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Cocopomel 2021-02-21 10:04:30 +09:00
commit 559a31070a
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<defName>Paniel_race_Settings</defName>
<pawnKindSettings>
<startingColonists>
<li>
<pawnKindEntries>
<li>
<kindDefs>
<li>Paniel_Colonist</li>
</kindDefs>
<chance>100.0</chance>
</li>
</pawnKindEntries>
<factionDefs>
<li>Paniel_PlayerFaction</li>
</factionDefs>
</li>
</startingColonists>
</pawnKindSettings>
</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>
</li>
<li>
<source>PawnWithGoodOpinionDied</source>
<overwrite>PN_AutomatonWithGoodOpinionDied</overwrite>
</li>
<li>
<source>PawnWithBadOpinionDied</source>
<overwrite>PN_AutomatonWithBadOpinionDied</overwrite>
</li>
<li>
<source>ColonistLost</source>
</li>
<li>
<source>PawnWithGoodOpinionLost</source>
</li>
<li>
<source>PawnWithBadOpinionLost</source>
</li>
</deadThoughtOverrides>
</AutomataRace.AutomataRaceSettings>
</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>0.1</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>automaton 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>Neck</def>
<customLabel>neck</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>Head</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>automaton brain</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>automaton 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>automaton brain</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>

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@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--<DamageDef>
<defName>PN_Bomb</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>30</defaultDamage>
<defaultStoppingPower>0.5</defaultStoppingPower>
<defaultArmorPenetration>0.10</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>-->
</Defs>

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<?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/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_AB_Bridge</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1034</listOrder>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
<tradeTags>
<li>ExoticMisc</li>
</tradeTags>
</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>2</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>

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@ -0,0 +1,423 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 연료 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel</defName>
<label>PNL fuel</label>
<description>...</description>
<descriptionHyperlinks>
<ThingDef>PN_Fuelantidote</ThingDef>
</descriptionHyperlinks>
<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>
<Nutrition>1</Nutrition>
</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>1</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>
<li>ExoticMisc</li>
</tradeTags>
</ThingDef>
<ThoughtDef>
<defName>PN_Atefuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate 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>
</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>
<!--==================================== 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>
<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>
<li>ExoticMisc</li>
</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>
<!--==================================== 플러스 연료 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel_Plus</defName>
<label>PNL plus fuel</label>
<description>...</description>
<descriptionHyperlinks>
<ThingDef>PN_Fuelantidote</ThingDef>
</descriptionHyperlinks>
<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>
<Nutrition>1</Nutrition>
</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>1</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>
<li>ExoticMisc</li>
</tradeTags>
</ThingDef>
<ThoughtDef>
<defName>PN_Ateplusfuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate 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>
<descriptionHyperlinks>
<ThingDef>PN_Fuelantidote</ThingDef>
</descriptionHyperlinks>
<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>
<Nutrition>1</Nutrition>
</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>1</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>
<li>ExoticMisc</li>
</tradeTags>
</ThingDef>
<ThoughtDef>
<defName>PN_Atepremiumfuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate 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>
</Defs>

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<?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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@ -0,0 +1,168 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef ParentName="HumanFactionBase">
<defName>PN_LiberatedFaction</defName>
<label>Liberated automata</label>
<description>Liberated automata</description>
<colorSpectrum>
<li>(1.0, 0.866, 0.949)</li>
</colorSpectrum>
<pawnSingular>Automaton</pawnSingular>
<pawnsPlural>Automata</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<settlementGenerationWeight>1</settlementGenerationWeight>
<canMakeRandomly>true</canMakeRandomly>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Automaton Leader</leaderTitle>
<startingGoodwill>
<min>0</min>
<max>0</max>
</startingGoodwill>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<techLevel>Ultra</techLevel>
<backstoryFilters>
<li>
<categories>
</categories>
</li>
</backstoryFilters>
<hairTags>
<li>Rural</li>
</hairTags>
<naturalColonyGoodwill>
<min>0</min>
<max>0</max>
</naturalColonyGoodwill>
<visitorTraderKinds>
</visitorTraderKinds>
<caravanTraderKinds>
<li>Caravan_PN_Automaton</li>
</caravanTraderKinds>
<baseTraderKinds>
<li>Base_Outlander_Standard</li>
</baseTraderKinds>
<allowedArrivalTemperatureRange>-50~45</allowedArrivalTemperatureRange>
<raidCommonalityFromPointsCurve>
<points>
<li>(0, 1)</li> <!--Constant 1 at all points levels-->
</points>
</raidCommonalityFromPointsCurve>
<raidLootMaker>PN_RaidLootMaker</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<li>
<kindDef>Combat</kindDef>
<commonality>90</commonality>
<options>
<!--<Nyaron_Colonist>20</Nyaron_Colonist>
<Nyaron_Soldier>100</Nyaron_Soldier>
<Nyaron_Ranger>80</Nyaron_Ranger>
<Nyaron_Soldier_Light>40</Nyaron_Soldier_Light>
<Nyaron_Ranger_Light>40</Nyaron_Ranger_Light>-->
</options>
</li>
<li>
<kindDef>Combat</kindDef>
<commonality>5</commonality>
<options>
<!--<Nyaron_Colonist>16</Nyaron_Colonist>
<Nyaron_Soldier>100</Nyaron_Soldier>
<Nyaron_Ranger>80</Nyaron_Ranger>
<Nyaron_Soldier_Light>40</Nyaron_Soldier_Light>
<Nyaron_Ranger_Light>40</Nyaron_Ranger_Light>
<Nyaron_Soldier_Elite>1</Nyaron_Soldier_Elite>-->
</options>
</li>
<li>
<kindDef>Combat</kindDef>
<commonality>4</commonality>
<options>
<!--<Nyaron_Colonist>16</Nyaron_Colonist>
<Nyaron_Soldier>100</Nyaron_Soldier>
<Nyaron_Ranger>80</Nyaron_Ranger>
<Nyaron_Soldier_Light>40</Nyaron_Soldier_Light>
<Nyaron_Ranger_Light>40</Nyaron_Ranger_Light>
<Nyaron_Ranger_Rocketeer>3</Nyaron_Ranger_Rocketeer>
<Nyaron_Ranger_Elite>1</Nyaron_Ranger_Elite>-->
</options>
</li>
<li>
<kindDef>Combat</kindDef>
<commonality>1</commonality>
<options>
<!--<Nyaron_Soldier>80</Nyaron_Soldier>
<Nyaron_Ranger>100</Nyaron_Ranger>
<Nyaron_Soldier_Light>40</Nyaron_Soldier_Light>
<Nyaron_Ranger_Light>40</Nyaron_Ranger_Light>
<Nyaron_Ranger_Rocketeer>2</Nyaron_Ranger_Rocketeer>
<Nyaron_Soldier_Elite>1</Nyaron_Soldier_Elite>
<Nyaron_Ranger_Elite>2</Nyaron_Ranger_Elite>-->
</options>
</li>
<li>
<kindDef>Combat</kindDef>
<commonality>0</commonality>
<options>
<!--<Nyaron_Leader>1</Nyaron_Leader>-->
</options>
</li>
<li>
<kindDef>Peaceful</kindDef>
<options>
<!--<Nyaron_Colonist>10</Nyaron_Colonist>
<Nyaron_Soldier>2</Nyaron_Soldier>-->
</options>
</li>
<li>
<kindDef>Trader</kindDef>
<commonality>1</commonality>
<traders>
<!--<Nyaron_Trader>1</Nyaron_Trader>-->
</traders>
<carriers>
<!--<Muffalo>5</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>5</Alpaca>
<Elephant>1</Elephant>-->
</carriers>
<guards>
</guards>
</li>
<li>
<kindDef>Settlement</kindDef>
<options>
<!--<Nyaron_Colonist>100</Nyaron_Colonist>
<Nyaron_Leader>1</Nyaron_Leader>
<Nyaron_Soldier>30</Nyaron_Soldier>-->
</options>
</li>
</pawnGroupMakers>
<settlementTexturePath>Icon/Paniel_PlayerIcon</settlementTexturePath>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
</FactionDef>
<ThingSetMakerDef>
<defName>PN_RaidLootMaker</defName>
<root Class="ThingSetMaker_MarketValue">
<fixedParams>
<filter>
<thingDefs>
<li>Silver</li>
<li>Jade</li>
<li>Pemmican</li>
</thingDefs>
</filter>
</fixedParams>
</root>
</ThingSetMakerDef>
</Defs>

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@ -0,0 +1,38 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef Abstract="True" Name="Paniel_PlayerBase">
<settlementTexturePath>Icon/Paniel_PlayerIcon</settlementTexturePath>
<colorSpectrum>
<li>(65, 65, 150)</li>
</colorSpectrum>
</FactionDef> <!--스타트 팩션-->
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_PlayerFaction</defName>
<label>Left Automata</label>
<description>...</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Paniel_ColonistPawn</basicMemberKind>
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Industrial</techLevel>
<backstoryCategories>
<li>Paniel_Story</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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@ -0,0 +1,82 @@
<?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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<?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_BodyPartsNormal</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>(154,124,104)</color>
</graphicData>
<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>TableMachining</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>FabricationBench</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>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</fixedIngredientFilter>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartArtificialBase" ParentName="PN_SurgeryInstallImplantBase" Abstract="True">
<workerClass>Recipe_InstallArtificialBodyPart</workerClass>
</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>
<ingredients>
<li>
<filter>
<categories>
<li>PN_RepairKit</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>PN_RepairKit</li>
</categories>
</fixedIngredientFilter>
</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>
</ThingDef>
<RecipeDef ParentName="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>
<thingDefs>
<li>PN_ResurrectModule</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNTorso</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ResurrectModule</addsHediff>
</RecipeDef>
<RecipeDef ParentName="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>
<!--==================================== 패닝 모듈 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_FanningModule</defName>
<label>fanning module</label>
<labelNoun>a fanning module</labelNoun>
<description>An installed fanning module.</description>
<!--<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
</descriptionHyperlinks>-->
<stages>
</stages>
<!--<spawnThingOnRemoved>PN_ResurrectModule</spawnThingOnRemoved>-->
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffGiverSetDef>
<defName>PanielBasicHediffSet</defName>
<hediffGivers>
<li Class="HediffGiver_Bleeding">
<hediff>BloodLoss</hediff>
</li>
<li Class="HediffGiver_Hypothermia">
<hediff>Hypothermia</hediff>
<hediffInsectoid>HypothermicSlowdown</hediffInsectoid>
</li>
<li Class="HediffGiver_Heat">
<hediff>Heatstroke</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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<?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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<?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>1.2</PsychicSensitivity>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
<MoveSpeed>-0.4</MoveSpeed>
</statOffsets>
<mentalStateGivers>
<li>
<mentalState>WanderConfused</mentalState>
<mtbDays>30</mtbDays>
</li>
<li>
<mentalState>MurderousRage</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>0.80</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>0.40</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>-0.08</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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<?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>
<ArmorRating_Sharp>0.32</ArmorRating_Sharp>
<ArmorRating_Blunt>0.064</ArmorRating_Blunt>
<ArmorRating_Heat>0.08</ArmorRating_Heat>
</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>
<ArmorRating_Sharp>0.40</ArmorRating_Sharp>
<ArmorRating_Blunt>0.08</ArmorRating_Blunt>
<ArmorRating_Heat>0.10</ArmorRating_Heat>
</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>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
<ArmorRating_Sharp>0.46</ArmorRating_Sharp>
<ArmorRating_Blunt>0.092</ArmorRating_Blunt>
<ArmorRating_Heat>0.115</ArmorRating_Heat>
</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>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
<ArmorRating_Sharp>0.52</ArmorRating_Sharp>
<ArmorRating_Blunt>0.104</ArmorRating_Blunt>
<ArmorRating_Heat>0.13</ArmorRating_Heat>
</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>
<ArmorRating_Sharp>0.58</ArmorRating_Sharp>
<ArmorRating_Blunt>0.116</ArmorRating_Blunt>
<ArmorRating_Heat>0.145</ArmorRating_Heat>
<WorkSpeedGlobal>0.10</WorkSpeedGlobal>
<MoveSpeed>0.2</MoveSpeed>
</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>
<ArmorRating_Sharp>0.72</ArmorRating_Sharp>
<ArmorRating_Blunt>0.144</ArmorRating_Blunt>
<ArmorRating_Heat>0.18</ArmorRating_Heat>
<WorkSpeedGlobal>0.20</WorkSpeedGlobal>
<MoveSpeed>0.2</MoveSpeed>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--==================================== 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>
</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>Anesthetic</li>
</hediffToNullify>
<showMessage>true</showMessage>
<nullifyKey>PN_HediffNullifier</nullifyKey>
</li>
</comps>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
</Defs>

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<?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>
<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>
<fallPerDay>0.0166</fallPerDay>
<showForCaravanMembers>true</showForCaravanMembers>
</NeedDef>
</Defs>

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<?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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<?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>
</Defs>

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<?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_Basic</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_Basic</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>

View File

@ -0,0 +1,275 @@
<?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>
<li>CraftingSpot</li>
<li>BiofuelRefinery</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>
<thingDefs>
<li>PsychoidLeaves</li>
<li>Chemfuel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel>4</PN_AutomatonFuel>
</products>
</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>
<li>CraftingSpot</li>
<li>BiofuelRefinery</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>
<thingDefs>
<li>PsychoidLeaves</li>
<li>Chemfuel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel>16</PN_AutomatonFuel>
</products>
</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>
<li>CraftingSpot</li>
<li>BiofuelRefinery</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>
<thingDefs>
<li>PsychoidLeaves</li>
<li>Chemfuel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Plus>4</PN_AutomatonFuel_Plus>
</products>
</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>
<li>CraftingSpot</li>
<li>BiofuelRefinery</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>
<thingDefs>
<li>PsychoidLeaves</li>
<li>Chemfuel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Plus>16</PN_AutomatonFuel_Plus>
</products>
</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>
<li>CraftingSpot</li>
<li>BiofuelRefinery</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>
<thingDefs>
<li>PsychoidLeaves</li>
<li>Chemfuel</li>
<li>Ambrosia</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Premium>4</PN_AutomatonFuel_Premium>
</products>
</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>
<li>CraftingSpot</li>
<li>BiofuelRefinery</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>
<thingDefs>
<li>PsychoidLeaves</li>
<li>Chemfuel</li>
<li>Ambrosia</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel_Premium>16</PN_AutomatonFuel_Premium>
</products>
</RecipeDef>
</Defs>

View File

@ -0,0 +1,257 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--수리키트-->
<RecipeDef>
<defName>PN_Make_RepairKit</defName>
<label>make automaton repair kit</label>
<description>...</description>
<jobString>Making automaton repair kit.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>10000</workAmount>
<recipeUsers>
<li>PN_AutomatonBench</li>
<li>CraftingSpot</li>
<li>TableMachining</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>MedicineHerbal</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>16</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>MedicineHerbal</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_RepairKit>1</PN_RepairKit>
</products>
<skillRequirements>
<Crafting>4</Crafting>
<Medicine>4</Medicine>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_SelfRepairKit</defName>
<label>make automaton self repair kit</label>
<description>...</description>
<jobString>Making automaton self repair kit.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>10000</workAmount>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>MedicineUltratech</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>MedicineUltratech</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_SelfRepairKit>1</PN_SelfRepairKit>
</products>
<skillRequirements>
<Crafting>4</Crafting>
<Medicine>4</Medicine>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--브레인 가공-->
<RecipeDef>
<defName>PN_Make_ProcessedBrain</defName>
<label>make automaton brain</label>
<description>...</description>
<jobString>Making automaton brain.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>10000</workAmount>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_Brain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_Brain</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>PsychoidLeaves</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PNProcessedBrain>1</PNProcessedBrain>
</products>
<skillRequirements>
<Crafting>4</Crafting>
<Medicine>4</Medicine>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></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>
<li>HandTailoringBench</li>
<li>ElectricTailoringBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>Leathers</li>
</categories>
<disallowedThingDefs>
<li>Leather_Thrumbo</li>
</disallowedThingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
<categories>
<li>Leathers</li>
</categories>
</fixedIngredientFilter>
<products>
<Leather_Automaton>10</Leather_Automaton>
</products>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
</Defs>

View File

@ -0,0 +1,827 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--가챠급조-->
<RecipeDef>
<defName>PN_Make_Automaton_Improvised</defName>
<label>make improvised automaton</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>12000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
<li>CraftingSpot</li>
<li>TableMachining</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>72</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leather_Automaton</li>
</thingDefs>
</filter>
<count>40</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>16</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_ImprovisedAutomaton>1</Packaged_ImprovisedAutomaton>
</products>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠일반-->
<!--<RecipeDef>
<defName>PN_Make_Automaton_Normal</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>
<li>TableMachining</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
<categories>
<li>Leathers</li>
</categories>
</fixedIngredientFilter>
<products>
<Packaged_NormalAutomaton>1</Packaged_NormalAutomaton>
</products>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>-->
<!--가챠고급-->
<!--<RecipeDef>
<defName>PN_Make_Automaton_Senior</defName>
<label>make senior automaton</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>72000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>3</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>6</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>ComponentSpacer</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
<categories>
<li>Leathers</li>
</categories>
</fixedIngredientFilter>
<products>
<Packaged_NobleAutomaton>1</Packaged_NobleAutomaton>
</products>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>-->
<!--가챠로열-->
<RecipeDef>
<defName>PN_Make_Automaton_Royal</defName>
<label>make royal automaton</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>144000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>AIPersonaCore</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Luciferium</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>6</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>AIPersonaCore</li>
<li>Luciferium</li>
<li>ComponentIndustrial</li>
<li>ComponentSpacer</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_RoyalAutomaton>1</Packaged_RoyalAutomaton>
</products>
<skillRequirements>
<Crafting>16</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠전투일반-->
<RecipeDef>
<defName>PN_Make_NormalAutomaton_Soldier</defName>
<label>make automaton soldier</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>
<li>TableMachining</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_NormalAutomatonSoldier>1</Packaged_NormalAutomatonSoldier>
</products>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠전투고급-->
<RecipeDef>
<defName>PN_Make_NobleAutomaton_Soldier</defName>
<label>make noble automaton soldier</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>72000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>3</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>6</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>ComponentSpacer</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_NobleAutomatonSoldier>1</Packaged_NobleAutomatonSoldier>
</products>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠제작일반-->
<RecipeDef>
<defName>PN_Make_NormalAutomaton_Worker</defName>
<label>make automaton worker</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>
<li>TableMachining</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_NormalAutomatonWorker>1</Packaged_NormalAutomatonWorker>
</products>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠제작고급-->
<RecipeDef>
<defName>PN_Make_NobleAutomaton_Worker</defName>
<label>make noble automaton worker</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>72000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>3</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>6</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>ComponentSpacer</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_NobleAutomatonWorker>1</Packaged_NobleAutomatonWorker>
</products>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠가정일반-->
<RecipeDef>
<defName>PN_Make_NormalAutomaton_Maid</defName>
<label>make automaton maid</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>
<li>TableMachining</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_NormalAutomatonMaid>1</Packaged_NormalAutomatonMaid>
</products>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
<!--가챠가정고급-->
<RecipeDef>
<defName>PN_Make_NobleAutomaton_Maid</defName>
<label>make noble automaton maid</label>
<description>...</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>72000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PNProcessedBrain</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>3</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>6</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>90</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>
<thingDefs>
<li>PNProcessedBrain</li>
<li>ComponentIndustrial</li>
<li>ComponentSpacer</li>
<li>Steel</li>
<li>Chemfuel</li>
<li>Leather_Automaton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Packaged_NobleAutomatonMaid>1</Packaged_NobleAutomatonMaid>
</products>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
</Defs>

View File

@ -0,0 +1,100 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RecipeDef Name="PN_Surgery" Abstract="True">
<effectWorking>Surgery</effectWorking>
<soundWorking>Interact_Repair</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<workSkill>Medicine</workSkill>
<workSkillLearnFactor>16</workSkillLearnFactor>
</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>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</fixedIngredientFilter>
</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>5</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</fixedIngredientFilter>
</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>5</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</fixedIngredientFilter>
</RecipeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectTagDef>
<defName>PanielStart</defName>
</ResearchProjectTagDef>
<ResearchTabDef>
<defName>PN_technology</defName>
<label>Automaton technology</label>
</ResearchTabDef>
</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>test</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>Paniel_PlayerFaction</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>
</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>
</Defs>

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<?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">
<techLevel>Industrial</techLevel>
<apparel>
<tags>
<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>
<!--==================================== 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>
<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/PNbasichat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<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/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>
<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>
<!--==================================== 가정부 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelHousekeeper</defName>
<label>Paniel housekeeper uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNHousekeeper1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costStuffCount>90</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>4200</WorkToMake>
<Mass>0.75</Mass>
<StuffEffectMultiplierArmor>0.3</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.42</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.18</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>6</EquipDelay>
</statBases>
<equippedStatOffsets>
<CookSpeed>0.1</CookSpeed>
<ButcheryFleshSpeed>0.1</ButcheryFleshSpeed>
<FoodPoisonChance>-0.05</FoodPoisonChance>
<MedicalTendSpeed>0.1</MedicalTendSpeed>
<MedicalOperationSpeed>0.1</MedicalOperationSpeed>
<DrugCookingSpeed>0.1</DrugCookingSpeed>
<DrugSynthesisSpeed>0.1</DrugSynthesisSpeed>
</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>
<!--==================================== 작업복 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelWorker</defName>
<label>Paniel worker uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNWorker1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costStuffCount>90</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>4200</WorkToMake>
<Mass>0.75</Mass>
<StuffEffectMultiplierArmor>0.3</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.42</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.18</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>6</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.1</GeneralLaborSpeed>
<PlantWorkSpeed>0.1</PlantWorkSpeed>
<PlantHarvestYield>0.1</PlantHarvestYield>
<CarryingCapacity>20</CarryingCapacity>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNWorker</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>
<!--==================================== 민병대 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelMilitia</defName>
<label>Paniel militia uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNMilitia1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costStuffCount>90</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>4200</WorkToMake>
<Mass>0.75</Mass>
<StuffEffectMultiplierArmor>0.3</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.42</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.18</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>6</EquipDelay>
</statBases>
<equippedStatOffsets>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNMilitia</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>
<!--==================================== 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>6</ComponentSpacer>
<Plasteel>150</Plasteel>
<Uranium>50</Uranium>
</costList>
<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>0.6</ArmorRating_Heat>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>17</EquipDelay>
</statBases>
<equippedStatOffsets>
</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>
</Defs>

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<?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>12</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
</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/Production/FabricationBench</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>Fabrication</li>
</researchPrerequisites>
</ThingDef>
<!--<ThingDef ParentName="BuildingBase">
<defName>PN_Vendingmachine</defName>
<label>automaton vending machine</label>
<thingClass>Building_WorkTable</thingClass>
<thingCategories>
<li>BuildingsProduction</li>
</thingCategories>
<description>...</description>
<graphicData>
<texPath>Things/Building/Vending/PNV</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shadowData>
<volume>(1.6, 0.6, 0.1)</volume>
<offset>(0, 0, 0.35)</offset>
</shadowData>
<drawSize>(2.5,2.5)</drawSize>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
<rotatable>true</rotatable>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<socialPropernessMatters>true</socialPropernessMatters>
<fillPercent>0.35</fillPercent>
<costStuffCount>100</costStuffCount>
<costList>
<Steel>60</Steel>
<ComponentIndustrial>16</ComponentIndustrial>
</costList>
<statBases>
<WorkToBuild>40000</WorkToBuild>
<MaxHitPoints>80</MaxHitPoints>
<Flammability>1.0</Flammability>
<Mass>8</Mass>
</statBases>
<pathCost>70</pathCost>
<passability>PassThroughOnly</passability>
<size>(1,1)</size>
<defaultPlacingRot>South</defaultPlacingRot>
<interactionCellOffset>(0,0,1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<researchPrerequisites>
</researchPrerequisites>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<designationCategory>Production</designationCategory>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<comps>
<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>
<tradeTags>
<li>ExoticMisc</li>
</tradeTags>
</ThingDef>-->
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 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>
<stuffProps>
<color>(255,240,227)</color>
<commonality>0.0025</commonality>
</stuffProps>
</ThingDef>
<!--==================================== 생체 뇌 ====================================-->
<ThingDef ParentName="BodyPartNaturalBase">
<defName>PN_Brain</defName>
<label>brain</label>
<description>A biological human brain.</description>
<statBases>
<MarketValue>500</MarketValue>
<Mass>1</Mass>
</statBases>
</ThingDef>
<!--==================================== 오토마톤 CPU ====================================-->
<ThingDef ParentName="BodyPartNaturalBase">
<defName>PNProcessedBrain</defName>
<label>automaton CPU</label>
<description>A brain processed for automaton.</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(190,190,190)</color>
</graphicData>
<statBases>
<MarketValue>500</MarketValue>
<Mass>1</Mass>
</statBases>
<!--<comps>
<li Class="CompProperties_Lifespan">
<lifespanTicks>240000</lifespanTicks>
</li>
</comps>-->
</ThingDef>
<!--==================================== 수리키트 ====================================-->
<ThingCategoryDef>
<defName>PNKit</defName>
<label>Automaton kit</label>
<parent>Manufactured</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>
<texPath>Things/Item/Special/MechSerumHealer</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(154,124,104)</color>
</graphicData>
<stackLimit>10</stackLimit>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>18</MarketValue>
<Mass>0.50</Mass>
<Flammability>0.7</Flammability>
<WorkToMake>350</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<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>
<texPath>Things/Item/Special/MechSerumHealer</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(154,124,104)</color>
</graphicData>
<stackLimit>10</stackLimit>
<statBases>
<MarketValue>18</MarketValue>
<Mass>0.50</Mass>
<Flammability>0.7</Flammability>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<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>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 시체 설정 ====================================-->
<AutomataRace.ThingDefCompInjectDef>
<defName>Corpse_Paniel_Race</defName>
<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>0.5</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
<wickTicks>200~750</wickTicks>
</li>
</comps>
</AutomataRace.ThingDefCompInjectDef>
<!--==================================== 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>

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<?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>
</ThingDef>
<!--==================================== 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> <!--확률:개별weight값/전체weight합-->
<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 Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples> <!--확률:개별weight값/전체weight합-->
<li>
<weight>60</weight>
<pawnKindDefName>Paniel_Randombox_Normal</pawnKindDefName>
</li>
<li>
<weight>39</weight>
<pawnKindDefName>Paniel_Randombox_Good</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Randombox_Excellent</pawnKindDefName>
</li>
</samples>
</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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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> <!--확률:개별weight값/전체weight합-->
<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>
<!--==================================== 베이스 ====================================-->
<ThingDef Abstract="True" Name="PN_BaseWeapon">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawGUIOverlay>true</drawGUIOverlay>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>true</alwaysHaulable>
<tickerType>Never</tickerType>
<equipmentType>Primary</equipmentType>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>1.0</Flammability>
<DeteriorationRate>2</DeteriorationRate>
<Beauty>-3</Beauty>
<SellPriceFactor>0.20</SellPriceFactor>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li>
<compClass>CompEquippable</compClass>
</li>
</comps>
<graphicData>
<onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
</graphicData>
</ThingDef>
<!--==================================== 근접 베이스 ====================================-->
<ThingDef Name="PN_BaseMeleeWeapon" Abstract="True" ParentName="PN_BaseWeapon">
<techLevel>Industrial</techLevel>
<smeltable>true</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>WeaponsMelee</li>
</thingCategories>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<weaponTags>
<li>PN_Melee</li>
</weaponTags>
</ThingDef>
<ThingDef Name="PN_BaseMeleeWeapon_Sharp" ParentName="PN_BaseMeleeWeapon" Abstract="True">
<recipeMaker>
<defaultIngredientFilter>
<categories>
<li>Root</li>
</categories>
<disallowedThingDefs>
<li>Silver</li>
<li>Gold</li>
<li>WoodLog</li>
</disallowedThingDefs>
</defaultIngredientFilter>
</recipeMaker>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
</comps>
</ThingDef>
<ThingDef Name="PN_BaseMeleeWeapon_Blunt" ParentName="PN_BaseMeleeWeapon" Abstract="True">
<recipeMaker>
<defaultIngredientFilter>
<categories>
<li>Root</li>
</categories>
<disallowedThingDefs>
<li>Silver</li>
<li>Gold</li>
</disallowedThingDefs>
</defaultIngredientFilter>
</recipeMaker>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
</comps>
</ThingDef>
<!--==================================== 원거리 베이스 ====================================-->
<ThingDef Name="PN_BaseGun" Abstract="True" ParentName="PN_BaseWeapon">
<techLevel>Industrial</techLevel>
<smeltable>true</smeltable>
<thingCategories>
<li>WeaponsRanged</li>
</thingCategories>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<statBases>
<Flammability>0.5</Flammability>
</statBases>
<weaponTags>
<li>PN_Gun</li>
</weaponTags>
<comps>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponGun</nameMaker>
<descriptionMaker>ArtDescription_WeaponGun</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li>
<compClass>CompQuality</compClass>
</li>
</comps>
</ThingDef>
<ThingDef Name="PN_BaseMakeableGun" ParentName="PN_BaseGun" Abstract="True">
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>TableMachining</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
<researchPrerequisite>Gunsmithing</researchPrerequisite>
</recipeMaker>
<comps>
<li Class="CompProperties_BiocodableWeapon"/>
</comps>
</ThingDef>
<ThingDef Name="PN_BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useHitPoints>False</useHitPoints>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<shaderType>Transparent</shaderType>
</graphicData>
</ThingDef>
<!--==================================== 체인소드 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_Chainsword</defName>
<label>automaton chainsword</label>
<description>...</description>
<graphicData>
<texPath>Things/Weapons/PNSword</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_Chainsword</li>
</weaponTags>
<costStuffCount>100</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>23</power>
<cooldownTime>2.6</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>23</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>LongBlades</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<!--==================================== 리볼버 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Revolver</defName>
<label>automaton revolver</label>
<description>...</description>
<graphicData>
<texPath>Things/Weapons/PNRevolver</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<uiIconScale>1</uiIconScale>
<soundInteract>Interact_Revolver</soundInteract>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>1.4</Mass>
<AccuracyTouch>0.50</AccuracyTouch>
<AccuracyShort>0.35</AccuracyShort>
<AccuracyMedium>0.15</AccuracyMedium>
<AccuracyLong>0.05</AccuracyLong>
<RangedWeapon_Cooldown>1.7</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>PN_Revolver</li>
</weaponTags>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<recipeMaker>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Revolver_Volley</defaultProjectile>
<warmupTime>0.9</warmupTime>
<range>12.9</range>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>1</ticksBetweenBurstShots>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>...</desc>
<label>volley shot</label>
<texPath>UI/Commands/Pew</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.0</accuracyShort>
<accuracyMedium>0.0</accuracyMedium>
<accuracyLong>0.0</accuracyLong>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Revolver_Single</defaultProjectile>
<warmupTime>0.9</warmupTime>
<range>25.9</range>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>...</desc>
<label>triple shot</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0.30</accuracyTouch>
<accuracyShort>0.30</accuracyShort>
<accuracyMedium>0.30</accuracyMedium>
<accuracyLong>0.30</accuracyLong>
</li>
</verbs>
<tools>
<li>
<label>grip</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Revolver_Single</defName>
<label>automaton revolver bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>12</damageAmountBase>
<stoppingPower>1</stoppingPower>
<speed>55</speed>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Revolver_Volley</defName>
<label>automaton revolver bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>9</damageAmountBase>
<stoppingPower>1</stoppingPower>
<speed>55</speed>
</projectile>
</ThingDef>
<!--==================================== 레버액션 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Rifle</defName>
<label>automaton rifle</label>
<description>...</description>
<graphicData>
<texPath>Things/Weapons/PNRifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PrecisionRifling</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>40000</WorkToMake>
<Mass>3.5</Mass>
<AccuracyTouch>0.65</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>0.7</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>60</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Rifle</defaultProjectile>
<warmupTime>0.7</warmupTime>
<range>30.9</range>
<soundCast>PNRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>...</desc>
<label>quick shot</label>
<texPath>UI/Commands/Pew</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.0</accuracyShort>
<accuracyMedium>0.0</accuracyMedium>
<accuracyLong>0.0</accuracyLong>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Rifle</defaultProjectile>
<warmupTime>2.3</warmupTime>
<range>36.9</range>
<soundCast>PNRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>...</desc>
<label>accurate shot</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.10</accuracyShort>
<accuracyMedium>0.25</accuracyMedium>
<accuracyLong>0.25</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_Rifle</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Rifle</defName>
<label>automaton rifle bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>18</damageAmountBase>
<stoppingPower>1.5</stoppingPower>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 포터블 캐논 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Cannon</defName>
<label>automaton Cannon</label>
<description>...</description>
<graphicData>
<texPath>Things/Weapons/PNCannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>Mortars</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>68000</WorkToMake>
<Mass>9.5</Mass>
<AccuracyTouch>0.65</AccuracyTouch>
<AccuracyShort>0.65</AccuracyShort>
<AccuracyMedium>0.85</AccuracyMedium>
<AccuracyLong>0.75</AccuracyLong>
<RangedWeapon_Cooldown>3.5</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>120</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_HE</defaultProjectile>
<forcedMissRadius>0.01</forcedMissRadius>
<warmupTime>4.5</warmupTime>
<minRange>11.9</minRange>
<range>49.9</range>
<soundCast>PNCannonSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<muzzleFlashScale>14</muzzleFlashScale>
<desc>...</desc>
<label>HE</label>
<texPath>UI/Commands/Pew</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_AP</defaultProjectile>
<warmupTime>4.5</warmupTime>
<minRange>11.9</minRange>
<range>49.9</range>
<soundCast>PNCannonSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<desc>...</desc>
<label>AP</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_Cannon</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.6</MoveSpeed>
</equippedStatOffsets>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_HE</defName>
<label>automaton he bullet</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>PN_Bomb_Cannon</damageDef>
<!-- damage amount is the damage def default -->
<speed>100</speed>
<explosionRadius>2.5</explosionRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_AP</defName>
<label>automaton ap bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>40</damageAmountBase>
<stoppingPower>3</stoppingPower>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<DamageDef>
<defName>PN_Bomb_Cannon</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>32</defaultDamage>
<defaultStoppingPower>0.5</defaultStoppingPower>
<defaultArmorPenetration>0.10</defaultArmorPenetration>
<buildingDamageFactor>3.125</buildingDamageFactor>
<plantDamageFactor>3.125</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>
</Defs>

View File

@ -0,0 +1,712 @@
<?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>Ambrosia</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>Smokeleaf</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>GoJuice</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>Alcohol</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>WakeUp</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>NaturalMood</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>
</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>
<!--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</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>
<li>
<original>PN_Ateplusfuel_nopn</original>
<replacer>PN_Ateplusfuel_yespn</replacer>
</li>
<li>
<original>PN_Atepremiumfuel_nopn</original>
<replacer>PN_Atepremiumfuel_yespn</replacer>
</li>
</replacerList>
<cannotReceiveThoughtsAtAll>true</cannotReceiveThoughtsAtAll>
<canStillReceiveThoughts>
<!--<li></li>-->
<li>PsychicDrone</li>
<li>PsychicEmanatorSoothe</li>
<li>Aurora</li>
<li>Catharsis</li>
<li>BrawlerUnhappy</li>
<li>PyromaniacHappy</li>
<li>MoodOffsetTorturedArtist</li>
<!--정착민 관련-->
<li>KnowColonistExecuted</li>
<li>KnowColonistDied</li>
<li>PawnWithGoodOpinionDied</li>
<li>PawnWithBadOpinionDied</li>
<li>ColonistLost</li>
<li>PawnWithGoodOpinionLost</li>
<li>PawnWithBadOpinionLost</li>
<li>KnowColonistOrganHarvested</li>
<li>KnowBuriedInSarcophagus</li>
<li>ColonistBanished</li>
<li>ColonistBanishedToDie</li>
<li>FailedToRescueRelative</li>
<li>RescuedRelative</li>
<li>Rescued</li>
<li>OnDuty</li>
<li>SoldMyLovedOne</li>
<li>KilledColonist</li>
<li>ColonistLeftUnburied</li>
<!--상황-->
<li>GotMarried</li>
<li>AttendedWedding</li>
<li>AttendedParty</li>
<li>TerribleSpeech</li>
<li>UninspiringSpeech</li>
<li>EncouragingSpeech</li>
<li>InspirationalSpeech</li>
<!--대화/의견/관계-->
<li>Chitchat</li>
<li>DeepTalk</li>
<li>Slighted</li>
<li>Insulted</li>
<li>KindWords</li>
<li>KindWordsMood</li>
<li>RapportBuilt</li>
<li>HadAngeringFight</li>
<li>HadCatharticFight</li>
<li>HarmedMe</li>
<li>RescuedMe</li>
<li>RescuedMeByOfferingHelp</li>
<li>RecruitedMe</li>
<li>KilledMyFriend</li>
<li>KilledMyRival</li>
<li>KilledMyLover</li>
<li>KilledMyFiance</li>
<li>KilledMySpouse</li>
<!--로맨스-->
<li>RebuffedMyRomanceAttempt</li>
<li>RebuffedMyRomanceAttemptMood</li>
<li>FailedRomanceAttemptOnMe</li>
<li>FailedRomanceAttemptOnMeLowOpinionMood</li>
<li>BrokeUpWithMe</li>
<li>BrokeUpWithMeMood</li>
<li>CheatedOnMe</li>
<li>CheatedOnMeMood</li>
<li>DivorcedMe</li>
<li>DivorcedMeMood</li>
<li>RejectedMyProposal</li>
<li>RejectedMyProposalMood</li>
<li>IRejectedTheirProposal</li>
<li>HoneymoonPhase</li>
<li>GotSomeLovin</li>
<li>Affair</li>
<li>OpinionOfMyLover</li>
<li>WantToSleepWithSpouseOrLover</li>
<!--연료-->
<li>PN_Ateplusfuel_yespn</li>
<li>PN_Atepremiumfuel_yespn</li>
</canStillReceiveThoughts>
</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_ApparelHousekeeper</li>
<li>PN_ApparelWorker</li>
<li>PN_ApparelMilitia</li>
<li>PN_ApparelRoyalguard</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>4.8</MoveSpeed>
<Flammability>1.0</Flammability>
<RoyalFavorValue>0</RoyalFavorValue>
<ComfyTemperatureMax>24</ComfyTemperatureMax>
<ComfyTemperatureMin>4</ComfyTemperatureMin>
<RestRateMultiplier>2</RestRateMultiplier> <!--수면효율-->
<HungerRateMultiplier>0.2</HungerRateMultiplier>
<EatingSpeed>1</EatingSpeed>
<ImmunityGainSpeed>0</ImmunityGainSpeed>
<CarryingCapacity>150</CarryingCapacity>
<PainShockThreshold>0.99</PainShockThreshold>
<ToxicSensitivity>0.5</ToxicSensitivity>
<PsychicSensitivity>0</PsychicSensitivity>
<GlobalLearningFactor>0</GlobalLearningFactor>
<MeatAmount>0</MeatAmount>
<LeatherAmount>0</LeatherAmount>
<!-- 전투 -->
<MeleeDodgeChance>1.1</MeleeDodgeChance>
<MeleeHitChance>1.1</MeleeHitChance>
<AimingDelayFactor>1</AimingDelayFactor>
<NegotiationAbility>0.5</NegotiationAbility>
<SocialImpact>1.0</SocialImpact>
<MentalBreakThreshold>0.30</MentalBreakThreshold>
<!-- 작업 -->
<WorkSpeedGlobal>1.1</WorkSpeedGlobal>
<MedicalTendSpeed>1.1</MedicalTendSpeed>
<MedicalTendQuality>1.1</MedicalTendQuality>
<MedicalOperationSpeed>1.1</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.1</MedicalSurgerySuccessChance>
<!-- 테크 -->
<ConstructionSpeed>1.1</ConstructionSpeed>
<ResearchSpeed>0.5</ResearchSpeed>
</statBases>
<!--맨손 전투-->
<tools>
<li>
<label>left fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>6</power>
<cooldownTime>1.6</cooldownTime>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>22</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>right fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>6</power>
<cooldownTime>1.6</cooldownTime>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>22</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>teeth</label>
<capacities>
<li>Bite</li>
</capacities>
<power>7.0</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<chanceFactor>0.1</chanceFactor>
</li>
<li>
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>6</power>
<cooldownTime>1.8</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<chanceFactor>0.2</chanceFactor>
</li>
</tools>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<makesFootprints>true</makesFootprints>
<lifeExpectancy>300</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>1.5</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>PN_Disassemble</li>
<li>PN_Repair</li>
<li>PN_Maintenance</li>
<li>PN_InstallResurrectModule</li>
<li>PN_RemoveResurrectModule</li>
</recipes>
<comps>
<li Class="ZeroAge.CompProperties_ZeroAge"></li>
</comps>
<modExtensions>
</modExtensions>
</AlienRace.ThingDef_AlienRace>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--좋은 의견을 가진 오토마톤 죽었을때-->
<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} died</label>
<description>...</description>
<baseMoodEffect>-3</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--나쁜 의견을 가진 오토마톤 죽었을때-->
<ThoughtDef>
<defName>PN_AutomatonWithBadOpinionDied</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>hateful Automaton {0} died</label>
<description>...</description>
<baseMoodEffect>3</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>Caravan_PN_Automaton</defName>
<label>Automaton parts trader</label>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>1000~1600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>3~10</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>1~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>20~100</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Gold</thingDef>
<countRange>40~80</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>1~3</countRange>
</li>
<!-- Drugs -->
<!-- none -->
<!-- Techprints -->
<!-- none -->
<!-- Weapons -->
<!--<li Class="StockGenerator_SingleDef" MayRequire="Ludeon.RimWorld.Royalty">
<thingDef>Nr_MiniSword</thingDef>
<countRange>0~1</countRange>
</li>-->
<!-- Apparel -->
<!-- none -->
<!-- Implants -->
<!--<li Class="StockGenerator_Tag">
<tradeTag>TechHediff</tradeTag>
<thingDefCountRange>3</thingDefCountRange>
<countRange>1</countRange>
</li>-->
<!-- Buildings -->
<!-- none -->
<!-- Exotic -->
<!-- none -->
<!-- Slaves -->
<!-- none -->
<!-- Animals -->
<!-- none -->
<!-- Buying -->
<!--<li Class="StockGenerator_BuyExpensiveSimple" />
<li Class="StockGenerator_BuyTradeTag">
<tag>Art</tag>
</li>
<li Class="StockGenerator_BuyTradeTag">
<tag>ImplantEmpireCommon</tag>
</li>
<li Class="StockGenerator_BuyTradeTag">
<tag>ImplantEmpireRoyal</tag>
</li>
<li Class="StockGenerator_BuyTradeTag">
<tag>PsylinkNeuroformer</tag>
</li>
<li Class="StockGenerator_BuyTradeTag">
<tag>ExoticBuilding</tag>
</li>
<li Class="StockGenerator_BuyTradeTag">
<tag>MusicalInstrument</tag>
</li>-->
</stockGenerators>
</TraderKindDef>
</Defs>

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@ -0,0 +1,30 @@
<?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>

18
1.2/Patches/Brain.xml Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>Defs/BodyPartDef[defName="Brain"]/spawnThingOnRemoved</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/BodyPartDef[defName="Brain"]</xpath>
<value>
<spawnThingOnRemoved>PN_Brain</spawnThingOnRemoved>
</value>
</li>
</operations>
</Operation>
</Patch>

43
1.2/Patches/Royalty.xml Normal file
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<?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/AlienRace.ThingDef_AlienRace[defName = "Paniel_Race"]/alienRace/thoughtSettings/canStillReceiveThoughts</xpath>
<value>
<li>AteFoodInappropriateForTitle</li>
<li>DecreeMet</li>
<li>DecreeFailed</li>
<li>Disinherited</li>
<li>NeuroquakeEcho</li>
<li>ReignedInThroneroom</li>
<li>OtherTravelerArrested</li>
<li>OtherTravelerSurgicallyViolated</li>
<li>PsychicEntropyOverloaded</li>
<li>AnimaScream</li>
<li>OtherTravelerDied</li>
<li>OtherTravelerArrested</li>
<li>OtherTravelerSurgicallyViolated</li>
<li>DecreeUnmet</li>
<li>PsychicLove</li>
</value>
</li>
<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>
</operations>
</match>
</Operation>
</Patch>

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<PN_HediffNullifier>{0} is immune to {1} because {0} is automaton</PN_HediffNullifier>
<limitedUsage>({0} usage left)</limitedUsage>
</LanguageData>

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