더미 데이터 삭제

This commit is contained in:
Cocopomel 2021-10-29 15:17:37 +09:00
parent 79e877f0f9
commit 4810f0c8cc
19 changed files with 95 additions and 1447 deletions

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@ -93,7 +93,7 @@
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_TriggerHappy</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
@ -141,7 +141,7 @@
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_TriggerHappy</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>

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@ -449,15 +449,6 @@
</styleSettings>
<thoughtSettings>
<replacerList>
<!--연료-->
<li>
<original>PN_Ateplusfuel_nopn</original>
<replacer>PN_Ateplusfuel_yespn</replacer>
</li>
<li>
<original>PN_Atepremiumfuel_nopn</original>
<replacer>PN_Atepremiumfuel_yespn</replacer>
</li>
<!--오토마톤사망실종-->
<li>
<original>PN_KnowColonyAutomatonDied</original>
@ -659,14 +650,14 @@
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedicalModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedicModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_TriggerHappyModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFireModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQCModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MinerModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_ArchitectModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_SkilledWorkerModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FarmerModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_ChefModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_NurseModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MiningModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_ConstructionModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CraftingModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_PlantsModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CookingModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_NursingModule</li>
</apparelList>
<whiteApparelList>

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@ -97,7 +97,7 @@
<!--난사광 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_TriggerHappyModule</li>
<li>PN_RapidFireModule</li>
</wearList>
<condition>
<orHediffDef>
@ -145,7 +145,7 @@
<!--광부 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_MinerModule</li>
<li>PN_MiningModule</li>
</wearList>
<condition>
<orHediffDef>
@ -169,7 +169,7 @@
<!--건축 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_ArchitectModule</li>
<li>PN_ConstructionModule</li>
</wearList>
<condition>
<orHediffDef>
@ -193,7 +193,7 @@
<!--제작 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_SkilledWorkerModule</li>
<li>PN_CraftingModule</li>
</wearList>
<condition>
<orHediffDef>
@ -217,7 +217,7 @@
<!--농부 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_FarmerModule</li>
<li>PN_PlantsModule</li>
</wearList>
<condition>
<orHediffDef>
@ -241,7 +241,7 @@
<!--셰프 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_ChefModule</li>
<li>PN_CookingModule</li>
</wearList>
<condition>
<orHediffDef>
@ -265,7 +265,7 @@
<!--간호 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_NurseModule</li>
<li>PN_NursingModule</li>
</wearList>
<condition>
<orHediffDef>

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@ -885,43 +885,6 @@
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--테스트-->
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory">
<defName>Paniel_test_Backstory</defName>
<title>Automaton Meister test</title>
<titleShort>Meister</titleShort>
<baseDescription>backstory</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>15</amount>
</li>
<li>
<defName>Construction</defName>
<amount>18</amount>
</li>
<li>
<defName>Mining</defName>
<amount>18</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>20</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_testStart</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Engineer</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 실험체 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">

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@ -202,274 +202,4 @@
</li>
</modExtensions>
</HediffDef>
<!--==================================== 플러스 연료 ====================================-->
<!--<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel_Plus</defName>
<label>PnL plus fuel</label>
<description>...</description>
<tickerType>Normal</tickerType>
<tradeability>None</tradeability>
<graphicData>
<texPath>Things/Drugs/Paniel_Fuel</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>100</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MarketValue>60</MarketValue>
<Mass>0.01</Mass>
</statBases>
<techLevel>Neolithic</techLevel>
<ingestible>
<foodType>Processed</foodType>
<baseIngestTicks>210</baseIngestTicks>
<ingestSound>Ingest_Drink</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Drink {0}</ingestCommandString>
<ingestReportString>Drinking {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>25</chairSearchRadius>
<drugCategory>Medical</drugCategory>
<tasteThought>PN_Ateplusfuel_nopn</tasteThought>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_ateFuel</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<chemical>PN_Chemical_Fuel</chemical>
<addictiveness>0.000000001</addictiveness>
<needLevelOffset>0.25</needLevelOffset>
<listOrder>1029</listOrder>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.037</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
<tradeTags Inherit="false">
</tradeTags>
<thingCategories Inherit="false">
<li>PN_Fuel</li>
</thingCategories>
</ThingDef>-->
<ThoughtDef>
<defName>PN_Ateplusfuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate PnL fuel</label>
<description>...</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_Ateplusfuel_yespn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate plus fuel</label>
<description>I ate a really tasty fuel. Yum!</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 프리미엄 연료 ====================================-->
<!--<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel_Premium</defName>
<label>PnL premium fuel</label>
<description>...</description>
<tickerType>Normal</tickerType>
<tradeability>None</tradeability>
<graphicData>
<texPath>Things/Drugs/Paniel_Fuel</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>100</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MarketValue>60</MarketValue>
<Mass>0.01</Mass>
</statBases>
<techLevel>Neolithic</techLevel>
<ingestible>
<foodType>Processed</foodType>
<baseIngestTicks>210</baseIngestTicks>
<ingestSound>Ingest_Drink</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Drink {0}</ingestCommandString>
<ingestReportString>Drinking {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>25</chairSearchRadius>
<drugCategory>Medical</drugCategory>
<tasteThought>PN_Atepremiumfuel_nopn</tasteThought>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_ateFuel</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<chemical>PN_Chemical_Fuel</chemical>
<addictiveness>0.000000001</addictiveness>
<needLevelOffset>0.25</needLevelOffset>
<listOrder>1030</listOrder>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.037</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
<tradeTags Inherit="false">
</tradeTags>
<thingCategories Inherit="false">
<li>PN_Fuel</li>
</thingCategories>
</ThingDef>-->
<ThoughtDef>
<defName>PN_Atepremiumfuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate PnL fuel</label>
<description>...</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_Atepremiumfuel_yespn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate premium fuel</label>
<description>That fuel was amazing. It provided energy to my body and my soul.</description>
<baseMoodEffect>12</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 연료 해독제 ====================================-->
<!--<ThingDef ParentName="DrugPillBase">
<defName>PN_Fuelantidote</defName>
<label>PnL fuel Antidote</label>
<description>...</description>
<tradeability>None</tradeability>
<graphicData>
<texPath>Things/Drugs/Paniel_Fuelantidote</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>100</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MarketValue>60</MarketValue>
<Mass>0.01</Mass>
</statBases>
<costList>
<MedicineIndustrial>1</MedicineIndustrial>
</costList>
<recipeMaker>
<workSpeedStat>DrugSynthesisSpeed</workSpeedStat>
<workSkill>Intellectual</workSkill>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<techLevel>Ultra</techLevel>
<ingestible>
<foodType>Processed</foodType>
<baseIngestTicks>30</baseIngestTicks>
<ingestSound>Ingest_Inject</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Inject {0}</ingestCommandString>
<ingestReportString>Injecting {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>0</chairSearchRadius>
<drugCategory>Medical</drugCategory>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_FuelAntidoteEffect</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1031</listOrder>
<overdoseSeverityOffset>0.08~0.14</overdoseSeverityOffset>
</li>
</comps>
<tradeTags Inherit="false">
</tradeTags>
</ThingDef>-->
<!--==================================== 연료 해독제 효과 ====================================-->
<!--<HediffDef>
<defName>PN_FuelAntidoteEffect</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Antidote Effect</label>
<labelNoun>Antidote Effect</labelNoun>
<description>...</description>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<li>PN_AutomatonFuel_Addiction</li>
</hediffToNullify>
<bodyDefBlackList>
<li>PanielBody</li>
</bodyDefBlackList>
<debug>false</debug>
</li>
</comps>
</HediffDef>-->
</Defs>

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@ -8,34 +8,6 @@
</FactionDef>
<!--스타트 팩션-->
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_testPlayerFaction</defName>
<label>PnL test site</label>
<description>This settlement is being used for PnL Industry's experiments.</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Paniel_testColonistPawn</basicMemberKind> <!--테스트용-->
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Industrial</techLevel>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
<playerInitialSettlementNameMaker>NamerInitialSettlementColony</playerInitialSettlementNameMaker>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<geneticVariance>1</geneticVariance>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_PlayerFaction</defName>
<label>Test Subject</label>

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@ -1,542 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--정식 런칭때 삭제 예정-->
<!--==================================== 동조율 ====================================-->
<HediffDef Abstract="True" Name="PanielSynchroBase">
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<!--끔찍-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Awful</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Awful</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Awful</defName>
<label>Automaton (awful)</label>
<description>This pawn is an automaton.\nAfter production, it was rated awful grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.30</offset>
</li>
</capMods>
<statOffsets>
<!--<ArmorRating_Sharp>0.24</ArmorRating_Sharp>
<ArmorRating_Blunt>0.048</ArmorRating_Blunt>
<ArmorRating_Heat>0.06</ArmorRating_Heat>-->
</statOffsets>
</li>
</stages>
</HediffDef>
<!--빈약-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Poor</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Poor</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Poor</defName>
<label>Automaton (poor)</label>
<description>This pawn is an automaton.\nAfter production, it was rated poor grade.</description>
<stages>
<li>
<capMods>
<!--<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>-->
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--평범-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Normal</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Normal</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Normal</defName>
<label>Automaton (normal)</label>
<description>This pawn is an automaton.\nAfter production, it was rated normal grade.</description>
<stages>
<li>
<capMods>
<!--<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>-->
<li>
<capacity>Moving</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.05</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Good</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Good</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Good</defName>
<label>Automaton (good)</label>
<description>This pawn is an automaton.\nAfter production, it was rated good grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<!--<IncomingDamageFactor>-0.05</IncomingDamageFactor>-->
</statOffsets>
</li>
</stages>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Excellent</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Excellent</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Excellent</defName>
<label>Automaton (excellent)</label>
<description>This pawn is an automaton.\nAfter production, it was rated excellent grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.20</offset>
</li>
</capMods>
<statOffsets>
<IncomingDamageFactor>-0.10</IncomingDamageFactor>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Masterwork</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Masterwork</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Masterwork</defName>
<label>Automaton (masterwork)</label>
<description>This pawn is an automaton.\nAfter production, it was rated masterwork grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.30</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
<IncomingDamageFactor>-0.20</IncomingDamageFactor>
</statOffsets>
<!--<statFactors>
<IncomingDamageFactor>0.10</IncomingDamageFactor>
</statFactors>-->
</li>
</stages>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PanielSynchroBase">
<defName>PN_Give_Legendary</defName>
<label>Automaton</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>Paniel_Synchro_Legendary</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Legendary</defName>
<label>Automaton (legendary)</label>
<description>This pawn is an automaton.\nAfter production, it was rated legendary grade.</description>
<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>
<statOffsets>
<MentalBreakThreshold>-0.08</MentalBreakThreshold>
<IncomingDamageFactor>-0.30</IncomingDamageFactor>
</statOffsets>
<!--<statFactors>
<IncomingDamageFactor>0.75</IncomingDamageFactor>
</statFactors>-->
</li>
</stages>
</HediffDef>
<!--==================================== 등급 버프 (정식 런칭때 삭제예정) ====================================-->
<HediffDef Abstract="True" Name="PN_Base_Implant" ParentName="AddedBodyPartBase">
<woundAnchorRange>0</woundAnchorRange>
<displayWound>true</displayWound>
<scenarioCanAdd>false</scenarioCanAdd>
<addedPartProps>
<solid>true</solid>
<partEfficiency>1.0</partEfficiency>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Base_Implant">
<defName>BaseGradeEye</defName>
<label>automaton eye (base)</label>
<labelNoun>a automaton eye</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Base_Implant">
<defName>BaseGradeEar</defName>
<label>automaton ear (base)</label>
<labelNoun>a automaton ear</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Base_Implant">
<defName>BaseGradeArm</defName>
<label>automaton arm (base)</label>
<labelNoun>a automaton arm</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Base_Implant">
<defName>BaseGradeLeg</defName>
<label>automaton leg (base)</label>
<labelNoun>a automaton leg</labelNoun>
<description>..</description>
</HediffDef>
<!--일반(노말/굿)-->
<HediffDef Abstract="True" Name="PN_Normal_Implant" ParentName="AddedBodyPartBase">
<woundAnchorRange>0</woundAnchorRange>
<displayWound>true</displayWound>
<scenarioCanAdd>false</scenarioCanAdd>
<addedPartProps>
<solid>true</solid>
<partEfficiency>1.10</partEfficiency>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Normal_Implant">
<defName>NormalGradeEye</defName>
<label>automaton eye (normal)</label>
<labelNoun>a automaton eye</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Normal_Implant">
<defName>NormalGradeEar</defName>
<label>automaton ear (normal)</label>
<labelNoun>a automaton ear</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Normal_Implant">
<defName>NormalGradeArm</defName>
<label>automaton arm (normal)</label>
<labelNoun>a automaton arm</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Normal_Implant">
<defName>NormalGradeLeg</defName>
<label>automaton leg (normal)</label>
<labelNoun>a automaton leg</labelNoun>
<description>..</description>
</HediffDef>
<!--노블(엑셀/마스터)-->
<HediffDef Abstract="True" Name="PN_Noble_Implant" ParentName="AddedBodyPartBase">
<woundAnchorRange>0</woundAnchorRange>
<displayWound>true</displayWound>
<scenarioCanAdd>false</scenarioCanAdd>
<addedPartProps>
<solid>true</solid>
<partEfficiency>1.25</partEfficiency>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Noble_Implant">
<defName>NobleGradeEye</defName>
<label>automaton eye (noble)</label>
<labelNoun>a automaton eye</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Noble_Implant">
<defName>NobleGradeEar</defName>
<label>automaton ear (noble)</label>
<labelNoun>a automaton ear</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Noble_Implant">
<defName>NobleGradeArm</defName>
<label>automaton arm (noble)</label>
<labelNoun>a automaton arm</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Noble_Implant">
<defName>NobleGradeLeg</defName>
<label>automaton leg (noble)</label>
<labelNoun>a automaton leg</labelNoun>
<description>..</description>
</HediffDef>
<!--로얄(레전더리)-->
<HediffDef Abstract="True" Name="PN_Royal_Implant" ParentName="AddedBodyPartBase">
<woundAnchorRange>0</woundAnchorRange>
<displayWound>true</displayWound>
<scenarioCanAdd>false</scenarioCanAdd>
<addedPartProps>
<partEfficiency>1.50</partEfficiency>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Royal_Implant">
<defName>RoyalGradeEye</defName>
<label>automaton eye (royal)</label>
<labelNoun>a automaton eye</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Royal_Implant">
<defName>RoyalGradeEar</defName>
<label>automaton ear (royal)</label>
<labelNoun>a automaton ear</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Royal_Implant">
<defName>RoyalGradeArm</defName>
<label>automaton arm (royal)</label>
<labelNoun>a automaton arm</labelNoun>
<description>..</description>
</HediffDef>
<HediffDef ParentName="PN_Royal_Implant">
<defName>RoyalGradeLeg</defName>
<label>automaton leg (royal)</label>
<labelNoun>a automaton leg</labelNoun>
<description>..</description>
</HediffDef>
</Defs>

View File

@ -94,37 +94,4 @@
</appliedOnFixedBodyParts>
<addsHediff>ArchotechLeg</addsHediff>
</RecipeDef>-->
<!--==================================== 일반 ====================================-->
<!-- Joywire -->
<!--<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>InstallJoywire</defName>
<label>install joywire</label>
<description>Install a joywire.</description>
<descriptionHyperlinks>
<ThingDef>Joywire</ThingDef>
<HediffDef>Joywire</HediffDef>
</descriptionHyperlinks>
<jobString>Installing joywire.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Joywire</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Joywire</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>Joywire</addsHediff>
</RecipeDef>-->
</Defs>

View File

@ -88,38 +88,4 @@
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>2</maxGenerationAge>
</PawnKindDef>
<!-- 테스트용 -->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_testColonistPawn</defName>
<label>Paniel colonist</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
</apparelRequired>
<apparelMoney>
<min>330</min>
<max>2000</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_testStart</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>2</maxGenerationAge>
</PawnKindDef>
</Defs>

View File

@ -70,112 +70,6 @@
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Good</defName>
<label>Paniel Randombox Good</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_Basic</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Excellent</defName>
<label>Paniel Randombox Excellent</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_Noble</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>0</apparelMoney>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_MasterworkA</defName>
<label>Paniel Randombox Masterwork</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_Noble</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_MasterworkB</defName>
<label>Paniel Randombox Masterwork</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_Royal</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Legendary</defName>
<label>Paniel Randombox Legendary</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Royal</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>-->
<!--가챠 특화 전투형-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind" Name="PanielSoldierBasePawnKind" Abstract="True">
<chemicalAddictionChance>0</chemicalAddictionChance>

View File

@ -76,174 +76,4 @@
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<!--==================================== 플러스 연료 ====================================-->
<!--<RecipeDef>
<defName>PN_Make_AutomatonPlusFuel</defName>
<label>make PNL plus fuel x4</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>1800</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Plus>4</PN_AutomatonFuel_Plus>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_AutomatonPlusFuel_bulk</defName>
<label>make PNL plus fuel x16</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>7200</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>32</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>32</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Plus>16</PN_AutomatonFuel_Plus>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>-->
<!--==================================== 프리미엄 연료 ====================================-->
<!--<RecipeDef>
<defName>PN_Make_AutomatonPremiumFuel</defName>
<label>make PNL premium fuel x4</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>3200</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Ambrosia</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Premium>4</PN_AutomatonFuel_Premium>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_AutomatonPremiumFuel_bulk</defName>
<label>make PNL premium fuel x16</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>12800</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>32</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>32</count>
</li>
<li>
<filter>
<thingDefs>
<li>Ambrosia</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Premium>16</PN_AutomatonFuel_Premium>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>-->
</Defs>

View File

@ -1,122 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ScenarioDef>
<defName>Paniel_testScenarios</defName>
<label>Paniel test</label>
<description>test</description>
<scenario>
<summary>개발 테스트용 시나리오</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>Paniel_testPlayerFaction</factionDef>
</playerFaction>
<parts>
<!-- Config pages -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>6</pawnChoiceCount>
</li>
<!-- Player starting stuff spawn method-->
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>test</text>
<closeSound>GameStartSting</closeSound>
</li>
<!-- test item -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_BrainCasing</thingDef>
<count>10</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>AIPersonaCore</thingDef>
<count>10</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Plasteel</thingDef>
<count>750</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Steel</thingDef>
<count>750</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Leather_Automaton</thingDef>
<count>200</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Chemfuel</thingDef>
<count>200</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>ComponentIndustrial</thingDef>
<count>200</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>ComponentSpacer</thingDef>
<count>200</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MealSurvivalPack</thingDef>
<count>30</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_AutomatonFuel</thingDef>
<count>30</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Fueldrumcan</thingDef>
<count>75</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Shell_HE</thingDef>
<count>75</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Shell_AP</thingDef>
<count>75</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Shell_CI</thingDef>
<count>75</count>
</li>
</parts>
</scenario>
</ScenarioDef>
</Defs>

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<PN_TriggerHappyAbility.label>신속 사격</PN_TriggerHappyAbility.label>
<PN_TriggerHappyAbility.description>이 능력을 사용하면 신속하게 사격할 수 있습니다. 그러나 명중률이 낮아집니다.</PN_TriggerHappyAbility.description>
<PN_RapidFireAbility.label>신속 사격</PN_RapidFireAbility.label>
<PN_RapidFireAbility.description>이 능력을 사용하면 신속하게 사격할 수 있습니다. 그러나 명중률이 낮아집니다.</PN_RapidFireAbility.description>
<PN_CQCAbility.label>근접전 모드</PN_CQCAbility.label>
<PN_CQCAbility.description>이 능력을 사용하면 근접전 능력이 향상됩니다. 그러나 명중률이 낮아집니다.</PN_CQCAbility.description>
<PN_OfficerCommandAbility.label>장교 지휘</PN_OfficerCommandAbility.label>

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@ -102,11 +102,11 @@
<PN_EMPShock.label>EMP 충격</PN_EMPShock.label>
<PN_EMPShock.labelNoun>EMP 충격</PN_EMPShock.labelNoun>
<PN_EMPShock.description>오토마톤이 EMP에 피격된 효과.</PN_EMPShock.description>
<PN_TriggerHappy.label>모듈 작동 (신속 사격)</PN_TriggerHappy.label>
<PN_TriggerHappy.description>신속 사격 능력을 사용하여 생성된 상태</PN_TriggerHappy.description>
<PN_TriggerHappyOverload.label>모듈 과부화</PN_TriggerHappyOverload.label>
<PN_TriggerHappyOverload.labelNoun>모듈 과부화</PN_TriggerHappyOverload.labelNoun>
<PN_TriggerHappyOverload.description>모듈 과부화</PN_TriggerHappyOverload.description>
<PN_RapidFire.label>모듈 작동 (신속 사격)</PN_RapidFire.label>
<PN_RapidFire.description>신속 사격 능력을 사용하여 생성된 상태</PN_RapidFire.description>
<PN_RapidFireOverload.label>모듈 과부화</PN_RapidFireOverload.label>
<PN_RapidFireOverload.labelNoun>모듈 과부화</PN_RapidFireOverload.labelNoun>
<PN_RapidFireOverload.description>모듈 과부화</PN_RapidFireOverload.description>
<PN_CQC.label>모듈 작동 (근접전)</PN_CQC.label>
<PN_CQC.description>근접전 능력을 사용하여 생성된 상태</PN_CQC.description>
<PN_CQCOverload.label>모듈 과부화</PN_CQCOverload.label>
@ -137,22 +137,22 @@
<PN_StimPackSideEffect.stages.0.label>극심함</PN_StimPackSideEffect.stages.0.label>
<PN_StimPackSideEffect.stages.1.label>진행중</PN_StimPackSideEffect.stages.1.label>
<PN_StimPackSideEffect.stages.2.label>사소함</PN_StimPackSideEffect.stages.2.label>
<PN_TriggerHappyModuleHediff.label>신속 사격 모듈</PN_TriggerHappyModuleHediff.label>
<PN_TriggerHappyModuleHediff.description>신속 사격 모듈을 착용해 생성된 상태.</PN_TriggerHappyModuleHediff.description>
<PN_RapidFireModuleHediff.label>신속 사격 모듈</PN_RapidFireModuleHediff.label>
<PN_RapidFireModuleHediff.description>신속 사격 모듈을 착용해 생성된 상태.</PN_RapidFireModuleHediff.description>
<PN_CQCModuleHediff.label>근접전 모듈</PN_CQCModuleHediff.label>
<PN_CQCModuleHediff.description>근접전 모듈을 착용해 생성된 상태.</PN_CQCModuleHediff.description>
<PN_MinerModuleHediff.label>채굴 모듈</PN_MinerModuleHediff.label>
<PN_MinerModuleHediff.description>채굴 모듈을 착용해 생성된 상태.</PN_MinerModuleHediff.description>
<PN_ArchitectModuleHediff.label>건축 모듈</PN_ArchitectModuleHediff.label>
<PN_ArchitectModuleHediff.description>건축 모듈을 착용해 생성된 상태.</PN_ArchitectModuleHediff.description>
<PN_SkilledWorkerModuleHediff.label>제작 모듈</PN_SkilledWorkerModuleHediff.label>
<PN_SkilledWorkerModuleHediff.description>제작 모듈을 착용해 생성된 상태.</PN_SkilledWorkerModuleHediff.description>
<PN_FarmerModuleHediff.label>농업 모듈</PN_FarmerModuleHediff.label>
<PN_FarmerModuleHediff.description>농업 모듈을 착용해 생성된 상태.</PN_FarmerModuleHediff.description>
<PN_ChefModuleHediff.label>요리 모듈</PN_ChefModuleHediff.label>
<PN_ChefModuleHediff.description>요리 모듈을 착용해 생성된 상태.</PN_ChefModuleHediff.description>
<PN_NurseModuleHediff.label>간호 모듈</PN_NurseModuleHediff.label>
<PN_NurseModuleHediff.description>간호 모듈을 착용해 생성된 상태.</PN_NurseModuleHediff.description>
<PN_MiningModuleHediff.label>채굴 모듈</PN_MiningModuleHediff.label>
<PN_MiningModuleHediff.description>채굴 모듈을 착용해 생성된 상태.</PN_MiningModuleHediff.description>
<PN_ConstructionModuleHediff.label>건축 모듈</PN_ConstructionModuleHediff.label>
<PN_ConstructionModuleHediff.description>건축 모듈을 착용해 생성된 상태.</PN_ConstructionModuleHediff.description>
<PN_CraftingModuleHediff.label>제작 모듈</PN_CraftingModuleHediff.label>
<PN_CraftingModuleHediff.description>제작 모듈을 착용해 생성된 상태.</PN_CraftingModuleHediff.description>
<PN_PlantsModuleHediff.label>농업 모듈</PN_PlantsModuleHediff.label>
<PN_PlantsModuleHediff.description>농업 모듈을 착용해 생성된 상태.</PN_PlantsModuleHediff.description>
<PN_CookingModuleHediff.label>요리 모듈</PN_CookingModuleHediff.label>
<PN_CookingModuleHediff.description>요리 모듈을 착용해 생성된 상태.</PN_CookingModuleHediff.description>
<PN_NursingModuleHediff.label>간호 모듈</PN_NursingModuleHediff.label>
<PN_NursingModuleHediff.description>간호 모듈을 착용해 생성된 상태.</PN_NursingModuleHediff.description>
<PN_OfficerModuleHediff.label>장교 모듈</PN_OfficerModuleHediff.label>
<PN_OfficerModuleHediff.description>장교 모듈을 착용해 생성된 상태.</PN_OfficerModuleHediff.description>
<PN_MeisterModuleHediff.label>마이스터 모듈</PN_MeisterModuleHediff.label>

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@ -2,7 +2,6 @@
<LanguageData>
<Paniel_ColonistPawn.label>오토마톤 정착민</Paniel_ColonistPawn.label>
<Paniel_Testsubject.label>오토마톤 실험체</Paniel_Testsubject.label>
<Paniel_testColonistPawn.label>오토마톤 정착민</Paniel_testColonistPawn.label>
<Paniel_Randombox_Awful.label>오토마톤 실패작 (끔찍)</Paniel_Randombox_Awful.label>
<Paniel_Randombox_Poor.label>오토마톤 실패작 (빈약)</Paniel_Randombox_Poor.label>
<Paniel_Randombox_Normal.label>오토마톤 (평범)</Paniel_Randombox_Normal.label>

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@ -195,22 +195,22 @@
<PN_Chainsword_Bladelink.tools.0.label>손잡이</PN_Chainsword_Bladelink.tools.0.label>
<PN_Chainsword_Bladelink.tools.1.label>칼끝</PN_Chainsword_Bladelink.tools.1.label>
<PN_Chainsword_Bladelink.tools.2.label>칼날</PN_Chainsword_Bladelink.tools.2.label>
<PN_TriggerHappyModule.label>신속 사격 모듈</PN_TriggerHappyModule.label>
<PN_TriggerHappyModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n전투 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 신속 사격 능력을 사용할 수 있습니다.</PN_TriggerHappyModule.description>
<PN_RapidFireModule.label>신속 사격 모듈</PN_RapidFireModule.label>
<PN_RapidFireModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n전투 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 신속 사격 능력을 사용할 수 있습니다.</PN_RapidFireModule.description>
<PN_CQCModule.label>근접전 모듈</PN_CQCModule.label>
<PN_CQCModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n전투 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 근접전 모드 능력을 사용할 수 있습니다.</PN_CQCModule.description>
<PN_MinerModule.label>채굴 모듈</PN_MinerModule.label>
<PN_MinerModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n제작 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 채굴 능력이 향상됩니다.</PN_MinerModule.description>
<PN_ArchitectModule.label>건축 모듈</PN_ArchitectModule.label>
<PN_ArchitectModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n제작 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 건설 능력이 향상됩니다.</PN_ArchitectModule.description>
<PN_SkilledWorkerModule.label>제작 모듈</PN_SkilledWorkerModule.label>
<PN_SkilledWorkerModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n제작 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 제작 능력이 향상됩니다.</PN_SkilledWorkerModule.description>
<PN_FarmerModule.label>농업 모듈</PN_FarmerModule.label>
<PN_FarmerModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n가정 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 농업 능력이 향상됩니다.</PN_FarmerModule.description>
<PN_ChefModule.label>요리 모듈</PN_ChefModule.label>
<PN_ChefModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n가정 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 요리 능력이 향상됩니다.</PN_ChefModule.description>
<PN_NurseModule.label>간호 모듈</PN_NurseModule.label>
<PN_NurseModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n가정 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 간호 능력이 향상됩니다.</PN_NurseModule.description>
<PN_MiningModule.label>채굴 모듈</PN_MiningModule.label>
<PN_MiningModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n제작 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 채굴 능력이 향상됩니다.</PN_MiningModule.description>
<PN_ConstructionModule.label>건축 모듈</PN_ConstructionModule.label>
<PN_ConstructionModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n제작 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 건설 능력이 향상됩니다.</PN_ConstructionModule.description>
<PN_CraftingModule.label>제작 모듈</PN_CraftingModule.label>
<PN_CraftingModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n제작 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 제작 능력이 향상됩니다.</PN_CraftingModule.description>
<PN_PlantsModule.label>농업 모듈</PN_PlantsModule.label>
<PN_PlantsModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n가정 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 농업 능력이 향상됩니다.</PN_PlantsModule.description>
<PN_CookingModule.label>요리 모듈</PN_CookingModule.label>
<PN_CookingModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n가정 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 요리 능력이 향상됩니다.</PN_CookingModule.description>
<PN_NursingModule.label>간호 모듈</PN_NursingModule.label>
<PN_NursingModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n가정 모델 (전설), (걸작), (완벽)\n\n이 모듈을 착용하면 간호 능력이 향상됩니다.</PN_NursingModule.description>
<PN_OfficerModule.label>장교 모듈</PN_OfficerModule.label>
<PN_OfficerModule.description>[주의]\n이 모듈은 호환되는 오토마톤만 설치 가능합니다.\n또한 모듈 시스템이 안정되어 있어야 합니다.\n\n[호환 모델 리스트]\n\n전투 모델 (전설)\n\n이 모듈을 착용하면 장교 지휘 능력을 사용할 수 있습니다.</PN_OfficerModule.description>
<PN_MeisterModule.label>마이스터 모듈</PN_MeisterModule.label>

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@ -7,7 +7,7 @@
<!--==================================== 난사광 모듈 ====================================-->
<AbilityDef>
<defName>PN_TriggerHappyAbility</defName>
<defName>PN_RapidFireAbility</defName>
<label>rapid fire</label>
<description>This ability allows users to shoot quickly, but lowers the shooting accuracy.</description>
<jobDef>CastAbilityOnThing</jobDef>
@ -44,7 +44,7 @@
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_TriggerHappy</hediffDef>
<hediffDef>PN_RapidFire</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>

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@ -14,7 +14,7 @@
<!--==================================== 난사광 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_TriggerHappy</defName>
<defName>PN_RapidFire</defName>
<label>module active (rapid fire)</label>
<description>The hediff created by activating rapid fire ability.</description>
<hediffClass>HediffWithComps</hediffClass>
@ -35,7 +35,7 @@
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_TriggerHappyOverload</li>
<li>PN_RapidFireOverload</li>
</triggeredHediff>
</li>
</comps>
@ -43,7 +43,7 @@
</HediffDef>
<HediffDef>
<defName>PN_TriggerHappyOverload</defName>
<defName>PN_RapidFireOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>

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@ -3,13 +3,13 @@
<!--==================================== 난사광 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_TriggerHappyModule</defName>
<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>PN_TriggerHappyAbility</AbilityDef>
<HediffDef>PN_TriggerHappy</HediffDef>
<HediffDef>PN_TriggerHappyModuleHediff</HediffDef>
<AbilityDef>PN_RapidFireAbility</AbilityDef>
<HediffDef>PN_RapidFire</HediffDef>
<HediffDef>PN_RapidFireModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -30,18 +30,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_TriggerHappyModuleHediff</hediff>
<hediff>PN_RapidFireModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_TriggerHappyModuleHediff</defName>
<defName>PN_RapidFireModuleHediff</defName>
<label>rapid fire module</label>
<description>The hediff created by installing rapid fire module.</description>
<descriptionHyperlinks>
<ThingDef>PN_TriggerHappyModule</ThingDef>
<ThingDef>PN_RapidFireModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
@ -53,7 +53,7 @@
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_TriggerHappyAbility</abilityDef>
<abilityDef>PN_RapidFireAbility</abilityDef>
</li>
</comps>
</HediffDef>
@ -118,11 +118,11 @@
<!--==================================== 채굴 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_MinerModule</defName>
<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_MinerModuleHediff</HediffDef>
<HediffDef>PN_MiningModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -143,18 +143,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MinerModuleHediff</hediff>
<hediff>PN_MiningModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_MinerModuleHediff</defName>
<defName>PN_MiningModuleHediff</defName>
<label>mining module</label>
<description>The hediff created by installing mining module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MinerModule</ThingDef>
<ThingDef>PN_MiningModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
@ -174,11 +174,11 @@
<!--==================================== 건설 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ArchitectModule</defName>
<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_ArchitectModuleHediff</HediffDef>
<HediffDef>PN_ConstructionModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -199,18 +199,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ArchitectModuleHediff</hediff>
<hediff>PN_ConstructionModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ArchitectModuleHediff</defName>
<defName>PN_ConstructionModuleHediff</defName>
<label>construction module</label>
<description>The hediff created by installing construction module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ArchitectModule</ThingDef>
<ThingDef>PN_ConstructionModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
@ -230,11 +230,11 @@
<!--==================================== 제작 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_SkilledWorkerModule</defName>
<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_SkilledWorkerModuleHediff</HediffDef>
<HediffDef>PN_CraftingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -255,18 +255,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_SkilledWorkerModuleHediff</hediff>
<hediff>PN_CraftingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_SkilledWorkerModuleHediff</defName>
<defName>PN_CraftingModuleHediff</defName>
<label>crafting module</label>
<description>The hediff created by installing crafting module.</description>
<descriptionHyperlinks>
<ThingDef>PN_SkilledWorkerModule</ThingDef>
<ThingDef>PN_CraftingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
@ -286,11 +286,11 @@
<!--==================================== 농부 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_FarmerModule</defName>
<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_FarmerModuleHediff</HediffDef>
<HediffDef>PN_PlantsModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -311,18 +311,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_FarmerModuleHediff</hediff>
<hediff>PN_PlantsModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_FarmerModuleHediff</defName>
<defName>PN_PlantsModuleHediff</defName>
<label>plants module</label>
<description>The hediff created by installing plants module.</description>
<descriptionHyperlinks>
<ThingDef>PN_FarmerModule</ThingDef>
<ThingDef>PN_PlantsModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
@ -342,11 +342,11 @@
<!--==================================== 셰프 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ChefModule</defName>
<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_ChefModuleHediff</HediffDef>
<HediffDef>PN_CookingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -367,18 +367,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ChefModuleHediff</hediff>
<hediff>PN_CookingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ChefModuleHediff</defName>
<defName>PN_CookingModuleHediff</defName>
<label>cooking module</label>
<description>The hediff created by installing cooking module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ChefModule</ThingDef>
<ThingDef>PN_CookingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
@ -398,11 +398,11 @@
<!--==================================== 간호 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_NurseModule</defName>
<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_NurseModuleHediff</HediffDef>
<HediffDef>PN_NursingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
@ -423,18 +423,18 @@
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_NurseModuleHediff</hediff>
<hediff>PN_NursingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_NurseModuleHediff</defName>
<defName>PN_NursingModuleHediff</defName>
<label>nursing module</label>
<description>The hediff created by installing nursing module.</description>
<descriptionHyperlinks>
<ThingDef>PN_NurseModule</ThingDef>
<ThingDef>PN_NursingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>