오토마톤 동면관 예비 작성

This commit is contained in:
Cocopomel 2021-09-11 14:15:09 +09:00
parent 1313259bca
commit 42f83147fa

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@ -76,240 +76,72 @@
</researchPrerequisites> </researchPrerequisites>
</ThingDef> </ThingDef>
<!--==================================== 오토캐논 ====================================--> <!--==================================== 오토마톤 동면관 ====================================-->
<!--<DesignatorDropdownGroupDef>
<defName>PN_Artillery_Dropdown</defName>
<label>PnL Auto Artillery</label>
</DesignatorDropdownGroupDef>
<ThingDef Abstract="True" Name="PN_Artillery_Base" ParentName="BuildingBase"> <!--<ThingDef ParentName="BuildingBase">
<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown> <defName>PN_CryptosleepCasket</defName>
<thingClass>Building_TurretGun</thingClass> <label>Automaton cryptosleep casket</label>
<graphicData> <description>A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.</description>
<texPath>Things/Building/PN_Artillery_Base</texPath> <thingClass>Building_CryptosleepCasket</thingClass>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
<damageData>
<rect>(0.2,0.2,0.6,0.6)</rect>
</damageData>
</graphicData>
<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
<altitudeLayer>Building</altitudeLayer>
<minifiedDef>MinifiedThing</minifiedDef>
<drawerType>MapMeshAndRealTime</drawerType> <drawerType>MapMeshAndRealTime</drawerType>
<thingCategories> <graphicData>
<li>BuildingsSecurity</li> <texPath>Things/Building/Ship/ShipCryptosleepCasket</texPath>
</thingCategories> <graphicClass>Graphic_Multi</graphicClass>
<stealable>false</stealable> <drawSize>(1, 2)</drawSize>
<size>(3,3)</size> <shadowData>
<volume>(0.83, 0.3, 1.7)</volume>
</shadowData>
</graphicData>
<researchPrerequisites>
<li>Cryptosleep</li>
</researchPrerequisites>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<statBases> <statBases>
<MaxHitPoints>220</MaxHitPoints> <WorkToBuild>3200</WorkToBuild>
<Flammability>0.7</Flammability> <MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>15000</WorkToBuild> <Flammability>0.5</Flammability>
<Mass>100</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>0.996</ShootingAccuracyTurret>
</statBases> </statBases>
<tickerType>Normal</tickerType> <tickerType>Normal</tickerType>
<size>(1,2)</size>
<designationCategory>Misc</designationCategory>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(1,0,0)</interactionCellOffset>
<defaultPlacingRot>South</defaultPlacingRot>
<building>
<ai_chillDestination>false</ai_chillDestination>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<costList>
<Steel>180</Steel>
<Uranium>5</Uranium>
<ComponentIndustrial>4</ComponentIndustrial>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<comps> <comps>
<li Class="CompProperties_Explosive"> <li Class="CompProperties_Explosive">
<explosiveRadius>5.9</explosiveRadius> <explosiveRadius>2.66</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType> <explosiveDamageType>Flame</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li> </li>
<li Class="CompProperties_Refuelable"> <li Class="CompProperties_EmptyStateGraphic">
<fuelLabel>Shells Remaining</fuelLabel> <graphicData>
<fuelGizmoLabel>Shell</fuelGizmoLabel> <texPath>Things/Building/Ship/ShipCryptosleepCasketOpenDoor</texPath>
<fuelFilter> <graphicClass>Graphic_Multi</graphicClass>
<thingDefs> <drawSize>(1, 2)</drawSize>
<li>PN_Shell_HighExplosive</li> </graphicData>
</thingDefs>
</fuelFilter>
<fuelCapacity>5</fuelCapacity>
<initialFuelPercent>0</initialFuelPercent>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<fuelMultiplier>1</fuelMultiplier>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<outOfFuelMessage>Cannot shoot: No PnL shells</outOfFuelMessage>
<fuelIconPath>Things/Building/PN_shellfuel</fuelIconPath>
</li> </li>
</comps> </comps>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.5</fillPercent>
<hasTooltip>true</hasTooltip>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>50</costStuffCount>
<costList>
<Steel>250</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<specialDisplayRadius>29.9</specialDisplayRadius>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<building>
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>PN_Artillery_Turret</turretGunDef>
<turretBurstCooldownTime>10</turretBurstCooldownTime>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
</building>
<placeWorkers> <placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li> <li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers> </placeWorkers>
<researchPrerequisites> <inspectorTabs>
<li>PNRP_AutoArtillery</li> <li>ITab_ContentsCasket</li>
</researchPrerequisites> </inspectorTabs>
<uiIconScale>0.6</uiIconScale> <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
</ThingDef> <constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<ThingDef ParentName="PN_Artillery_Base">
<defName>PN_Artillery_Base_Brain</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_Brain>1</PN_Brain>
</costList>
</ThingDef>
<ThingDef ParentName="PN_Artillery_Base">
<defName>PN_Artillery_Base_Core</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_BrainCasing>1</PN_BrainCasing>
</costList>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Artillery_Turret</defName>
<label>PnL Auto Artillery Turret</label>
<description>...</description>
<graphicData>
<texPath>Things/Building/PN_Artillery_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<destroyOnDrop>true</destroyOnDrop>
<tradeability>None</tradeability>
<useHitPoints>false</useHitPoints>
<statBases>
<AccuracyTouch>0.20</AccuracyTouch>
<AccuracyShort>0.30</AccuracyShort>
<AccuracyMedium>0.40</AccuracyMedium>
<AccuracyLong>0.95</AccuracyLong>
<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
<DeteriorationRate>0</DeteriorationRate>
<Mass>40</Mass>
<Flammability>0</Flammability>
</statBases>
<weaponTags Inherit="False">
<li>Artillery</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<defaultProjectile>PN_Bullet_Shell_HighExplosive</defaultProjectile>
<warmupTime>5.0</warmupTime>
<forcedMissRadius>8</forcedMissRadius>
<requireLineOfSight>false</requireLineOfSight>
<minRange>29.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundCast>PNCannonSound</soundCast>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_Shell_HighExplosive</defName>
<label>PnL high-explosive shell</label>
<description>...</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<tickerType>Normal</tickerType>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<targetCountAdjustment>5</targetCountAdjustment>
<workSkill>Crafting</workSkill>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_Shell_HighExplosive</defName>
<label>high-explosive shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>100</speed>
<explosionRadius>3.9</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>--> </ThingDef>-->
</Defs> </Defs>