneeSpike</HediffDef>
</descriptionHyperlinks>
<jobString>Installing knee spike.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>KneeSpike</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>KneeSpike</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNLeg</li>
</appliedOnFixedBodyParts>
<addsHediff>KneeSpike</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveKneeSpike</defName>
<label>remove knee spike</label>
<description>Remove knee spike.</description>
<descriptionHyperlinks>
<ThingDef>KneeSpike</ThingDef>
<HediffDef>KneeSpike</HediffDef>
</descriptionHyperlinks>
<jobString>Removing knee spike.</jobString>
<removesHediff>KneeSpike</removesHediff>
</RecipeDef>
<!-- 독니 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallVenomFangs</defName>
<label>install venom fangs</label>
<description>Install venom fangs.</description>
<descriptionHyperlinks>
<ThingDef>VenomFangs</ThingDef>
<HediffDef>VenomFangs</HediffDef>
</descriptionHyperlinks>
<jobString>Installing venom fangs.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>VenomFangs</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>VenomFangs</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyPartGroups>
<li>Teeth</li>
</appliedOnFixedBodyPartGroups>
<addsHediff>VenomFangs</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveVenomFangs</defName>
<label>remove venom fangs</label>
<description>Remove venom fangs.</description>
<descriptionHyperlinks>
<ThingDef>VenomFangs</ThingDef>
<HediffDef>VenomFangs</HediffDef>
</descriptionHyperlinks>
<jobString>Removing venom fangs.</jobString>
<removesHediff>VenomFangs</removesHediff>
</RecipeDef>
<!-- 베놈 탈론 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallVenomTalon</defName>
<label>install venom talon</label>
<description>Install a venom talon.</description>
<descriptionHyperlinks>
<ThingDef>VenomTalon</ThingDef>
<HediffDef>VenomTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Installing venom talon.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>VenomTalon</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>VenomTalon</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyPartGroups>
<li>MiddleFingers</li>
</appliedOnFixedBodyPartGroups>
<addsHediff>VenomTalon</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveVenomTalon</defName>
<label>remove venom talon</label>
<description>Remove venom talon.</description>
<descriptionHyperlinks>
<ThingDef>VenomTalon</ThingDef>
<HediffDef>VenomTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Removing venom talon.</jobString>
<removesHediff>VenomTalon</removesHediff>
</RecipeDef>
<!-- neurocalculator -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallNeurocalculator</defName>
<label>install neurocalculator</label>
<description>Install a neurocalculator.</description>
<descriptionHyperlinks>
<ThingDef>Neurocalculator</ThingDef>
<HediffDef>Neurocalculator</HediffDef>
</descriptionHyperlinks>
<jobString>Installing neurocalculator.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Neurocalculator</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Neurocalculator</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>Neurocalculator</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveNeurocalculator</defName>
<label>remove neurocalculator</label>
<description>Remove neurocalculator.</description>
<descriptionHyperlinks>
<ThingDef>Neurocalculator</ThingDef>
<HediffDef>Neurocalculator</HediffDef>
</descriptionHyperlinks>
<jobString>Removing neurocalculator.</jobString>
<removesHediff>Neurocalculator</removesHediff>
</RecipeDef>
<!-- Circadian assistant -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallCircadianAssistant</defName>
<label>install circadian assistant</label>
<description>Install a circadian assistant.</description>
<descriptionHyperlinks>
<ThingDef>CircadianAssistant</ThingDef>
<HediffDef>CircadianAssistant</HediffDef>
</descriptionHyperlinks>
<jobString>Installing circadian assistant.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>CircadianAssistant</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>CircadianAssistant</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>CircadianAssistant</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveCircadianAssistant</defName>
<label>remove circadian assistant</label>
<description>Remove circadian assistant.</description>
<descriptionHyperlinks>
<ThingDef>CircadianAssistant</ThingDef>
<HediffDef>CircadianAssistant</HediffDef>
</descriptionHyperlinks>
<jobString>Removing circadian assistant.</jobString>
<removesHediff>CircadianAssistant</removesHediff>
</RecipeDef>
<!-- Circadian half-cycler -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallCircadianHalfCycler</defName>
<label>install circadian half-cycler</label>
<description>Install a circadian half-cycler.</description>
<descriptionHyperlinks>
<ThingDef>CircadianHalfCycler</ThingDef>
<HediffDef>CircadianHalfCycler</HediffDef>
</descriptionHyperlinks>
<jobString>Installing circadian half-cycler.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>CircadianHalfCycler</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>CircadianHalfCycler</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>CircadianHalfCycler</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveCircadianHalfCycler</defName>
<label>remove circadian half-cycler</label>
<description>Remove circadian half-cycler.</description>
<descriptionHyperlinks>
<ThingDef>CircadianHalfCycler</ThingDef>
<HediffDef>CircadianHalfCycler</HediffDef>
</descriptionHyperlinks>
<jobString>Removing circadian half-cycler.</jobString>
<removesHediff>CircadianHalfCycler</removesHediff>
</RecipeDef>
<!-- Psychic sensitizer -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallPsychicSensitizer</defName>
<label>install psychic sensitizer</label>
<description>Install a psychic sensitizer.</description>
<descriptionHyperlinks>
<ThingDef>PsychicSensitizer</ThingDef>
<HediffDef>PsychicSensitizer</HediffDef>
</descriptionHyperlinks>
<jobString>Installing psychic sensitizer.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychicSensitizer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PsychicSensitizer</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PsychicSensitizer</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemovePsychicSensitizer</defName>
<label>remove psychic sensitizer</label>
<description>Remove psychic sensitizer.</description>
<descriptionHyperlinks>
<ThingDef>PsychicSensitizer</ThingDef>
<HediffDef>PsychicSensitizer</HediffDef>
</descriptionHyperlinks>
<jobString>Removing psychic sensitizer.</jobString>
<removesHediff>PsychicSensitizer</removesHediff>
</RecipeDef>
<!-- Psychic reader -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallPsychicReader</defName>
<label>install psychic reader</label>
<description>Install a psychic reader.</description>
<descriptionHyperlinks>
<ThingDef>PsychicReader</ThingDef>
<HediffDef>PsychicReader</HediffDef>
</descriptionHyperlinks>
<jobString>Installing psychic reader.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychicReader</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PsychicReader</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PsychicReader</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemovePsychicReader</defName>
<label>remove psychic reader</label>
<description>Remove psychic reader.</description>
<descriptionHyperlinks>
<ThingDef>PsychicReader</ThingDef>
<HediffDef>PsychicReader</HediffDef>
</descriptionHyperlinks>
<jobString>Removing psychic reader.</jobString>
<removesHediff>PsychicReader</removesHediff>
</RecipeDef>
</Defs>

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@ -0,0 +1,302 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--blooded chain sword-->
<ManeuverDef>
<defName>PN_ChainCutManeuverMono</defName>
<requiredCapacity>PN_ChainCutToolMono</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ChainCutDamageMono</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ChainCutToolMono</defName>
<label>chainsword cut</label>
</ToolCapacityDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamageMono</defName>
<hediff>PN_ChainCutHediffMono</hediff>
<hediffSkin>PN_ChainCutHediffMono</hediffSkin>
<hediffSolid>PN_ChainCrackHediffMono</hediffSolid>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCutHediffMono</defName>
<label>cut</label>
<labelNoun>a cut</labelNoun>
<description>a cut.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>cut scar</permanentLabel>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCutDamage_ConMono</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>18</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut off</destroyedOutLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage_ConMono</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCrackHediffMono</defName>
<label>crack</label>
<labelNoun>a crack wound</labelNoun>
<description>A crack.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>set</labelTendedWell>
<labelTendedWellInner>set</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>permanent crack</permanentLabel>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCrackDamage_ConMono</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>2</damageAmount>
<endTicks>12</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.01</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<destroyedLabel>Shattered</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCrackDamage_ConMono</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<!--electrical blunt-->
<ManeuverDef>
<defName>PN_ElectricalBluntManeuver</defName>
<requiredCapacity>PN_ElectricalBluntTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ElectricalBluntDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Smash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Smash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Smash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Smash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ElectricalBluntTool</defName>
<label>electrical blunt</label>
</ToolCapacityDef>
<DamageDef ParentName="BluntBase">
<defName>PN_ElectricalBluntDamage</defName>
<hediff>PN_ElectricalCrushHediff</hediff>
<hediffSkin>PN_ElectricalBruiseHediff</hediffSkin>
<hediffSolid>Crack</hediffSolid>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalCrushHediff</defName>
<label>crush</label>
<labelNoun>a crush wound</labelNoun>
<description>A crushing wound.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>mangled scar</permanentLabel>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ElectricalBurnDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>18</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.01</bleedRate>
<canMerge>true</canMerge>
<destroyedLabel>Crushed</destroyedLabel>
</injuryProps>
</HediffDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalBruiseHediff</defName>
<label>bruise</label>
<labelNoun>a bruise</labelNoun>
<description>A bruise.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>tended</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ElectricalBurnDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>18</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<canMerge>false</canMerge>
<destroyedLabel>Destroyed</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="Flame">
<defName>PN_ElectricalBurnDamage_Con</defName>
<label>electrical burn</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<hediff>PN_ElectricalBurn</hediff>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalBurn</defName>
<label>electrical burn</label>
<labelNoun>a electrical burn</labelNoun>
<description>A electrical burn.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>tended</labelTendedWellInner>
<labelSolidTendedWell>tended</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.30</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>burn scar</permanentLabel>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.01875</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<canMerge>false</canMerge>
<destroyedLabel>Burned off</destroyedLabel>
<destroyedOutLabel>Burned out</destroyedOutLabel>
</injuryProps>
</HediffDef>
<!--electrical Stab-->
<ManeuverDef>
<defName>PN_ElectricalStabManeuver</defName>
<requiredCapacity>PN_ElectricalStabTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ElectricalStabDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ElectricalStabTool</defName>
<label>electrical stab</label>
</ToolCapacityDef>
<DamageDef>
<defName>PN_ElectricalStabDamage</defName>
<label>stab</label>
<workerClass>DamageWorker_Stab</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} has been stabbed to death.</deathMessage>
<hediff>PN_ElectricalStabHediff</hediff>
<hediffSolid>Crack</hediffSolid>
<impactSoundType>Slice</impactSoundType>
<armorCategory>Sharp</armorCategory>
<stabChanceOfForcedInternal>0.6</stabChanceOfForcedInternal>
<overkillPctToDestroyPart>0.4~1.0</overkillPctToDestroyPart>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalStabHediff</defName>
<label>stab</label>
<labelNoun>a stab wound</labelNoun>
<description>A stab wound.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>stab scar</permanentLabel>
</li>
<!--<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ElectricalBurnDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>12</endTicks>
</li>-->
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut out</destroyedOutLabel>
</injuryProps>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ResearchProjectDef>
<defName>PNRP_PsychicAmplifier</defName>
<label>automaton psylink</label>
<description>Research how to modify psylink for use by the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>300</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>4.2</researchViewY>
<tags></tags>
</ResearchProjectDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--PnL shuttle-->
<!--<ThingDef ParentName="ShuttleBase">
<defName>PN_Shuttle</defName>
<label>PnL shuttle</label>
<description>A spacer-tech shuttle designed for transit between surface and orbit, or between moons of a planetary system.</description>
<graphicData>
<texPath>Things/Building/Misc/Shuttle</texPath>
<color>(162,164,149)</color>
</graphicData>
</ThingDef>-->
<!--==================================== 상납용 은 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_SilverCase</defName>
<label>PnL silver case</label>
<description>the case of 800 silvers. can get a result point by submitting it to PnL result appraiser.\n\nIt is locked with a special security device that even the maker cannot open. It takes a lot of effort to unlock, so the merchant will try to cut the price of it.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNSilverCase</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<soundInteract>Silver_Drop</soundInteract>
<soundDrop>Silver_Drop</soundDrop>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>800</MarketValue>
<Mass>6.4</Mass>
<RoyalFavorValue>1</RoyalFavorValue>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_SilverChest</li>
</tradeTags>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
<costList>
<Silver>80</Silver>
<Steel>15</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef>
<defName>PN_UnlockSilverCase</defName>
<label>Unlock PnL silver case</label>
<description>unlock PnL silver case. can't get the perfect result by forcibly breaking the security device.</description>
<jobString>unlocking PnL silver case.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>1600</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_SilverCase</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<Silver>480</Silver>
<Steel>5</Steel>
</products>
<skillRequirements>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
</Defs>

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@ -0,0 +1,404 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<RulePackDef>
<defName>PN_NamerChainSwordfirst</defName>
<rulePack>
<rulesFiles>
<li>PNof->Names/Weapon/PNof</li>
<li>PNChainSword->Names/Weapon/PNChainSword</li>
</rulesFiles>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>PN_NamerChainSword</defName>
<include>
<li>PN_NamerFirst</li>
<li>PN_NamerChainSwordfirst</li>
</include>
<rulePack>
<rulesStrings>
<li>r_weapon_name->[PNChainSword] [PNof] [PNFirstNamer]</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<ThingCategoryDef>
<defName>PN_WeaponsMeleeBladelink</defName>
<label>PnL Persona Weapons</label>
<parent>PN_WeaponsMelee</parent>
<iconPath>Icon/Paniel_HQ</iconPath>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_MeleeWeaponUltratech" ParentName="PN_BaseWeapon">
<techLevel>Ultra</techLevel>
<statBases>
<MarketValue>2000</MarketValue>
<Mass>2</Mass>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li Class="CompProperties_Biocodable"/>
</comps>
<smeltable>false</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<notifyMapRemoved>true</notifyMapRemoved>
<thingCategories>
<li>PN_WeaponsMelee</li>
</thingCategories>
<weaponTags>
<li>PN_UltratechMelee</li>
</weaponTags>
<weaponClasses>
<li>Melee</li>
<li>Ultratech</li>
</weaponClasses>
<thingSetMakerTags>
</thingSetMakerTags>
</ThingDef>
<ThingDef Name="PN_BaseWeapon_Bladelink" ParentName="PN_BaseWeapon" Abstract="True">
<techLevel>Ultra</techLevel>
<tradeNeverStack>true</tradeNeverStack>
<relicChance>1</relicChance>
<weaponTags>
<li>PN_Bladelink</li>
</weaponTags>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_BladelinkWeapon">
<biocodeOnEquip>true</biocodeOnEquip>
</li>
<li Class="CompProperties_Styleable"></li>
</comps>
<smeltable>false</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>PN_WeaponsMeleeBladelink</li>
</thingCategories>
<thingSetMakerTags>
</thingSetMakerTags>
</ThingDef>
<!--==================================== 로열세이버 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_RoyalSaber_Bladelink</defName>
<label>PnL royal saber</label>
<description>[caution] : Automaton exclusive weapon.\n\nA sword that uses the Royal Guard Automaton. It can cut anything with its sharp cutting power. It also uses the power of the automaton to inflict additional burn damage with the heated blade.\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>0</equippedAngleOffset>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Weapons/PNRoyalSaber</texPath>
<color>(255,255,255)</color>
</graphicData>
<soundInteract>Interact_BladelinkPlasmaSword</soundInteract>
<meleeHitSound>MeleeHit_BladelinkPlasmaSword</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>24</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>20</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>24</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>20</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
</tools>
</ThingDef>
<!--==================================== 블러디드 체인소드 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_Chainsword_Bladelink</defName>
<label>PnL blooded chain sword</label>
<description>[caution] : Automaton exclusive weapon.\n\nA bloody chain sword that seems to have many stories. For some reason, it has a much better performance than a normal chain sword.\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Weapons/PNSwordLink</texPath>
<color>(255,255,255)</color>
</graphicData>
<soundInteract>Interact_BladelinkMonoSword</soundInteract>
<meleeHitSound>PNChainswordSound</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>27</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
</li>
<li>
<label>edge</label>
<capacities>
<li>PN_ChainCutToolMono</li>
</capacities>
<power>27</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
</li>
</tools>
<comps>
<li Class="CompProperties_GeneratedName">
<nameMaker>PN_NamerChainSword</nameMaker>
</li>
</comps>
</ThingDef>
<!--==================================== 로열해머 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_RoyalHammer_Bladelink</defName>
<label>PnL storm Hammer</label>
<description>[caution] : Automaton exclusive weapon.\n\nWarhammer used by the Automaton RoyalGuards. It has a built-in overcharge core that electrocutes when attacking an enemy, causing electrical burns.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>4</Mass>
</statBases>
<equippedAngleOffset>0</equippedAngleOffset>
<graphicData Class="AutomataRace.GraphicData_Sprite">
<texPath>Things/Weapons/PNPersonaHammer</texPath>
<graphicClass>AutomataRace.Graphic_Sprite</graphicClass>
<color>(255,255,255)</color>
<totalFrameLength>170</totalFrameLength>
<keyFrames>
<li>
<frame>0</frame>
<index>0</index>
</li>
<li>
<frame>120</frame>
<index>1</index>
</li>
<li>
<frame>125</frame>
<index>2</index>
</li>
<li>
<frame>130</frame>
<index>0</index>
</li>
<li>
<frame>165</frame>
<index>1</index>
</li>
</keyFrames>
</graphicData>
<soundInteract>Interact_BladelinkZeusHammer</soundInteract>
<meleeHitSound>MeleeHit_BladelinkZeusHammer</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleeBlunt</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>15</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>head</label>
<labelUsedInLogging>false</labelUsedInLogging>
<capacities>
<li>PN_ElectricalBluntTool</li>
</capacities>
<power>31</power>
<cooldownTime>2.2</cooldownTime>
<extraMeleeDamages>
<li>
<def>EMP</def>
<amount>10</amount>
</li>
</extraMeleeDamages>
</li>
</tools>
</ThingDef>
<!--==================================== 스톰랜스 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_StormLance_Bladelink</defName>
<label>PnL storm lance</label>
<description>[caution] : Automaton exclusive weapon.\n\nlance used by the Automaton RoyalGuards. It has a built-in overcharge core that electrocutes when attacking an enemy, causing electrical burns.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>4</Mass>
</statBases>
<equippedAngleOffset>45</equippedAngleOffset>
<graphicData Class="AutomataRace.GraphicData_Sprite">
<texPath>Things/Weapons/PNStormLance</texPath>
<graphicClass>AutomataRace.Graphic_Sprite</graphicClass>
<color>(255,255,255)</color>
<totalFrameLength>170</totalFrameLength>
<keyFrames>
<li>
<frame>0</frame>
<index>0</index>
</li>
<li>
<frame>120</frame>
<index>1</index>
</li>
<li>
<frame>125</frame>
<index>2</index>
</li>
<li>
<frame>130</frame>
<index>0</index>
</li>
<li>
<frame>165</frame>
<index>1</index>
</li>
</keyFrames>
</graphicData>
<soundInteract>Interact_BladelinkZeusHammer</soundInteract>
<meleeHitSound>MeleeHit_BladelinkZeusHammer</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleeBlunt</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>15</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>side</label>
<labelUsedInLogging>false</labelUsedInLogging>
<capacities>
<li>PN_ElectricalBluntTool</li>
</capacities>
<power>31</power>
<cooldownTime>2.2</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>EMP</def>
<amount>10</amount>
</li>
</extraMeleeDamages>
</li>
<li>
<label>point</label>
<capacities>
<li>PN_ElectricalStabTool</li>
</capacities>
<power>31</power>
<cooldownTime>2.2</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>EMP</def>
<amount>10</amount>
</li>
</extraMeleeDamages>
</li>
</tools>
<comps>
<li Class="SYS.CompProperties_WeaponExtention">
<littleDown>True</littleDown>
<northOffset>
<position>(0.2,0,0.25)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.25,0.3,0.2)</position>
<angle>45</angle>
</southOffset>
<eastOffset>
<position>(0.15,0.3,0.2)</position>
<angle>-45</angle>
</eastOffset>
<westOffset>
<position>(-0.15,-0.3,0.2)</position>
<angle>45</angle>
</westOffset>
</li>
</comps>
</ThingDef>
</Defs>

View File

@ -3,5 +3,8 @@
<v1.5>
<li>1.5/Core</li>
<li>Content</li>
<li IfModActive="Ludeon.Rimworld.Royalty">1.5/Royalty</li>
<li IfModActive="Ludeon.RimWorld.Ideology">1.5/Ideology</li>
<li IfModActive="Ludeon.RimWorld.Biotech">1.5/Biotech</li>
</v1.5>
</loadFolders>