1.2 삭제

This commit is contained in:
Cocopomel 2021-09-12 01:38:52 +09:00
parent e911e53055
commit 537fb02188
54 changed files with 0 additions and 11349 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Awful</defName>
<quality>Awful</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Randombox_Awful</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Randombox_Awful</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Randombox_Awful</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(100,25)</li>
<li>(125,0)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Poor</defName>
<quality>Poor</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Randombox_Poor</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Randombox_Poor</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Randombox_Poor</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(100,100)</li>
<li>(200,0)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Normal</defName>
<quality>Normal</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Normal</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Normal</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Normal</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(100,200)</li>
<li>(250,50)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Good</defName>
<quality>Good</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Good</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Good</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Good</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(180,0)</li>
<li>(900,720)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Excellent</defName>
<quality>Excellent</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Excellent</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Excellent</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Excellent</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(250,0)</li>
<li>(900,650)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Masterwork</defName>
<quality>Masterwork</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Masterwork</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Masterwork</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Masterwork</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(350,0)</li>
<li>(900,550)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Legendary</defName>
<quality>Legendary</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Legendary</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Legendary</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Legendary</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(500,0)</li>
<li>(900,400)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataRace.AutomataRaceSettings>
<defName>Paniel_Race</defName>
<needBlacklists> <!--Need def-->
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
</needBlacklists> <!--false 가 적용 / true 가 꺼짐-->
<socialActivated>true</socialActivated>
<skillDecayActivated>false</skillDecayActivated>
<infectionActivated>false</infectionActivated>
<medicineTendable>false</medicineTendable>
<deadThoughtOverrides>
<li>
<source>KnowColonistDied</source>
<overwrite>PN_KnowColonyAutomatonDied</overwrite>
</li>
<li>
<source>PawnWithGoodOpinionDied</source>
<overwrite>PN_AutomatonWithGoodOpinionDied</overwrite>
</li>
<li>
<source>PawnWithBadOpinionDied</source>
<overwrite>PN_AutomatonWithBadOpinionDied</overwrite>
</li>
<li>
<source>ColonistLost</source>
<overwrite>PN_ColonyAutomatonLost</overwrite>
</li>
<li>
<source>PawnWithGoodOpinionLost</source>
<overwrite>PN_AutomatonWithGoodOpinionLost</overwrite>
</li>
<li>
<source>PawnWithBadOpinionLost</source>
<overwrite>PN_AutomatonWithBadOpinionLost</overwrite>
</li>
<li>
<source>WitnessedDeathAlly</source>
<overwrite>PN_WitnessedDestroyedAlly</overwrite>
</li>
<li>
<source>WitnessedDeathNonAlly</source>
</li>
<li>
<source>ColonistBanished</source>
</li>
<li>
<source>ColonistBanishedToDie</source>
</li>
<li>
<source>PrisonerBanishedToDie</source>
</li>
</deadThoughtOverrides>
<conflictingPassions>
<li>Shooting</li>
<li>Melee</li>
<li>Construction</li>
<li>Mining</li>
<li>Cooking</li>
<li>Plants</li>
<li>Animals</li>
<li>Crafting</li>
<li>Artistic</li>
<li>Medicine</li>
<li>Social</li>
<li>Intellectual</li>
</conflictingPassions>
<defaultFaction>PN_indistryFaction</defaultFaction>
</AutomataRace.AutomataRaceSettings>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataRace.AutomataSpecializationDef>
<defName>PN_Specialization_Combat</defName>
<uiIconPath>UI/Icons/Combat</uiIconPath>
<tooltip>specialized combat.</tooltip>
<recipeDefLabel>make combat automaton</recipeDefLabel>
<packagedDefLabel>packaged combat automaton</packagedDefLabel>
</AutomataRace.AutomataSpecializationDef>
<AutomataRace.AutomataSpecializationDef>
<defName>PN_Specialization_Engineer</defName>
<uiIconPath>UI/Icons/Engineer</uiIconPath>
<tooltip>specialized engineering.</tooltip>
<recipeDefLabel>make engineer automaton</recipeDefLabel>
<packagedDefLabel>packaged engineer automaton</packagedDefLabel>
</AutomataRace.AutomataSpecializationDef>
<AutomataRace.AutomataSpecializationDef>
<defName>PN_Specialization_Domestic</defName>
<tooltip>specialized housework.</tooltip>
<uiIconPath>UI/Icons/Domestic</uiIconPath>
<recipeDefLabel>make domestic automaton</recipeDefLabel>
<packagedDefLabel>packaged domestic automaton</packagedDefLabel>
</AutomataRace.AutomataSpecializationDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyDef>
<defName>PanielBody</defName>
<label>Automaton</label>
<corePart>
<!--몸통-->
<def>PNTorso</def>
<customLabel>torso case</customLabel>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>PNRibcage</def>
<customLabel>ribcage frame</customLabel>
<coverage>0.036</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSternum</def>
<customLabel>sternum frame</customLabel>
<coverage>0.015</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNPelvis</def>
<customLabel>pelvis frame</customLabel>
<coverage>0.025</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSpine</def>
<customLabel>spine frame</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNTail</def>
<customLabel>tail</customLabel>
<coverage>0.017</coverage>
<height>Bottom</height>
<groups>
<li>Torso</li>
</groups>
</li>
<!--장기-->
<li>
<def>PNStomach</def>
<customLabel>energy absorbing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNCore</def>
<customLabel>engine core</customLabel>
<coverage>0.020</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>left breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>right breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>left oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>right oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLiver</def>
<customLabel>water filter</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!--머리-->
<li>
<def>PNNeck</def>
<customLabel>neck</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>PNHead</def>
<customLabel>head case</customLabel>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>PNSkull</def>
<customLabel>skull frame</customLabel>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>PNBrain</def>
<customLabel>brain core</customLabel>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>PNEye</def>
<customLabel>left sight sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>PNEye</def>
<customLabel>right sight sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>PNEar</def>
<customLabel>left hearing sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNEar</def>
<customLabel>right hearing sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNNose</def>
<customLabel>olfactory sensor</customLabel>
<coverage>0.10</coverage>
<groups>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNJaw</def>
<customLabel>jaw</customLabel>
<coverage>0.15</coverage>
<groups>
<li>Teeth</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<!--왼팔-->
<def>PNShoulder</def>
<customLabel>left shoulder</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<li>
<def>PNClavicle</def>
<customLabel>left clavicle frame</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNArm</def>
<customLabel>left arm</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>PNHumerus</def>
<customLabel>left humerus frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNRadius</def>
<customLabel>left radius frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNHand</def>
<customLabel>left hand</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>PNFinger</def>
<customLabel>left pinky</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left ring finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left middle finger</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
<li>MiddleFingers</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left index finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left thumb</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<!--오른팔-->
<def>PNShoulder</def>
<customLabel>right shoulder</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<li>
<def>PNClavicle</def>
<customLabel>right clavicle frame</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNArm</def>
<customLabel>right arm</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>PNHumerus</def>
<customLabel>right humerus frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNRadius</def>
<customLabel>right radius frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNHand</def>
<customLabel>right hand</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>PNFinger</def>
<customLabel>right pinky</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right ring finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right middle finger</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
<li>MiddleFingers</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right index finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right thumb</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>PNWaist</def>
<customLabel>waist</customLabel>
<coverage>0</coverage>
<height>Bottom</height>
<groups>
<li>Waist</li>
</groups>
</li>
<li>
<!--왼다리-->
<def>PNLeg</def>
<customLabel>left leg</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<li>
<def>PNFemur</def>
<customLabel>left femur frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNTibia</def>
<customLabel>left tibia frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNFoot</def>
<customLabel>left foot</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>PNToe</def>
<customLabel>left little toe</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left fourth toe</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left middle toe</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left second toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left big toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<!--오른다리-->
<li>
<def>PNLeg</def>
<customLabel>right leg</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<li>
<def>PNFemur</def>
<customLabel>right femur frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNTibia</def>
<customLabel>right tibia frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNFoot</def>
<customLabel>right foot</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>PNToe</def>
<customLabel>right little toe</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right fourth toe</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right middle toe</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right second toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right big toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--몸통-->
<BodyPartDef>
<defName>PNTorso</defName>
<label>torso case</label>
<hitPoints>40</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef>
<defName>PNRibcage</defName>
<label>ribcage frame</label>
<hitPoints>30</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSourceCage</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>PNSternum</defName>
<label>sternum frame</label>
<hitPoints>20</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSourceCage</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>PNPelvis</defName>
<label>pelvis frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>Pelvis</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>PNSpine</defName>
<label>spine frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>6</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<canSuggestAmputation>false</canSuggestAmputation>
<tags>
<li>Spine</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNTail</defName>
<label>tail</label>
<hitPoints>30</hitPoints>
<frostbiteVulnerability>3</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<canSuggestAmputation>true</canSuggestAmputation>
</BodyPartDef>
<!--장기-->
<BodyPartDef>
<defName>PNStomach</defName>
<label>energy absorbing part</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>MetabolismSource</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNCore</defName>
<label>engine core</label>
<hitPoints>15</hitPoints>
<bleedRate>5</bleedRate>
<skinCovered>false</skinCovered>
<tags>
<li>BloodPumpingSource</li>
</tags>
<spawnThingOnRemoved>Heart</spawnThingOnRemoved>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef>
<defName>PNLung</defName>
<label>breathing part</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BreathingSource</li>
</tags>
<spawnThingOnRemoved>Lung</spawnThingOnRemoved>
</BodyPartDef>
<BodyPartDef>
<defName>PNKidney</defName>
<label>oil filter</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationKidney</li>
</tags>
<spawnThingOnRemoved>Kidney</spawnThingOnRemoved>
</BodyPartDef>
<BodyPartDef>
<defName>PNLiver</defName>
<label>water filter</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationLiver</li>
<li>MetabolismSource</li>
</tags>
<spawnThingOnRemoved>Liver</spawnThingOnRemoved>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<!--머리-->
<BodyPartDef>
<defName>PNNeck</defName>
<label>neck</label>
<hitPoints>25</hitPoints>
<bleedRate>4</bleedRate>
<skinCovered>true</skinCovered>
<tags>
<li>BreathingPathway</li>
<li>EatingPathway</li>
<li>TalkingPathway</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef>
<defName>PNHead</defName>
<label>head case</label>
<hitPoints>25</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>2</bleedRate>
</BodyPartDef>
<BodyPartDef>
<defName>PNSkull</defName>
<label>skull frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>PNBrain</defName>
<label>brain core</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>9999999</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<tags>
<li>ConsciousnessSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef>
<defName>PNEye</defName>
<label>sight sensor</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>15</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<socketed>true</socketed>
<beautyRelated>true</beautyRelated>
<tags>
<li>SightSource</li>
</tags>
<hitChanceFactors>
<li>
<key>Blunt</key>
<value>0</value>
</li>
</hitChanceFactors>
</BodyPartDef>
<BodyPartDef>
<defName>PNEar</defName>
<label>hearing sensor</label>
<hitPoints>12</hitPoints>
<frostbiteVulnerability>5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<tags>
<li>HearingSource</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNNose</defName>
<label>olfactory sensor</label>
<hitPoints>10</hitPoints>
<frostbiteVulnerability>5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<solid>true</solid>
<bleedRate>0</bleedRate>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
</BodyPartDef>
<BodyPartDef>
<defName>PNJaw</defName>
<label>jaw</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>2</frostbiteVulnerability>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<beautyRelated>true</beautyRelated>
<bleedRate>0</bleedRate>
<tags>
<li>EatingSource</li>
<li>TalkingSource</li>
</tags>
</BodyPartDef>
<!---->
<BodyPartDef>
<defName>PNShoulder</defName>
<label>shoulder</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNClavicle</defName>
<label>clavicle frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>PNArm</defName>
<label>arm</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNHumerus</defName>
<label>humerus frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNRadius</defName>
<label>radius frame</label>
<hitPoints>20</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNHand</defName>
<label>hand</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNFinger</defName>
<label>finger</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>8</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbDigit</li>
</tags>
</BodyPartDef>
<!--다리-->
<BodyPartDef>
<defName>PNWaist</defName>
<label>utility slot</label>
<conceptual>true</conceptual>
</BodyPartDef>
<BodyPartDef>
<defName>PNLeg</defName>
<label>leg</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNFemur</defName>
<label>femur frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNTibia</defName>
<label>tibia frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNFoot</defName>
<label>foot</label>
<hitPoints>25</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNToe</defName>
<label>toe</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>10</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbDigit</li>
</tags>
</BodyPartDef>
</Defs>

View File

@ -1,190 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 항생제 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_antibiotics</defName>
<label>PnL antibiotics</label>
<description>...</description>
<tradeability>None</tradeability>
<graphicData>
<texPath>Things/Item/PNAntibiotics</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<stackLimit>100</stackLimit>
<rotatable>false</rotatable>
<statBases>
<WorkToMake>600</WorkToMake>
<MarketValue>18</MarketValue>
<Mass>0.005</Mass>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<Neutroamine>2</Neutroamine>
<PsychoidLeaves>4</PsychoidLeaves>
</costList>
<techLevel>Industrial</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_AB_Bridge</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1034</listOrder>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
<tradeTags Inherit="false">
</tradeTags>
<recipeMaker>
<workSpeedStat>DrugSynthesisSpeed</workSpeedStat>
<workSkill>Intellectual</workSkill>
<effectWorking>Cook</effectWorking>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<soundWorking>Recipe_Drug</soundWorking>
</recipeMaker>
</ThingDef>
<!--==================================== 항생제 효과 ====================================-->
<HediffDef>
<defName>PN_AB_Bridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>de-hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<li>
<hediff>PN_ateFuel</hediff>
</li>
<li>
<hediff>PN_AB_EffectBridge</hediff>
</li>
</hediffAndBodypart>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_AB_EffectBridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>de-hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>PN_AB_Effect</hediffToApply>
<bodyDefWhiteList>
<li>PanielBody</li>
</bodyDefWhiteList>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="DiseaseBase">
<defName>PN_AB_Effect</defName>
<label>automaton antibiotics</label>
<description>...</description>
<scenarioCanAdd>false</scenarioCanAdd>
<initialSeverity>1</initialSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1</severityPerDay>
</li>
</comps>
<stages>
<li>
<label>fading</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.9</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>1.5</ImmunityGainSpeed>
</statOffsets>
</li>
<li>
<label>active</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.9</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>3</ImmunityGainSpeed>
</statOffsets>
</li>
<li>
<label>injected</label>
<minSeverity>0.8</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.9</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>1</ImmunityGainSpeed>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -1,442 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_Fuel</defName>
<label>Automaton Fuel</label>
<parent>Drugs</parent>
</ThingCategoryDef>
<!--==================================== 오토마톤 연료 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel</defName>
<label>PnL fuel</label>
<description>...</description>
<tickerType>Normal</tickerType>
<tradeability>None</tradeability>
<graphicData>
<texPath>Things/Item/PNFuel</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<uiIconForStackCount>1</uiIconForStackCount>
<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>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_ateFuel</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
<tasteThought>PN_Atefuel_nopn</tasteThought>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<chemical>PN_Chemical_Fuel</chemical>
<addictiveness>0.000000001</addictiveness>
<needLevelOffset>0.25</needLevelOffset>
<listOrder>1028</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_Atefuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate PnL fuel</label>
<description>...</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 오토마톤 연료 효과 ====================================-->
<HediffDef>
<defName>PN_ateFuel</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Ate automaton fuel</label>
<labelNoun>Ate Automaton Fuel</labelNoun>
<description>...</description>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<li>
<hediff>PsychiteAddiction</hediff>
</li>
<li>
<hediff>FoodPoisoning</hediff>
</li>
<li>
<hediff>DrugOverdose</hediff>
</li>
</hediffAndBodypart>
<bodyDefBlackList>
<li>PanielBody</li>
</bodyDefBlackList>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<ChemicalDef>
<defName>PN_Chemical_Fuel</defName>
<label>Automaton Fuel</label>
<addictionHediff>PN_AutomatonFuel_Addiction</addictionHediff>
<canBinge>false</canBinge>
<onGeneratedAddictedToleranceChance>0</onGeneratedAddictedToleranceChance>
</ChemicalDef>
<HediffDef ParentName="AddictionBase">
<defName>PN_AutomatonFuel_Addiction</defName>
<hediffClass>Hediff_Addiction</hediffClass>
<label>Automaton Fuel</label>
<description>...</description>
<defaultLabelColor>(222,90,90)</defaultLabelColor>
<causesNeed>PN_Need_Fuel</causesNeed>
<scenarioCanAdd>false</scenarioCanAdd>
<everCurableByItem>false</everCurableByItem>
<comps>
<li Class="HediffCompProperties_Discoverable">
<sendLetterWhenDiscovered>true</sendLetterWhenDiscovered>
<discoverLetterLabel>Automaton fuel required</discoverLetterLabel>
<discoverLetterText>...</discoverLetterText>
<letterType>NegativeEvent</letterType>
<messageType>NegativeEvent</messageType>
</li>
</comps>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>required</label>
<lifeThreatening>true</lifeThreatening>
<deathMtbDays>10</deathMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
<hungerRateFactor>0.1</hungerRateFactor>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</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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@ -1,302 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 동면약 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_hibernation</defName>
<label>PNL hibernater</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>
<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_BH_Bridge</hediffDef>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1032</listOrder>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
<tradeTags>
<li>ExoticMisc</li>
</tradeTags>
</ThingDef>
<!--==================================== 동면약 효과 ====================================-->
<HediffDef>
<defName>PN_BH_Bridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<li>
<hediff>PN_ateFuel</hediff>
</li>
<li>
<hediff>PN_BH_EffectBridge</hediff>
</li>
</hediffAndBodypart>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_BH_EffectBridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>PN_BH_Effect</hediffToApply>
<bodyDefWhiteList>
<li>PanielBody</li>
</bodyDefWhiteList>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_BH_Effect</defName>
<hediffClass>Hediff_High</hediffClass>
<label>hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
<hungerRateFactor>0.01</hungerRateFactor>
</li>
</stages>
</HediffDef>
<!--==================================== 동면 해제 약 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_de_hibernation</defName>
<label>PNL de-hibernater</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>
<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_BDH_Bridge</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1033</listOrder>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
<tradeTags>
<li>ExoticMisc</li>
</tradeTags>
</ThingDef>
<!--==================================== 동면 해제 효과 ====================================-->
<HediffDef>
<defName>PN_BDH_Bridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>de-hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<li>
<hediff>PN_ateFuel</hediff>
</li>
<li>
<hediff>PN_BDH_Effect</hediff>
</li>
</hediffAndBodypart>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_BDH_Effect</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>de-hibernation</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<li>PN_BH_Effect</li>
</hediffToNullify>
<hediffToApply>PN_HibernationSickness</hediffToApply>
<bodyDefWhiteList>
<li>PanielBody</li>
</bodyDefWhiteList>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<!--==================================== 동면약 부작용 ====================================-->
<HediffDef ParentName="DiseaseBase">
<defName>PN_HibernationSickness</defName>
<label>hibernation sickness</label>
<description>...</description>
<scenarioCanAdd>false</scenarioCanAdd>
<initialSeverity>1</initialSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1</severityPerDay>
</li>
</comps>
<stages>
<li>
<label>recovering</label>
<vomitMtbDays>0.4</vomitMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.9</postFactor>
</li>
<li>
<capacity>Eating</capacity>
<postFactor>0.5</postFactor>
</li>
</capMods>
</li>
<li>
<label>major</label>
<minSeverity>0.2</minSeverity>
<vomitMtbDays>0.2</vomitMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.5</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.5</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Talking</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Eating</capacity>
<postFactor>0.3</postFactor>
</li>
</capMods>
</li>
<li>
<label>initial</label>
<minSeverity>0.8</minSeverity>
<vomitMtbDays>0.3</vomitMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.9</postFactor>
</li>
<li>
<capacity>Eating</capacity>
<postFactor>0.5</postFactor>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@ -1,68 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef Abstract="True" Name="Paniel_PlayerBase">
<settlementTexturePath>Icon/Paniel_PlayerIcon</settlementTexturePath>
<colorSpectrum>
<li>(255, 255, 255)</li>
</colorSpectrum>
</FactionDef> <!--스타트 팩션-->
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_testPlayerFaction</defName>
<label>Left Automata</label>
<description>...</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Paniel_testColonistPawn</basicMemberKind> <!--테스트용-->
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Industrial</techLevel>
<backstoryCategories>
<li>Paniel_Story_Start</li>
</backstoryCategories>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
<playerInitialSettlementNameMaker>NamerInitialSettlementColony</playerInitialSettlementNameMaker>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<geneticVariance>1</geneticVariance>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<hairTags>
<li>Rural</li>
</hairTags>
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_PlayerFaction</defName>
<label>Test Subject</label>
<description>...</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Paniel_ColonistPawn</basicMemberKind>
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Industrial</techLevel>
<backstoryCategories>
<li>Paniel_Story_Start</li>
</backstoryCategories>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
<playerInitialSettlementNameMaker>NamerInitialSettlementColony</playerInitialSettlementNameMaker>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<geneticVariance>1</geneticVariance>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<hairTags>
<li>Rural</li>
</hairTags>
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>
</Defs>

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@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef>
<defName>PN_indistryFaction</defName>
<label>PnL_hidden</label>
<pawnSingular>Automaton</pawnSingular>
<pawnsPlural>Automata</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<fixedName>PnL Industry</fixedName>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
<hidden>true</hidden>
<autoFlee>false</autoFlee>
<techLevel>Industrial</techLevel>
<hairTags>
<li>PanielHair</li>
</hairTags>
<backstoryFilters>
<li>
<categories>
<li>PN_storys</li>
</categories>
</li>
</backstoryFilters>
</FactionDef>
</Defs>

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@ -1,82 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HairDef>
<defName>Paniel_HairA</defName>
<label>Paniel HairA</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairA</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairB</defName>
<label>Paniel HairB</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairB</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairC</defName>
<label>Paniel HairC</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairC</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairD</defName>
<label>Paniel HairD</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairD</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairE</defName>
<label>Paniel HairE</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairE</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairF</defName>
<label>Paniel HairF</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairF</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairG</defName>
<label>Paniel HairG</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairG</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
<HairDef>
<defName>Paniel_HairH</defName>
<label>Paniel HairH</label>
<hairGender>Any</hairGender>
<texPath>Paniel/Hair/Paniel_HairH</texPath>
<hairTags>
<li>PanielHair</li>
</hairTags>
</HairDef>
</Defs>

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@ -1,367 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 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>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Awful</defName>
<label>Automaton (awful)</label>
<description>Sync Rate</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>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Poor</defName>
<label>Automaton (poor)</label>
<description>Sync Rate</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Normal</defName>
<label>Automaton (normal)</label>
<description>Sync Rate</description>
<stages>
<li>
<capMods>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Good</defName>
<label>Automaton (good)</label>
<description>Sync Rate</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Excellent</defName>
<label>Automaton (excellent)</label>
<description>Sync Rate</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Masterwork</defName>
<label>Automaton (masterwork)</label>
<description>Sync Rate</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.15</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>-0.08</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">
<defName>Paniel_Synchro_Legendary</defName>
<label>Automaton (legendary)</label>
<description>Sync Rate</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.25</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>-0.08</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--==================================== 특화형 버프 ====================================-->
<!--==================================== 오토마톤 기본 ====================================-->
<HediffDef>
<defName>PanielBaseHediff</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Automaton base</label>
<description>This pawn is Automaton.</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<painFactor>0</painFactor>
<foodPoisoningChanceFactor>0</foodPoisoningChanceFactor>
<naturalHealingFactor>0</naturalHealingFactor>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>Plague</li>
<li>CryptosleepSickness</li>
<li>Carcinoma</li>
<li>BadBack</li>
<li>Frail</li>
<li>Cataract</li>
<li>Blindness</li>
<li>HearingLoss</li>
<li>Asthma</li>
<li>HeartArteryBlockage</li>
<li>GutWorms</li>
<li>MuscleParasites</li>
<li>FibrousMechanites</li>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>TraumaSavant</li>
<li>Cirrhosis</li>
<li>ResurrectionPsychosis</li>
<li>Scaria</li>
<li>FoodPoisoning</li>
<li>ResurrectionSickness</li>
<li>PsychiteAddiction</li>
</hediffToNullify>
<showMessage>true</showMessage>
<nullifyKey>PN_HediffNullifier</nullifyKey>
</li>
</comps>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<!--==================================== 오토마톤 출혈 ====================================-->
<HediffDef>
<defName>PN_OilLoss</defName>
<label>oil loss</label>
<description>...</description>
<lethalSeverity>1</lethalSeverity>
<stages>
<li>
<label>minor</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<minSeverity>0.15</minSeverity>
<label>minor</label>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.30</minSeverity>
<label>moderate</label>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.45</minSeverity>
<label>severe</label>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.60</minSeverity>
<label>extreme</label>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.7</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과열 ====================================-->
<HediffDef>
<defName>PN_Overheating</defName>
<label>overheating</label>
<description>...</description>
<defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HeatstrokeRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과냉 ====================================-->
<HediffDef>
<defName>PN_OverCooling</defName>
<label>overcooling</label>
<description>...</description>
<defaultLabelColor>(0.8, 0.8, 1)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HypothermiaRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -1,317 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<HediffDef Name="PN_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_Implant</hediffClass>
<defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<HediffDef Name="PN_AddedBodyPartBase" ParentName="PN_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_AddedPart</hediffClass>
<priceImpact>true</priceImpact>
</HediffDef>
<ThingCategoryDef>
<defName>PN_BodyPartsAutomaton</defName>
<label>Automaton</label>
<parent>BodyParts</parent>
</ThingCategoryDef>
<ThingDef Name="PN_BodyPartBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<useHitPoints>true</useHitPoints>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<isTechHediff>true</isTechHediff>
<pathCost>14</pathCost>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>0.7</Flammability>
<Beauty>-4</Beauty>
<DeteriorationRate>2.0</DeteriorationRate>
<Mass>1</Mass>
</statBases>
<tradeTags>
<li>PN_BodyParts</li>
</tradeTags>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
</ThingDef>
<ThingDef Name="PN_BodyPartNormalBase" ParentName="PN_BodyPartBase" Abstract="True">
<techLevel>Industrial</techLevel>
<thingCategories>
<li>PN_BodyPartsAutomaton</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(247,180,130)</color>
</graphicData>
<tradeTags>
<li>PN_BodyPartsNormal</li>
</tradeTags>
<statBases>
<WorkToMake>15000</WorkToMake>
</statBases>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<!--<researchPrerequisite>Prosthetics</researchPrerequisite>-->
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef Name="PN_BodyPartRoyalBase" ParentName="PN_BodyPartBase" Abstract="True">
<techLevel>Spacer</techLevel>
<thingCategories>
<li>PN_BodyPartsAutomaton</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(189,169,118)</color>
</graphicData>
<tradeTags>
<li>PN_BodyPartsRoyal</li>
</tradeTags>
<statBases>
<WorkToMake>26000</WorkToMake>
</statBases>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<!--<researchPrerequisite>Bionics</researchPrerequisite>-->
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<RecipeDef Name="PN_SurgeryInstallImplantBase" ParentName="PN_Surgery" Abstract="True">
<workerClass>Recipe_InstallImplant</workerClass>
<workAmount>2500</workAmount>
<skillRequirements>
<Medicine>5</Medicine>
</skillRequirements>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartArtificialBase" ParentName="PN_SurgeryInstallImplantBase" Abstract="True">
<workerClass>Recipe_InstallArtificialBodyPart</workerClass>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartProstheticBase" ParentName="PN_SurgeryInstallBodyPartArtificialBase" Abstract="True">
<skillRequirements>
<Medicine>4</Medicine>
</skillRequirements>
</RecipeDef>
<RecipeDef Name="PN_SurgeryRemoveImplantBase" ParentName="PN_Surgery" Abstract="True">
<workerClass>Recipe_RemoveImplant</workerClass>
<workAmount>2500</workAmount>
<isViolation>true</isViolation>
<skillRequirements>
<Medicine>5</Medicine>
</skillRequirements>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<!--==================================== 실험 모듈 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_ExperimentalModuleHediff</defName>
<label>Experimental Module</label>
<description>...</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<PsychicSensitivity>1.0</PsychicSensitivity>
<GlobalLearningFactor>2.0</GlobalLearningFactor>
<ResearchSpeed>1.0</ResearchSpeed>
<MentalBreakThreshold>0.08</MentalBreakThreshold>
</statOffsets>
<mentalStateGivers>
<li>
<mentalState>FireStartingSpree</mentalState>
<mtbDays>240</mtbDays>
</li>
<li>
<mentalState>WanderConfused</mentalState>
<mtbDays>30</mtbDays>
</li>
<li>
<mentalState>Berserk</mentalState>
<mtbDays>240</mtbDays>
</li>
<li>
<mentalState>Tantrum</mentalState>
<mtbDays>120</mtbDays>
</li>
<li>
<mentalState>InsultingSpree</mentalState>
<mtbDays>60</mtbDays>
</li>
</mentalStateGivers>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<createHediff>BrainShock</createHediff>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_ExperimentalModule</defName>
<label>automaton experimental module</label>
<description>...</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallExperimentalModule</RecipeDef>
</descriptionHyperlinks>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<AIPersonaCore>1</AIPersonaCore>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker Inherit="False">
</recipeMaker>
<techHediffsTags>
<li>PN_TestsubjectHadiff</li>
</techHediffsTags>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallExperimentalModule</defName>
<label>install experimental module</label>
<description>Install a experimental module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalModule</ThingDef>
<HediffDef>PN_ExperimentalModuleHediff</HediffDef>
</descriptionHyperlinks>
<jobString>Installing experimental module.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ExperimentalModule</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ExperimentalModuleHediff</addsHediff>
</RecipeDef>
<!--==================================== 부활 모듈 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_ResurrectModule</defName>
<label>resurrect module</label>
<labelNoun>a resurrect module</labelNoun>
<description>An installed resurrect module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<spawnThingOnRemoved>PN_ResurrectModule</spawnThingOnRemoved>
</HediffDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_ResurrectModule</defName>
<label>automaton resurrect module</label>
<description>...</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallResurrectModule</RecipeDef>
</descriptionHyperlinks>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<MechSerumResurrector>1</MechSerumResurrector>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_ResurrectModule</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallResurrectModule</defName>
<label>install resurrect module</label>
<description>Install a resurrect module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
<HediffDef>PN_ResurrectModule</HediffDef>
</descriptionHyperlinks>
<jobString>Installing resurrect module.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ResurrectModule</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNCore</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ResurrectModule</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveResurrectModule</defName>
<label>remove resurrect module</label>
<description>Remove the resurrect module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
<HediffDef>PN_ResurrectModule</HediffDef>
</descriptionHyperlinks>
<jobString>Removing resurrect module.</jobString>
<removesHediff>PN_ResurrectModule</removesHediff>
</RecipeDef>
<!--==================================== 생체 공학 ====================================-->
</Defs>

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@ -1,130 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 초월 공학 ====================================-->
<!---->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallArchotechEye</defName>
<label>install archotech eye</label>
<description>Install an archotech eye.</description>
<descriptionHyperlinks>
<ThingDef>ArchotechEye</ThingDef>
<HediffDef>ArchotechEye</HediffDef>
</descriptionHyperlinks>
<jobString>Installing archotech eye.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ArchotechEye</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechEye</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNEye</li>
</appliedOnFixedBodyParts>
<addsHediff>ArchotechEye</addsHediff>
</RecipeDef>
<!---->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallArchotechArm</defName>
<label>install archotech arm</label>
<description>Install an archotech arm.</description>
<descriptionHyperlinks>
<ThingDef>ArchotechArm</ThingDef>
<HediffDef>ArchotechArm</HediffDef>
</descriptionHyperlinks>
<jobString>Installing archotech arm.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ArchotechArm</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechArm</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNShoulder</li>
</appliedOnFixedBodyParts>
<addsHediff>ArchotechArm</addsHediff>
</RecipeDef>
<!-- 다리 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallArchotechLeg</defName>
<label>install archotech leg</label>
<description>Install an archotech leg.</description>
<descriptionHyperlinks>
<ThingDef>ArchotechLeg</ThingDef>
<HediffDef>ArchotechLeg</HediffDef>
</descriptionHyperlinks>
<jobString>Installing archotech leg.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ArchotechLeg</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechLeg</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNLeg</li>
</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

@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffGiverSetDef>
<defName>PanielBasicHediffSet</defName>
<hediffGivers>
<li Class="HediffGiver_Bleeding">
<hediff>PN_OilLoss</hediff>
</li>
<li Class="HediffGiver_Hypothermia">
<hediff>PN_OverCooling</hediff>
</li>
<li Class="HediffGiver_Heat">
<hediff>PN_Overheating</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PanielBaseHediff</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PN_AutomatonFuel_Addiction</hediff>
</li>
<li Class="AutomataRace.HediffGiver_Joy">
<hediff>Paniel_Joy</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PN_Maintenance</hediff>
</li>
</hediffGivers>
</HediffGiverSetDef>
</Defs>

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@ -1,56 +0,0 @@
<?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>test</description>
<stages>
<li>
<label>low</label>
<becomeVisible>true</becomeVisible>
</li>
<li>
<label>low</label>
<minSeverity>0.15</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.0</offset>
</li>
</capMods>
</li>
<li>
<label>steady</label>
<minSeverity>0.3</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
</capMods>
</li>
<li>
<label>high</label>
<minSeverity>0.7</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.08</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.85</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>PN_Maintenance</defName>
<hediffClass>AutomataRace.Hediff_Maintenance</hediffClass>
<label>Maintenance</label> <!--정비상태-->
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<description>...</description>
<causesNeed>PN_Need_Maintenance</causesNeed>
<scenarioCanAdd>false</scenarioCanAdd>
<stages>
<li>
<label>urgent</label>
<minSeverity>0.10</minSeverity>
<becomeVisible>true</becomeVisible>
<restFallFactor>1.4</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>1.0</PsychicSensitivity>
<MentalBreakThreshold>0.08</MentalBreakThreshold>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
<MoveSpeed>-0.4</MoveSpeed>
</statOffsets>
<mentalStateGivers>
<li>
<mentalState>WanderConfused</mentalState>
<mtbDays>30</mtbDays>
</li>
<li>
<mentalState>Berserk</mentalState>
<mtbDays>60</mtbDays>
</li>
<li>
<mentalState>Tantrum</mentalState>
<mtbDays>30</mtbDays>
</li>
</mentalStateGivers>
</li>
<li>
<label>required</label>
<minSeverity>0.30</minSeverity>
<restFallFactor>1.2</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>0.60</PsychicSensitivity>
<MentalBreakThreshold>0.04</MentalBreakThreshold>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>
<MoveSpeed>-0.2</MoveSpeed>
</statOffsets>
</li>
<li>
<label>stable</label>
<minSeverity>0.75</minSeverity>
<restFallFactor>1.0</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0</offset>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>0.20</PsychicSensitivity>
<MentalBreakThreshold>0</MentalBreakThreshold>
<WorkSpeedGlobal>0.0</WorkSpeedGlobal>
<MoveSpeed>0.0</MoveSpeed>
</statOffsets>
</li>
<li>
<label>flawless</label>
<minSeverity>1</minSeverity>
<restFallFactor>0.8</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.0</offset>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>0.0</PsychicSensitivity>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
<WorkSpeedGlobal>0.05</WorkSpeedGlobal>
<MoveSpeed>0.2</MoveSpeed>
</statOffsets>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
</Defs>

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@ -1,26 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<NeedDef ParentName="DrugAddictionNeedBase">
<defName>PN_Need_Fuel</defName>
<needClass>Need_Chemical</needClass>
<label>Automaton Fuel</label>
<description>...</description>
<listPriority>985</listPriority>
<baseLevel>1.0</baseLevel>
<fallPerDay>0.25</fallPerDay>
<freezeWhileSleeping>true</freezeWhileSleeping>
<showForCaravanMembers>true</showForCaravanMembers>
</NeedDef>
<NeedDef>
<defName>PN_Need_Maintenance</defName>
<needClass>AutomataRace.Need_Maintenance</needClass>
<label>Maintenance</label>
<description>...</description>
<onlyIfCausedByHediff>true</onlyIfCausedByHediff>
<listPriority>984</listPriority>
<baseLevel>1.0</baseLevel>
<fallPerDay>0.0083</fallPerDay>
<showForCaravanMembers>true</showForCaravanMembers>
</NeedDef>
</Defs>

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@ -1,46 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 폰카인드 베이스
<PawnKindDef Name="PanielBasePawnKind" Abstract="True">
<race>Paniel_Race</race>
<defaultFactionType>PN_LiberatedFaction</defaultFactionType>
<chemicalAddictionChance>0</chemicalAddictionChance>
<invNutrition>2</invNutrition>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<minGenerationAge>15</minGenerationAge>
<maxGenerationAge>15</maxGenerationAge>
</PawnKindDef>-->
<!--템플릿
<PawnKindDef ParentName="PanielBasePawnKind">
<defName>PN_</defName>
<label>Paniel </label>
<combatPower>50</combatPower>
<isFighter>false</isFighter>
<itemQuality>Normal</itemQuality>
<apparelTags>
<li></li>
</apparelTags>
<gearHealthRange>0.2~2.0</gearHealthRange>
<backstoryFiltersOverride>
<li>
<categories>
<li></li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<apparelMoney>200~400</apparelMoney>
<weaponTags>
<li>Gun</li>
<li>MedievalMeleeBasic</li>
</weaponTags>
<weaponMoney>65~250</weaponMoney>
<techHediffsChance>0.06</techHediffsChance>
<techHediffsMoney>50~600</techHediffsMoney>
<techHediffsTags>
<li>simple</li>
</techHediffsTags>
</PawnKindDef>
-->
</Defs>

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@ -1,124 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Abstract="True" Name="PanielPlayerBasePawnKind">
<race>Paniel_Race</race>
<combatPower>30</combatPower>
<isFighter>false</isFighter>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelMoney>
<min>130</min>
<max>130</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<defaultFactionType>Paniel_PlayerFaction</defaultFactionType>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>1</maxGenerationAge>
</PawnKindDef>
<!-- 정착민 -->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_ColonistPawn</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_Start</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>2</maxGenerationAge>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Testsubject</defName>
<label>Paniel test subject</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_Testsubject</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>1</techHediffsChance>
<techHediffsMoney>4120</techHediffsMoney>
<techHediffsTags>
<li>PN_TestsubjectHadiff</li>
</techHediffsTags>
<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>

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@ -1,418 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--가챠 일반-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Awful</defName>
<label>Paniel Randombox Awful</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Awful</li>
<li>Paniel_Story_FailureA</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Poor</defName>
<label>Paniel Randombox Poor</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Poor</li>
<li>Paniel_Story_FailureB</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Normal</defName>
<label>Paniel Randombox Normal</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</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_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>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<disallowedTraits>
<li>Industriousness</li>
<li>TorturedArtist</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Normal</defName>
<label>Paniel Normal Militia</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MilitiaA</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Good</defName>
<label>Paniel Good Militia</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MilitiaB</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Excellent</defName>
<label>Paniel Excellent Soldier</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_SoldierA</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Masterwork</defName>
<label>Paniel Masterwork Soldier</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_SoldierB</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Legendary</defName>
<label>Paniel Legendary Royalguard</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Royalguard</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<!--가챠 특화 제작형-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind" Name="PanielWorkerBasePawnKind" Abstract="True">
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Normal</defName>
<label>Paniel Normal Apprentice</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_ApprenticeA</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Good</defName>
<label>Paniel Good Apprentice</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_ApprenticeB</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Excellent</defName>
<label>Paniel Excellent journeyman</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_journeymanA</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Masterwork</defName>
<label>Paniel Masterwork journeyman</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_journeymanB</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Legendary</defName>
<label>Paniel Legendary Meister</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Meister</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<!--가챠 특화 가정형-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind" Name="PanielMaidBasePawnKind" Abstract="True">
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>TorturedArtist</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Normal</defName>
<label>Paniel Normal Maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MaidA</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Good</defName>
<label>Paniel Good Maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MaidB</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Excellent</defName>
<label>Paniel Excellent House maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_HousemaidA</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Masterwork</defName>
<label>Paniel Masterwork House maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_HousemaidB</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Legendary</defName>
<label>Paniel Legendary Lady's maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Ladysmaid</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
</Defs>

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@ -1,249 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 일반 연료 ====================================-->
<RecipeDef>
<defName>PN_Make_AutomatonFuel</defName>
<label>make PNL fuel x4</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>1200</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel>4</PN_AutomatonFuel>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_AutomatonFuel_bulk</defName>
<label>make PNL fuel x16</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>4800</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>16</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>16</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel>16</PN_AutomatonFuel>
</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>

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@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 수리 키트 업그레이드 ====================================-->
<RecipeDef>
<defName>PN_upgrade_SelfRepairKit</defName>
<label>upgrade automaton repair kit</label>
<description>...</description>
<jobString>Upgrading automaton repair kit.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>MechSerumHealer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_RepairKit</li>
<li>MechSerumHealer</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_SelfRepairKit>1</PN_SelfRepairKit>
</products>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
</RecipeDef>
<!--오토마톤 피부-->
<RecipeDef>
<defName>PN_Make_Leather_Automaton</defName>
<label>make automaton skin x10</label>
<description>...</description>
<jobString>Making automaton skin.</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>
<categories>
<li>Leathers</li>
</categories>
<disallowedThingDefs>
<li>Leather_Automaton</li>
</disallowedThingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>5</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Leathers</li>
</categories>
<disallowedThingDefs>
<li>Leather_Automaton</li>
</disallowedThingDefs>
</fixedIngredientFilter>
<products>
<Leather_Automaton>10</Leather_Automaton>
</products>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
</Defs>

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@ -1,115 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<CustomizableRecipe.CustomizableRecipeDef>
<defName>PN_Make_Automaton</defName>
<label>make automaton</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>48000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>PN_BrainCoreCatagory</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>20</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>150</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leather_Automaton</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>PN_BrainCoreCatagory</li>
</categories>
</fixedIngredientFilter>
<products>
<Packaged_NormalAutomaton>1</Packaged_NormalAutomaton>
</products>
<skillRequirements>
<Crafting>1</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
<billWorker Class="AutomataRace.CustomizableBillWorker_MakeAutomata">
<!-- configurations -->
<baseMaterialCount>150</baseMaterialCount>
<componentTotalCount>20</componentTotalCount>
<componentIndustrialScore>5</componentIndustrialScore>
<componentSpacerScore>20</componentSpacerScore>
<useAIPersonaCoreScore>200</useAIPersonaCoreScore>
<craftingSkillRequirementsMin>6</craftingSkillRequirementsMin>
<craftingSkillRequirementsMax>16</craftingSkillRequirementsMax>
<!-- default values -->
<baseMaterial>Steel</baseMaterial>
<componentIndustrialCount>20</componentIndustrialCount>
<componentSpacerCount>0</componentSpacerCount>
<useAIPersonaCore>false</useAIPersonaCore>
<fixedIngredients>
<li>
<filter>
<categories>
<li>PN_BrainCoreCatagory</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leather_Automaton</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</fixedIngredients>
</billWorker>
</CustomizableRecipe.CustomizableRecipeDef>
</Defs>

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@ -1,113 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RecipeDef Name="PN_Surgery" Abstract="True">
<effectWorking>Repair</effectWorking>
<soundWorking>Interact_Repair</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<workSkill>Medicine</workSkill>
<workSkillLearnFactor>16</workSkillLearnFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
</fixedIngredientFilter>
</RecipeDef>
<RecipeDef ParentName="PN_Surgery">
<defName>PN_Disassemble</defName>
<label>disassemble</label>
<description>Disassembling.</description>
<workerClass>AutomataRace.Recipe_Disassemble</workerClass>
<jobString>Disasembling.</jobString>
<soundWorking>Interact_Repair</soundWorking>
<effectWorking>Repair</effectWorking>
<workAmount>500</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>5</surgerySuccessChanceFactor>
</RecipeDef>
<RecipeDef ParentName="PN_Surgery">
<defName>PN_Repair</defName>
<label>repair</label>
<description>Reparing.</description>
<workerClass>AutomataRace.Recipe_Repair</workerClass>
<jobString>Reparing.</jobString>
<soundWorking>Interact_Repair</soundWorking>
<effectWorking>Repair</effectWorking>
<workAmount>500</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
</RecipeDef>
<RecipeDef ParentName="PN_Surgery">
<defName>PN_Maintenance</defName>
<label>maintenance</label>
<description>Maintenance.</description>
<workerClass>AutomataRace.Recipe_Maintenance</workerClass>
<jobString>Maintenance.</jobString>
<soundWorking>Interact_Repair</soundWorking>
<effectWorking>Repair</effectWorking>
<workAmount>500</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
</RecipeDef>
<RecipeDef ParentName="SurgeryFlesh">
<defName>PN_ExtractBrain</defName>
<label>extract central nervous</label>
<description>extract central nervous.</description>
<workerClass>AutomataRace.Recipe_RemoveBrain</workerClass>
<jobString>Remove central nervous.</jobString>
<workAmount>2000</workAmount>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
<researchPrerequisite>PNRP_Brain</researchPrerequisite>
<uiIconThing>PN_Brain</uiIconThing>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>PN_BrainEmpty</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
</fixedIngredientFilter>
</RecipeDef>
</Defs>

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@ -1,208 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectTagDef>
<defName>PanielStart</defName>
</ResearchProjectTagDef>
<ResearchTabDef>
<defName>PN_technology</defName>
<label>PnL technology</label>
</ResearchTabDef>
<!--==================================== 기본 ====================================-->
<ResearchProjectDef>
<defName>PNRP_Production</defName>
<label>automaton production</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>BiofuelRefining</li>
<li>PsychiteRefining</li>
<li>Machining</li>
</prerequisites>
<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
<tags>
<li>PanielStart</li>
</tags>
</ResearchProjectDef>
<!--==================================== 뇌적출 ====================================-->
<ResearchProjectDef>
<defName>PNRP_Brain</defName>
<label>core analysis</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>700</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>0</researchViewY>
<tags>
<li>PanielStart</li>
</tags>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_BrainCasing</defName>
<label>core casing</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>700</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Brain</li>
<li>Bionics</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>
<!--==================================== 수리 키트 ====================================-->
<ResearchProjectDef>
<defName>PNRP_SelfRepairKit</defName>
<label>self repair kit</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>700</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>0.7</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_ResurrectModule</defName>
<label>resurrect module</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>700</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_SelfRepairKit</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>0.7</researchViewY>
</ResearchProjectDef>
<!--==================================== 의상 ====================================-->
<ResearchProjectDef>
<defName>PNRP_TierB_Apparel</defName>
<label>spelcialization cloth</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>1200</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>Devilstrand</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierC_Apparel</defName>
<label>advanced cloth</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Spacer</techLevel>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
<li>ReconArmor</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<!--==================================== 무기 ====================================-->
<ResearchProjectDef>
<defName>PNRP_AutomatonWeapons</defName>
<label>basic weapons</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>300</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>Gunsmithing</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_MachineGun</defName>
<label>machine gun</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>GasOperation</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>2.8</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Cannon</defName>
<label>portable cannon</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>Mortars</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>3.5</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_AutoArtillery</defName>
<label>auto artillery</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>1200</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Cannon</li>
<li>HeavyTurrets</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>3.5</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_RoyalWeapons</defName>
<label>advanced weapons</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Spacer</techLevel>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>ChargedShot</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
</Defs>

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@ -1,64 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ScenarioDef>
<defName>Paniel_Scenarios</defName>
<!-- 영어 <label>Initial Testing Program: Automaton</label>
<description>PnL Industry has launched their newest product with superior intelligence capability. They scheduled initial testing program to measure its survivability under extreme(or harsh) conditions such as Rim World.\n\nParticipating test subject can perform researches and acquire skills identical to typical human beings. However, under harsh circumstances, these test subjects seem to be "mentally unstable."\n\nTip : Boomabear produces chemfuel.</description>-->
<label>초기 테스트 프로그램: 오토마톤</label>
<description>PnL 인더스트리는 뛰어난 지능을 가진 최신 제품을 출시했습니다. 그들은 이 신제품이 변방계와 같은 극한 상황에서 생존할 수 있는지 알기 위해 이 테스트 프로그램을 계획했습니다.\n\n이 실험체는 인간처럼 연구할 수 있으며 기술레벨도 올릴 수 있습니다. 하지만 다른 모델보다 정신적으로 불안정한 모습을 보이고 있습니다.\n\n실험체는 단 한 기만 제공됩니다. 소중히 여겨주세요.\n\n팁 : 폭탄사슴은 화학연료를 생산합니다.</description>
<scenario>
<summary>PnL Industry wants to test a new type of automaton.</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>Paniel_PlayerFaction</factionDef>
</playerFaction>
<parts>
<!-- Config pages -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>1</pawnCount>
<pawnChoiceCount>1</pawnChoiceCount>
</li>
<!-- Player starting stuff spawn method-->
<li Class="ScenPart_Naked">
<def>Naked</def>
<context>PlayerStarter</context>
</li>
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<visible>false</visible>
<method>DropPods</method>
</li>
<!-- Starting research -->
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>PNRP_Production</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>to. 실험 관리자\n\n안녕하세요 관리자님. 테스트 프로그램에 참가해 주셔서 감사합니다.\n\n실험용 오토마톤은 인간처럼 연구와 기술 습득이 가능한 모델입니다. 하지만 정신적으로 불안하단 문제가 다수 보고되었습니다.\n\n실험체는 단 한 기만 제공됩니다. 분실 및 파손시 재보급되지 않습니다.\n\n예비 물자로 연료 1년치와 브레인 코어를 3개 지급해 드렸습니다. 어떻게 쓰실지는 관리자님 자유입니다.\n\n성실히 실험에 임해주세요.\n\nfrom. PnL 인더스트리 연구부.</text>
<closeSound>GameStartSting</closeSound>
</li>
<!-- Player starting things -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_BrainCasing</thingDef>
<count>3</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_AutomatonFuel</thingDef>
<count>60</count>
</li>
</parts>
</scenario>
</ScenarioDef>
</Defs>

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<?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_Brain</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>
</parts>
</scenario>
</ScenarioDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- 레버액션 -->
<SoundDef>
<defName>PNRifleSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRifleSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 포터블 캐논 -->
<SoundDef>
<defName>PNCannonSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNCannonSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
</Defs>

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<?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>0.5</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>0.5</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>0.5</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>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
</Defs>

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@ -1,882 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PNApparel</defName>
<label>Paniel Apparel</label>
<parent>Apparel</parent>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PNHeadgear</defName>
<label>Paniel Headgear</label>
<parent>PNApparel</parent>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_ApparelBase" ParentName="ApparelMakeableBase">
<apparel>
<tags Inherit="false">
<li>PN_Apparel</li>
</tags>
</apparel>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
</ThingDef>
<ThingDef Abstract="True" Name="PN_HatBase" ParentName="PN_ApparelBase">
<thingCategories Inherit="False">
<li>PNHeadgear</li>
</thingCategories>
</ThingDef>
<ThingDef Name="PN_ApparelRoyaltyBase" ParentName="ApparelBase" Abstract="True">
<apparel>
<tags Inherit="false">
<li>PN_Apparel</li>
</tags>
</apparel>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
</ThingDef>
<ThingDef Abstract="True" Name="PN_HatRoyaltyBase" ParentName="PN_ApparelRoyaltyBase">
<thingCategories Inherit="False">
<li>PNHeadgear</li>
</thingCategories>
</ThingDef>
<!--==================================== 기본옷 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelBasic</defName>
<label>Paniel basic shirt and boots</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNBasic1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>2800</WorkToMake>
<Mass>0.75</Mass>
<StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.42</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.18</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>2</EquipDelay>
</statBases>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNBasic</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelBasicHat</defName>
<label>Paniel basic hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNbasichat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>25</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<statBases>
<MaxHitPoints>80</MaxHitPoints>
<WorkToMake>1800</WorkToMake>
<Mass>0.14</Mass>
<StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.60</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>0.8</EquipDelay>
</statBases>
<equippedStatOffsets>
<SocialImpact>0.10</SocialImpact>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNbasichat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 케이프 ====================================-->
<ThingDef ParentName="ApparelMakeableBase">
<defName>PN_ApparelCape</defName>
<description>...</description>
<label>Paniel cape</label>
<recipeMaker>
<researchPrerequisite>ComplexClothing</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Things/Apparel/PNCape1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>10000</WorkToMake>
<Mass>2</Mass>
<StuffEffectMultiplierArmor>0.3</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>2.00</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.85</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNCape</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 메이드 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelMaid</defName>
<label>Paniel maid uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNHousekeeper1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Steel>30</Steel>
<DevilstrandCloth>80</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>4</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>7</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<CookSpeed>0.1</CookSpeed>
<ButcheryFleshSpeed>0.1</ButcheryFleshSpeed>
<FoodPoisonChance>-0.05</FoodPoisonChance>
<MedicalTendSpeed>0.1</MedicalTendSpeed>
<MedicalTendQuality>0.1</MedicalTendQuality>
<MedicalOperationSpeed>0.1</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>0.1</MedicalSurgerySuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNHousekeeper</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelMaidHat</defName>
<label>Paniel maid hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNHousekeeperhatA1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<DevilstrandCloth>20</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>120</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<CookSpeed>0.05</CookSpeed>
<ButcheryFleshSpeed>0.05</ButcheryFleshSpeed>
<MedicalTendSpeed>0.05</MedicalTendSpeed>
<MedicalTendQuality>0.05</MedicalTendQuality>
<MedicalOperationSpeed>0.05</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>0.05</MedicalSurgerySuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNHousekeeperhatA</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 작업복 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelWorker</defName>
<label>Paniel worker uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNSimple1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Steel>30</Steel>
<DevilstrandCloth>80</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>4</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>7</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<ConstructSuccessChance>0.1</ConstructSuccessChance>
<GeneralLaborSpeed>0.1</GeneralLaborSpeed>
<PlantWorkSpeed>0.1</PlantWorkSpeed>
<AnimalGatherSpeed>0.1</AnimalGatherSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNSimple</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelWorkerHat</defName>
<label>Paniel worker hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNWorkerhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<DevilstrandCloth>20</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>120</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<ConstructSuccessChance>0.05</ConstructSuccessChance>
<GeneralLaborSpeed>0.05</GeneralLaborSpeed>
<PlantWorkSpeed>0.05</PlantWorkSpeed>
<AnimalGatherSpeed>0.05</AnimalGatherSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNWorkerhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 병사 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelSoldier</defName>
<label>Paniel soldier uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNSoldier1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentIndustrial>3</ComponentIndustrial>
<Steel>50</Steel>
<DevilstrandCloth>100</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>4</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>7</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.76</ArmorRating_Sharp>
<ArmorRating_Blunt>0.42</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.2</GeneralLaborSpeed>
<MoveSpeed>0.2</MoveSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNSoldier</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelSoldierHat</defName>
<label>Paniel soldier hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNSoldierhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<DevilstrandCloth>30</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.76</ArmorRating_Sharp>
<ArmorRating_Blunt>0.42</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.1</GeneralLaborSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNSoldierhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어C 근위대 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelRoyalguard</defName>
<label>Paniel royal guard uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalguard1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentSpacer>8</ComponentSpacer>
<Plasteel>50</Plasteel>
<DevilstrandCloth>150</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>17</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.3</GeneralLaborSpeed>
<MoveSpeed>0.2</MoveSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalguard</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelRoyalguardHat</defName>
<label>Paniel royal guard hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalguardhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<Plasteel>15</Plasteel>
<DevilstrandCloth>35</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.6</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>6</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.2</GeneralLaborSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalguardhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
</Defs>

View File

@ -1,314 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 제작대 ====================================-->
<ThingDef ParentName="BenchBase">
<defName>PN_AutomatonBench</defName>
<label>automaton fabrication bench</label>
<description>...</description>
<thingClass>Building_WorkTable</thingClass>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>5000</WorkToBuild>
<Flammability>1.0</Flammability>
</statBases>
<minifiedDef />
<thingCategories Inherit="false" />
<size>(5,2)</size>
<costList>
<Steel>200</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
<shortCircuitInRain>true</shortCircuitInRain>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<recipes>
<li>Make_ComponentIndustrial</li>
<li>Make_ComponentSpacer</li>
</recipes>
<graphicData>
<texPath>Things/Building/PNAutomatonBench</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(7,4)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<fillPercent>0.5</fillPercent>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Production</designationCategory>
<surfaceType>Item</surfaceType>
<designationHotKey>Misc12</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_Production</li>
</researchPrerequisites>
</ThingDef>
<!--==================================== 오토캐논 ====================================-->
<DesignatorDropdownGroupDef>
<defName>PN_Artillery_Dropdown</defName>
<label>PnL Auto Artillery</label>
</DesignatorDropdownGroupDef>
<ThingDef Abstract="True" Name="PN_Artillery_Base" ParentName="BuildingBase">
<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>
<thingClass>Building_TurretGun</thingClass>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<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>
<thingCategories>
<li>BuildingsSecurity</li>
</thingCategories>
<stealable>false</stealable>
<size>(3,3)</size>
<statBases>
<MaxHitPoints>220</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>100</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>0.996</ShootingAccuracyTurret>
</statBases>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>Shells Remaining</fuelLabel>
<fuelGizmoLabel>Shell</fuelGizmoLabel>
<fuelFilter>
<thingDefs>
<li>PN_Shell_HighExplosive</li>
</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>
</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> <!--사격 쿨타임-->
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
</researchPrerequisites>
<uiIconScale>0.6</uiIconScale>
</ThingDef>
<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>
<menuHidden>true</menuHidden>
<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>3</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>
<!-- damage amount is the damage def default -->
<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>
</Defs>

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@ -1,335 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_AutomatonCatagory</defName>
<label>PnL Industry</label>
<parent>Manufactured</parent>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
</ThingCategoryDef>
<!--==================================== 미완성 오토마톤 ====================================-->
<ThingDef ParentName="UnfinishedBase">
<defName>UnfinishedAutomaton</defName>
<label>unfinished automaton</label>
<description>An unfinished automaton.</description>
<statBases>
<Flammability>0.5</Flammability>
</statBases>
<graphicData>
<texPath>Things/Item/Unfinished/UnfinishedTechArmor</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stuffCategories Inherit="false" />
</ThingDef>
<!--==================================== 오토마톤 가죽 ====================================-->
<ThingDef ParentName="LeatherBase">
<defName>Leather_Automaton</defName>
<label>automaton skin</label>
<description>leather made for automaton production. looks like human leather.</description>
<graphicData>
<color>(255,240,227)</color>
</graphicData>
<statBases>
<MarketValue>4.2</MarketValue>
<StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
<StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
</tradeTags>
<stuffProps>
<color>(255,240,227)</color>
<commonality>0.0025</commonality>
</stuffProps>
</ThingDef>
<!--==================================== 브레인 코어 ====================================-->
<ThingCategoryDef>
<defName>PN_BrainCoreCatagory</defName>
<label>automaton core</label>
<parent>PN_AutomatonCatagory</parent>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Medicine</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainEmpty</defName>
<label>Empty case</label>
<description>...</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous_empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_AutomatonCatagory</li>
</thingCategories>
<statBases>
<Mass>1</Mass>
<WorkToMake>700</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<drawGUIOverlay>true</drawGUIOverlay>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<PN_AutomatonFuel>1</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_Brain</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<comps>
</comps>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_Brain</defName>
<label>central nervous</label>
<description>A biological human central nervous.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<statBases>
<MarketValue>500</MarketValue>
<Mass>1</Mass>
</statBases>
<isTechHediff>false</isTechHediff>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Lifespan">
<lifespanTicks>240000</lifespanTicks>
<expireEffect>RaisedRock_Collapse</expireEffect>
</li>
</comps>
<tickerType>Normal</tickerType>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasing</defName>
<label>Automaton brain core</label>
<description>...</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNBrainCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<statBases>
<MarketValue>500</MarketValue>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<Steel>15</Steel>
<PN_AutomatonFuel>2</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_BrainCasing</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<comps>
</comps>
</ThingDef>
<!--==================================== 수리키트 ====================================-->
<ThingCategoryDef>
<defName>PNKit</defName>
<label>Repair kit</label>
<parent>PN_AutomatonCatagory</parent>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Medicine</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_RepairKit</defName>
<label>automaton repair kit</label>
<description>test repair kit</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>18</MarketValue>
<MaxHitPoints>60</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.7</Flammability>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<Chemfuel>2</Chemfuel>
<Leather_Automaton>5</Leather_Automaton>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
</comps>
</ThingDef>
<!--==================================== 자가 수리 키트 ====================================-->
<ThingDef ParentName="MechSerumBase">
<defName>PN_SelfRepairKit</defName>
<label>automaton self repair kit</label>
<description>test repair kit</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNSelfRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Spacer</techLevel>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<statBases>
<MarketValue>18</MarketValue>
<Mass>2</Mass>
<MaxHitPoints>60</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToMake>1500</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<costList>
<MechSerumHealer>1</MechSerumHealer>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<Chemfuel>2</Chemfuel>
<Leather_Automaton>5</Leather_Automaton>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Use repair kit</useLabel>
<useDuration>600</useDuration>
</li>
<li Class="AutomataRace.CompProperties_UseEffectRepairKit">
<thingDefs>
<li>Paniel_Race</li>
</thingDefs>
<blockUnnecessaryUse>true</blockUnnecessaryUse>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_AdministerSelfRepairKit</defName>
<label>administer self repair kit</label>
<description>Administer a self repair kit.</description>
<workerClass>Recipe_AdministerUsableItem</workerClass>
<jobString>Administering self repair kit.</jobString>
<targetsBodyPart>false</targetsBodyPart>
<anesthetize>false</anesthetize>
<workAmount>600</workAmount>
<dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
<surgerySuccessChanceFactor>99999</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</fixedIngredientFilter>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
</Defs>

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@ -1,120 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--=================================== 레시피 설정 ===================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Recipe_PN_RemoveBrain_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsHumanlike"></li>
<li Class="AutomataRace.ThingDefInject.IsFlesh"></li>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<not>true</not>
<defName>Paniel_Race</defName>
</li>
</conditions>
<recipes>
<li>PN_ExtractBrain</li>
</recipes>
</AutomataRace.ThingDefInjectDef>
<!--==================================== 시체 설정 ====================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Comp_CorpseSelfDestruct_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<defName>Corpse_Paniel_Race</defName>
</li>
</conditions>
<comps>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>PN_ResurrectModule</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
<li Class="CompProperties_Explosive">
<compClass>AutomataRace.CompExplosiveInstant</compClass>
<explosiveRadius>1.5</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<requiredDamageTypeToExplode>Bomb</requiredDamageTypeToExplode>
<wickTicks>200~750</wickTicks>
</li>
</comps>
</AutomataRace.ThingDefInjectDef>
<!--<DamageDef>
<defName>PN_CorpseBomb</defName>
<label>bomb</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<isExplosive>true</isExplosive>
<deathMessage>{0} has died in an explosion.</deathMessage>
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Blunt</impactSoundType>
<armorCategory>Sharp</armorCategory>
<minDamageToFragment>15</minDamageToFragment>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>0.5</defaultStoppingPower>
<defaultArmorPenetration>0.0</defaultArmorPenetration>
<buildingDamageFactor>1</buildingDamageFactor>
<plantDamageFactor>1</plantDamageFactor>
<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<explosionCellMote>Mote_BlastDry</explosionCellMote>
<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
<soundExplosion>Explosion_Bomb</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>-->
<!--==================================== 고어 설정 ====================================-->
<ThingDef ParentName="BaseFilth">
<defName>Paniel_Oil</defName>
<label>Oil</label>
<thingClass>LiquidFuel</thingClass>
<useHitPoints>true</useHitPoints>
<tickerType>Normal</tickerType>
<statBases>
<Beauty>-30</Beauty>
<Cleanliness>-10</Cleanliness>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>2.0</Flammability>
</statBases>
<graphicData>
<texPath>Things/Filth/Spatter</texPath>
<color>(51, 51, 51, 180)</color>
</graphicData>
<filth>
<disappearsInDays>35~40</disappearsInDays>
<rainWashes>true</rainWashes>
<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
<canFilthAttach>true</canFilthAttach>
<maxThickness>1</maxThickness>
<cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
</filth>
</ThingDef>
<ThingCategoryDef>
<defName>PN_CorpseCategory</defName>
<label>Automaton corpses</label>
<parent>Corpses</parent>
</ThingCategoryDef>
<FleshTypeDef>
<defName>PN_Flesh</defName>
<corpseCategory>PN_CorpseCategory</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<wounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</wounds>
</FleshTypeDef>
</Defs>

View File

@ -1,810 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AlienRace.ThingDef_AlienRace ParentName="BasePawn">
<defName>Paniel_Race</defName>
<label>Paniel</label>
<description>Paniel the Automata</description>
<!--하이퍼링크
<descriptionHyperlinks>
<ThingDef></ThingDef>
</descriptionHyperlinks>
-->
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<alienRace>
<generalSettings>
<maleGenderProbability>0.00000000001</maleGenderProbability>
<immuneToAge>false</immuneToAge>
<maxDamageForSocialfight>8</maxDamageForSocialfight> <!--사회적 싸움 최대 데미지-->
<minAgeForAdulthood>0</minAgeForAdulthood> <!--성인 배경 최소나이-->
<!--약물 설정-->
<chemicalSettings>
<!--대체-->
<!--<li>
<chemical></chemical>
<reactions>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediff></hediff>
<severity>1</severity>
</li>
</reactions>
</li>-->
<!--금지-->
<li>
<chemical>Psychite</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>GoJuice</chemical>
<ingestible>false</ingestible>
</li>
</chemicalSettings>
<!--특성 강제 부여-->
<forcedRaceTraitEntries>
<!--<li>
<defName>PN_Trait_Automaton</defName>
</li>-->
<li>
<defName>Kind</defName>
</li>
</forcedRaceTraitEntries>
<!--특성 제한-->
<disallowedTraits>
<li>
<defName>DrugDesire</defName>
</li>
<li>
<defName>Cannibal</defName>
</li>
<li>
<defName>Greedy</defName>
</li>
<li>
<defName>Jealous</defName>
</li>
<li>
<defName>DislikesMen</defName>
</li>
<li>
<defName>DislikesWomen</defName>
</li>
<li>
<defName>Xenophobia</defName>
</li>
<li>
<defName>AnnoyingVoice</defName>
</li>
<li>
<defName>CreepyBreathing</defName>
</li>
<li>
<defName>Wimp</defName>
</li>
<li>
<defName>Nudist</defName>
</li>
<li>
<defName>Bloodlust</defName>
</li>
<li>
<defName>Psychopath</defName>
</li>
<li>
<defName>Abrasive</defName>
</li>
<li>
<defName>Masochist</defName>
</li>
<li>
<defName>NightOwl</defName>
</li>
<li>
<defName>Ascetic</defName>
</li>
<li>
<defName>Gay</defName>
</li>
<li>
<defName>Bisexual</defName>
</li>
<li>
<defName>Asexual</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
<li>
<defName>Undergrounder</defName>
</li>
<li>
<defName>Transhumanist</defName>
</li>
<li>
<defName>BodyPurist</defName>
</li>
<li>
<defName>GreatMemory</defName>
</li>
<li>
<defName>Gourmand</defName>
</li>
<li>
<defName>QuickSleeper</defName>
</li>
<li>
<defName>Beauty</defName>
<degree>-1</degree>
</li>
<li>
<defName>Beauty</defName>
<degree>-2</degree>
</li>
<li>
<defName>Immunity</defName>
</li>
<li>
<defName>TooSmart</defName>
</li>
</disallowedTraits>
<additionalTraits>0</additionalTraits>
<immuneToXenophobia>true</immuneToXenophobia>
<alienPartGenerator>
<aliencrowntypes>
<li>HeadsAverage_Normal</li>
</aliencrowntypes>
<alienbodytypes>
<li>Female</li>
</alienbodytypes>
<headOffset>(-0.09, 0.0)</headOffset>
<useGenderedHeads>false</useGenderedHeads>
<customDrawSize>(1, 1)</customDrawSize>
<customPortraitDrawSize>(1, 1)</customPortraitDrawSize>
<headBodyPartDef>PNHead</headBodyPartDef>
<!--색상관련-->
<colorChannels>
<li>
<name>skin</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
<li>
<name>hair</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
</colorChannels>
<!--신체 부착물-->
<bodyAddons>
<li>
<drawSize>1</drawSize>
<path>Paniel/Tail/PanielTail</path>
<bodyPart>tail</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<layerOffset>-0.268</layerOffset>
<offsets>
<south>
<bodyTypes>
<Female>(-0.41,0.165)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.5)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.41,0.15)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielLeftEar</path>
<bodyPart>left hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(-0.43,0.565)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielLeftEarSide</path>
<bodyPart>left hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>true</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.885)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.41,0.565)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielRightEar</path>
<bodyPart>right hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(-0.41,0.565)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielRightEarSide</path>
<bodyPart>right hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>true</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.885)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.41,0.565)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li Class="MoharCustomHAR.MoharBodyAddon">
<drawSize>1</drawSize>
<path>Paniel/Face/Face</path>
<bodyPart>head case</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<drawIfDead>false</drawIfDead>
<layerOffset>-0.326</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(-0.42,0.56)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.86)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.43,0.56)</Female>
</bodyTypes>
</east>
</offsets>
<jobParams>
<hideIfJob>
<li>
<job>LayDown</job>
<postureOrMoving>
<postures>
<li>LayingInBed</li>
<li>LayingOnGroundFaceUp</li>
<li>LayingOnGroundNormal</li>
</postures>
<moving>false</moving>
</postureOrMoving>
</li>
<li>
<job>Wait_Downed</job>
<postureOrMoving>
<postures>
<li>LayingInBed</li>
<li>LayingOnGroundFaceUp</li>
<li>LayingOnGroundNormal</li>
</postures>
<moving>false</moving>
</postureOrMoving>
</li>
</hideIfJob>
</jobParams>
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<graphicPaths>
<li>
<body>Paniel/Body/</body>
<head>Paniel/Head/</head>
<skeleton>Things/Pawn/Humanlike/Bodies/Dessicated/Dessicated_Thin</skeleton>
</li>
</graphicPaths>
<hairSettings>
<hasHair>true</hasHair>
<hairTags>
<li>PanielHair</li>
</hairTags>
</hairSettings>
<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>
<replacer>PN_KnowColonyAutomatonDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionDied</original>
<replacer>PN_AutomatonWithGoodOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionDied</original>
<replacer>PN_AutomatonWithBadOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_ColonyAutomatonLost</original>
<replacer>PN_ColonyAutomatonLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionLost</original>
<replacer>PN_AutomatonWithGoodOpinionLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionLost</original>
<replacer>PN_AutomatonWithBadOpinionLostforPN</replacer>
</li>
<li>
<original>PN_WitnessedDestroyedAlly</original>
<replacer>PN_WitnessedDestroyedAllyforPN</replacer>
</li>
</replacerList>
<cannotReceiveThoughts>
<!--<li></li>-->
<!--memory death-->
<li>KnowGuestExecuted</li>
<li>KnowPrisonerDiedInnocent</li>
<li>BondedAnimalDied</li>
<!--memory eating-->
<li>AteLavishMeal</li>
<li>AteFineMeal</li>
<li>AteAwfulMeal</li>
<li>AteRawFood</li>
<li>AteHumanlikeMeatDirect</li>
<li>AteHumanlikeMeatDirectCannibal</li>
<li>AteHumanlikeMeatAsIngredient</li>
<li>AteHumanlikeMeatAsIngredientCannibal</li>
<li>AteInsectMeatDirect</li>
<li>AteInsectMeatAsIngredient</li>
<!--memory lost-->
<li>BondedAnimalLost</li>
<!--memory misc-->
<li>AteWithoutTable</li>
<li>SleepDisturbed</li>
<li>SleptOutside</li>
<li>SleptOnGround</li>
<li>SleptInCold</li>
<li>SleptInHeat</li>
<li>KnowPrisonerSold</li>
<li>FreedFromSlavery</li>
<li>ReleasedHealthyPrisoner</li>
<li>KnowGuestOrganHarvested</li>
<li>MyOrganHarvested</li>
<li>SoakingWet</li>
<li>ButcheredHumanlikeCorpse</li>
<li>KnowButcheredHumanlikeCorpse</li>
<li>ObservedLayingCorpse</li>
<li>ObservedLayingRottingCorpse</li>
<li>WitnessedDeathNonAlly</li>
<li>BondedAnimalBanished</li>
<!--memory roomstat-->
<li>SleptInBedroom</li>
<li>SleptInBarracks</li>
<!--memory social-->
<li>SoldMyBondedAnimal</li>
<li>SoldMyBondedAnimalMood</li>
<li>ForcedMeToTakeDrugs</li>
<li>ForcedMeToTakeLuciferium</li>
<li>KilledMyBondedAnimal</li>
<!--situation general-->
<li>EnvironmentDark</li>
<li>WrongApparelGender</li>
<li>DeadMansApparel</li>
<li>HumanLeatherApparelSad</li>
<li>HumanLeatherApparelHappy</li>
<li>Sick</li>
<li>EnvironmentCold</li>
<li>EnvironmentHot</li>
<!--situation need-->
<li>NeedComfort</li>
<li>NeedBeauty</li>
<li>NeedRoomSize</li>
<li>NeedOutdoors</li>
<li>DrugDesireFascination</li>
<li>DrugDesireFascinationSatisfied</li>
<li>DrugDesireInterest</li>
<li>DrugDesireInterestSatisfied</li>
<!--situation roomstat-->
<li>PrisonCell</li>
<li>PrisonBarracks</li>
<!--situation social-->
<li>Incestuous</li>
<li>Disfigured</li>
<li>HardWorkerVsLazy</li>
<li>TeetotalerVsChemicalInterest</li>
<li>TeetotalerVsAddict</li>
<li>ChemicalInterestVsTeetotaler</li>
<li>HoldingMePrisoner</li>
<li>Drunk</li>
<li>Pretty</li>
<li>Ugly</li>
<li>AnnoyingVoice</li>
<li>CreepyBreathing</li>
<li>Man</li>
<li>Woman</li>
<li>TranshumanistAppreciation</li>
<li>BodyPuristDisgust</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>AteRawHumanlikeMeat</li>
<li>KilledColonyAnimal</li>
<li>BondedAnimalMaster</li>
<li>NotBondedAnimalMaster</li>
<!--situation special-->
<li>SharedBed</li>
<li>Naked</li>
<li>Pain</li>
<li>Joywire</li>
<li>DoingPassionateWork</li>
<!--situation trait-->
<li>MasochistPain</li>
<li>ProsthophileNoProsthetic</li>
<li>ProsthophileHappy</li>
<li>ProsthophobeUnhappy</li>
<li>ClothedNudist</li>
<li>HappyNude</li>
<li>UndergrounderIndoors</li>
<li>UndergrounderUnderground</li>
<li>UndergrounderOutdoors</li>
<li>NightOwlDuringTheDay</li>
<li>NightOwlDuringTheNight</li>
<li>Greedy</li>
<li>Jealous</li>
<li>Ascetic</li>
<!--misc-->
<li>Expectations</li>
<li>PN_Atefuel_nopn</li>
</cannotReceiveThoughts>
</thoughtSettings>
<raceRestriction> <!--착용 장비 관련-->
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons>
<apparelList>
<li>PN_ApparelBasic</li>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
<li>PN_ApparelMaid</li>
<li>PN_ApparelMaidHat</li>
<li>PN_ApparelWorker</li>
<li>PN_ApparelWorkerHat</li>
<li>PN_ApparelSoldier</li>
<li>PN_ApparelSoldierHat</li>
<li>PN_ApparelRoyalguard</li>
<li>PN_ApparelRoyalguardHat</li>
</apparelList>
<whiteApparelList>
</whiteApparelList>
<weaponList>
</weaponList>
</raceRestriction>
<!--관계설정-->
<relationSettings>
<relationChanceModifierChild>0</relationChanceModifierChild>
<relationChanceModifierExLover>0</relationChanceModifierExLover>
<relationChanceModifierExSpouse>0</relationChanceModifierExSpouse>
<relationChanceModifierFiance>0</relationChanceModifierFiance>
<relationChanceModifierLover>0</relationChanceModifierLover>
<relationChanceModifierParent>0</relationChanceModifierParent>
<relationChanceModifierSibling>0</relationChanceModifierSibling>
<relationChanceModifierSpouse>0</relationChanceModifierSpouse>
</relationSettings>
</alienRace>
<statBases>
<!--스펙설정(일반)-->
<MarketValue>2000</MarketValue>
<Mass>70</Mass>
<MoveSpeed>4.6</MoveSpeed>
<Flammability>1.0</Flammability>
<RoyalFavorValue>0</RoyalFavorValue>
<ComfyTemperatureMax>24</ComfyTemperatureMax>
<ComfyTemperatureMin>4</ComfyTemperatureMin>
<RestRateMultiplier>1.25</RestRateMultiplier> <!--수면효율-->
<HungerRateMultiplier>0.25</HungerRateMultiplier>
<EatingSpeed>1</EatingSpeed>
<ImmunityGainSpeed>0</ImmunityGainSpeed>
<CarryingCapacity>100</CarryingCapacity>
<PainShockThreshold>0.99</PainShockThreshold>
<ToxicSensitivity>0.4</ToxicSensitivity>
<PsychicSensitivity>0.2</PsychicSensitivity>
<GlobalLearningFactor>0</GlobalLearningFactor>
<MeatAmount>0</MeatAmount>
<LeatherAmount>0</LeatherAmount>
<!-- 전투 -->
<MeleeDodgeChance>1.0</MeleeDodgeChance>
<MeleeHitChance>1.0</MeleeHitChance>
<AimingDelayFactor>1.0</AimingDelayFactor>
<ShootingAccuracyPawn>1.0</ShootingAccuracyPawn>
<!-- 사교 -->
<NegotiationAbility>1.0</NegotiationAbility>
<SellPriceFactor>0.8</SellPriceFactor>
<SocialImpact>1.0</SocialImpact>
<MentalBreakThreshold>0.30</MentalBreakThreshold>
<!-- 작업 -->
<WorkSpeedGlobal>1.0</WorkSpeedGlobal>
<MedicalTendSpeed>1.0</MedicalTendSpeed>
<MedicalTendQuality>1.0</MedicalTendQuality>
<MedicalOperationSpeed>1.0</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.0</MedicalSurgerySuccessChance>
<!-- 테크 -->
<ConstructionSpeed>1.0</ConstructionSpeed>
<ResearchSpeed>0.2</ResearchSpeed>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
</statBases>
<!--맨손 전투-->
<tools>
<li>
<label>left fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>right fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>teeth</label>
<capacities>
<li>Bite</li>
</capacities>
<power>10.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<chanceFactor>0.07</chanceFactor>
<soundMeleeHit>Pawn_Melee_HumanBite_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_HumanBite_Miss</soundMeleeMiss>
</li>
<li>
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>6.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
<chanceFactor>0.2</chanceFactor>
</li>
</tools>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<makesFootprints>true</makesFootprints>
<lifeExpectancy>50</lifeExpectancy>
<!-- Gore -->
<leatherDef>Human</leatherDef>
<useMeatFrom>Human</useMeatFrom>
<bloodDef>Paniel_Oil</bloodDef>
<fleshType>PN_Flesh</fleshType>
<meatMarketValue>0.8</meatMarketValue>
<meatColor>(255, 255, 255)</meatColor>
<!-- Gore -->
<nameCategory>HumanStandard</nameCategory>
<hasGenders>true</hasGenders>
<body>PanielBody</body>
<baseHungerRate>1</baseHungerRate> <!--배고픔-->
<baseBodySize>1</baseBodySize>
<baseHealthScale>1.25</baseHealthScale> <!--몸빵-->
<foodType>OmnivoreHuman</foodType>
<gestationPeriodDays>30</gestationPeriodDays>
<litterSizeCurve>
<points>
<li>(0, 0)</li>
</points>
</litterSizeCurve>
<lifeStageAges>
<li>
<def>HumanlikeAdult</def>
<minAge>0</minAge>
<soundWounded>Pawn_DogSmall_Injured</soundWounded>
<soundDeath>Pawn_DogSmall_Dead</soundDeath>
<soundCall>Pawn_DogSmall_Call</soundCall>
<soundAngry>Pawn_DogSmall_Angry</soundAngry>
</li>
</lifeStageAges>
<soundMeleeHitPawn>Pawn_Melee_SmallScratch_HitPawn</soundMeleeHitPawn>
<soundMeleeHitBuilding>Pawn_Melee_SmallScratch_HitBuilding</soundMeleeHitBuilding>
<soundMeleeMiss>Pawn_Melee_SmallScratch_Miss</soundMeleeMiss>
<specialShadowData>
<volume>(0.3, 0.8, 0.4)</volume>
<offset>(0,0,-0.3)</offset>
</specialShadowData>
<ageGenerationCurve>
<points>
<li>(0,0)</li>
<li>(1,100)</li>
<li>(2,40)</li>
<li>(3,0)</li>
</points>
</ageGenerationCurve>
<hediffGiverSets>
<li>PanielBasicHediffSet</li>
</hediffGiverSets>
</race>
<butcherProducts>
<Steel>60</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</butcherProducts>
<recipes>
<li>Anesthetize</li>
<li>PN_Disassemble</li>
<li>PN_Repair</li>
<li>PN_Maintenance</li>
</recipes>
<comps>
<li Class="AutomataRace.CompPropeties_AutomataDataHolder"></li>
</comps>
<modExtensions>
</modExtensions>
</AlienRace.ThingDef_AlienRace>
<AlienRace.RaceSettings>
<defName>Paniel_Race_Setting</defName>
<pawnKindSettings>
<startingColonists>
<li>
<pawnKindEntries>
<li>
<kindDefs>
<li>Paniel_Testsubject</li>
</kindDefs>
<chance>100.0</chance>
</li>
</pawnKindEntries>
<factionDefs>
<li>Paniel_PlayerFaction</li>
</factionDefs>
</li>
</startingColonists>
<alienslavekinds>
<li>
<kindDefs>
<li>Paniel_ColonistPawn</li>
</kindDefs>
<chance>100.0</chance>
</li>
</alienslavekinds>
<alienrefugeekinds>
</alienrefugeekinds>
<alienwandererkinds>
</alienwandererkinds>
</pawnKindSettings>
</AlienRace.RaceSettings>
</Defs>

View File

@ -1,412 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="ResourceBase" Name="BasePackagedAutomaton" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<tradeability>None</tradeability>
<stackLimit>1</stackLimit>
<useHitPoints>true</useHitPoints>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Mass>80.0</Mass>
<Flammability>0.2</Flammability>
</statBases>
<thingCategories Inherit="false">
<li>PN_AutomatonCatagory</li>
</thingCategories>
</ThingDef>
<!--확률:개별weight값/전체weight합-->
<!--==================================== 급조 상자 ====================================-->
<!--<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_ImprovisedAutomaton</defName>
<label>packaged improvised automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Randombox_Awful</pawnKindDefName>
</li>
<li>
<weight>70</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>-->
<!--==================================== 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomaton</defName>
<label>packaged automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li><compClass>CompQuality</compClass></li>
<li Class="AutomataRace.CompPropeties_AutomataDataHolder"></li>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGenerateAutomata"></li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomaton</defName>
<label>packaged noble automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>60</weight>
<pawnKindDefName>Paniel_Randombox_Good</pawnKindDefName>
</li>
<li>
<weight>39</weight>
<pawnKindDefName>Paniel_Randombox_Excellent</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Randombox_MasterworkA</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 로열 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_RoyalAutomaton</defName>
<label>packaged royal automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>9</weight>
<pawnKindDefName>Paniel_Randombox_MasterworkB</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Randombox_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 전투형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonSoldier</defName>
<label>packaged automaton soldier</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>20</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>40</weight>
<pawnKindDefName>Paniel_Soldier_Normal</pawnKindDefName>
</li>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Soldier_Good</pawnKindDefName>
</li>
<li>
<weight>10</weight>
<pawnKindDefName>Paniel_Soldier_Excellent</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 전투형 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomatonSoldier</defName>
<label>packaged noble automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>45</weight>
<pawnKindDefName>Paniel_Soldier_Good</pawnKindDefName>
</li>
<li>
<weight>50</weight>
<pawnKindDefName>Paniel_Soldier_Excellent</pawnKindDefName>
</li>
<li>
<weight>4</weight>
<pawnKindDefName>Paniel_Soldier_MasterworkA</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Soldier_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 제작형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonWorker</defName>
<label>packaged automaton worker</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>20</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>40</weight>
<pawnKindDefName>Paniel_Worker_Normal</pawnKindDefName>
</li>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Worker_Good</pawnKindDefName>
</li>
<li>
<weight>10</weight>
<pawnKindDefName>Paniel_Worker_Excellent</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 제작형 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomatonWorker</defName>
<label>packaged noble automaton worker</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>45</weight>
<pawnKindDefName>Paniel_Worker_Good</pawnKindDefName>
</li>
<li>
<weight>50</weight>
<pawnKindDefName>Paniel_Worker_Excellent</pawnKindDefName>
</li>
<li>
<weight>4</weight>
<pawnKindDefName>Paniel_Worker_MasterworkA</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Worker_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 가정형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonMaid</defName>
<label>packaged automaton maid</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>20</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>40</weight>
<pawnKindDefName>Paniel_Maid_Normal</pawnKindDefName>
</li>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Maid_Good</pawnKindDefName>
</li>
<li>
<weight>10</weight>
<pawnKindDefName>Paniel_Maid_Excellent</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 가정형 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomatonMaid</defName>
<label>packaged noble automaton maid</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>45</weight>
<pawnKindDefName>Paniel_Maid_Good</pawnKindDefName>
</li>
<li>
<weight>50</weight>
<pawnKindDefName>Paniel_Maid_Excellent</pawnKindDefName>
</li>
<li>
<weight>4</weight>
<pawnKindDefName>Paniel_Maid_MasterworkA</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Maid_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 파니엘 파괴 ====================================-->
<ThoughtDef>
<defName>PN_KnowColonyAutomatonDied</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>colony automaton destroyed</label>
<description>One of our automaton destroyed. That automaton was our property.</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithGoodOpinionDied</defName>
<durationDays>20</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>favorite Automaton {0} destroyed</label>
<description>My friend was destroyed. very sad...</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithBadOpinionDied</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>hateful Automaton {0} destroyed</label>
<description>That scrap was finally destroyed.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_WitnessedDestroyedAlly</defName>
<icon>Things/Mote/ThoughtSymbol/Skull</icon>
<showBubble>true</showBubble>
<durationDays>2</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>witnessed ally automaton's destroyed</label>
<description>I saw one of our automaton destroyed. That automaton was our property.</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 파괴 for 파니엘 ====================================-->
<ThoughtDef>
<defName>PN_KnowColonyAutomatonDiedforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>colleague destroyed</label>
<description>My colleague was destroyed. Did she fulfill her duties?</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithGoodOpinionDiedforPN</defName>
<durationDays>20</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>favorite colleague {0} destroyed</label>
<description>My friend was destroyed. It's so sad that we can't carry out our duties with her.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithBadOpinionDiedforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>hateful Automaton {0} destroyed</label>
<description>That scrap was finally destroyed.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_WitnessedDestroyedAllyforPN</defName>
<icon>Things/Mote/ThoughtSymbol/Skull</icon>
<showBubble>true</showBubble>
<durationDays>2</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>witnessed ally automaton's destroyed</label>
<description>I saw one of our colleague destroyed. Did she fulfill her duties?</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 실종 ====================================-->
<ThoughtDef>
<defName>PN_ColonyAutomatonLost</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>colony automaton lost</label>
<description>One of our automaton lost. That automaton was our property.</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithGoodOpinionLost</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>favorite Automaton {0} lost</label>
<description>I lost my friend. very sad...</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithBadOpinionLost</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>hateful Automaton {0} lost</label>
<description>That scrap was finally disappeared.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 실종 for 파니엘 ====================================-->
<ThoughtDef>
<defName>PN_ColonyAutomatonLostforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>colony automaton lost</label>
<description>My colleague was lost. Did she do her duty?</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithGoodOpinionLostforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>favorite Automaton {0} lost</label>
<description>My friend was lost. It's so sad that we can't carry out our duties with her.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithBadOpinionLostforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>hateful Automaton {0} lost</label>
<description>That scrap was finally disappeared.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== ====================================-->
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PN_Caravan_Outlander_PnL</defName>
<label>PnL Salesman</label>
<stockGenerators>
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>750~1200</countRange>
</li>
</stockGenerators>
</TraderKindDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PNOrbital_PnLindustry</defName>
<label>PnL Industry trader</label>
<orbital>true</orbital>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>2000~4000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>15~30</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>WoodLog</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>100~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Cloth</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineIndustrial</thingDef>
<countRange>20~30</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Gold</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>100~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chocolate</thingDef>
<totalPriceRange>-70~100</totalPriceRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Beer</thingDef>
<totalPriceRange>-70~200</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Textiles</categoryDef>
<thingDefCountRange>1~2</thingDefCountRange>
<totalPriceRange>2200~4000</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>ResourcesRaw</categoryDef>
<excludedThingDefs>
<li>Silver</li>
</excludedThingDefs>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>800~1500</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodRaw</categoryDef>
<excludedCategories>
<li>EggsFertilized</li>
</excludedCategories>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>800~1500</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodMeals</categoryDef>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>15~30</countRange>
</li>
<li Class="StockGenerator_MultiDef">
<thingDefs>
<li>Kibble</li>
<li>Chocolate</li>
<li>Pemmican</li>
</thingDefs>
</li>
<!-- Drugs -->
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>1000~2000</totalPriceRange>
</li>
<!-- Techprints -->
<!-- none -->
<!-- Weapons -->
<!-- none -->
<!-- Apparel -->
<li Class="StockGenerator_Clothes">
<countRange>10~20</countRange>
</li>
<!-- Implants -->
<!-- none -->
<!-- Buildings -->
<li Class="StockGenerator_Category">
<categoryDef>BuildingsFurniture</categoryDef>
<thingDefCountRange>0~3</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Exotic -->
<!-- none -->
<!-- Slaves -->
<!-- none -->
<!-- Animals -->
<li Class="StockGenerator_Animals">
<maxWildness>0.70</maxWildness>
<checkTemperature>false</checkTemperature>
<tradeTagsSell>
<li>AnimalFarm</li>
<li>AnimalPet</li>
</tradeTagsSell>
<tradeTagsBuy>
<li>AnimalExotic</li>
</tradeTagsBuy>
<kindCountRange>2~4</kindCountRange>
<countRange>10~20</countRange>
</li>
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
<li Class="StockGenerator_BuyTradeTag">
<tag>Art</tag>
</li>
<li Class="StockGenerator_BuyTradeTag">
<tag>MusicalInstrument</tag>
</li>
</stockGenerators>
</TraderKindDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--<TraitDef>
<defName>PN_Trait_Automaton</defName>
<commonality>0.001</commonality>
<allowOnHostileSpawn>false</allowOnHostileSpawn>
<degreeDatas>
<li>
<label>Automaton</label>
<description>...</description>
<statOffsets>
</statOffsets>
</li>
</degreeDatas>
<conflictingPassions>
<li>Shooting</li>
<li>Melee</li>
<li>Construction</li>
<li>Mining</li>
<li>Cooking</li>
<li>Plants</li>
<li>Animals</li>
<li>Crafting</li>
<li>Artistic</li>
<li>Medicine</li>
<li>Social</li>
<li>Intellectual</li>
</conflictingPassions>
</TraitDef>-->
</Defs>

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@ -1,614 +0,0 @@
<?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>
</value>
</li>
<!-- 임플란트 -->
<li Class="PatchOperationAdd">
<xpath>/Defs</xpath>
<value>
<!-- 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>
<!--==================================== 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_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
<li Class="CompProperties_Forbiddable"/>
</comps>
</ThingDef>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,69 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "PN_ApparelRoyalguard"]</xpath>
<value>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>CataphractArmor</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<defaultIngredientFilter>
<categories>
<li>Root</li>
</categories>
<disallowedThingDefs>
<li>Gold</li>
<li>Silver</li>
<li>Plasteel</li>
<li>Jade</li>
<li>Uranium</li>
</disallowedThingDefs>
</defaultIngredientFilter>
</recipeMaker>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]</xpath>
<value>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>CataphractArmor</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<defaultIngredientFilter>
<categories>
<li>Root</li>
</categories>
<disallowedThingDefs>
<li>Gold</li>
<li>Silver</li>
<li>Plasteel</li>
<li>Jade</li>
<li>Uranium</li>
</disallowedThingDefs>
</defaultIngredientFilter>
</recipeMaker>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,65 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Save Our Ship 2</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 티어B메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<!-- 티어B워커 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<!-- 티어B솔져 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<!-- 티어C로얄가드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>*/WorkGiverDef[defName="DoBillsFabricationBench"]/fixedBillGiverDefs</xpath>
<value>
<li>PN_AutomatonBench</li>
</value>
</Operation>
<!--<Operation Class="PatchOperationAdd">
<xpath>*/WorkGiverDef[defName="ChatWithPrisoner"]</xpath>
<value>
<workTags>
<li>PN_noPrisoner</li>
</workTags>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>*/WorkGiverDef[defName="Research"]</xpath>
<value>
<workTags>
<li>PN_noResearch</li>
</workTags>
</value>
</Operation>-->
</Patch>

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@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Yayo's Combat 3</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_Chainlongsword"]/equippedAngleOffset</xpath>
<value>
<equippedAngleOffset>0</equippedAngleOffset>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,9 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<loadFolders>
<v1.2>
<li>1.2</li>
<li>Content</li>
</v1.2>
<v1.3>
<li>1.3</li>
<li>Content</li>