Initial commit

This commit is contained in:
Cocopomel
2021-02-21 10:04:30 +09:00
commit 559a31070a
198 changed files with 9075 additions and 0 deletions

View File

@@ -0,0 +1,518 @@
<?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>

View File

@@ -0,0 +1,152 @@
<?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>

View File

@@ -0,0 +1,144 @@
<?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>

View File

@@ -0,0 +1,72 @@
<?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>

View File

@@ -0,0 +1,420 @@
<?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>

View File

@@ -0,0 +1,634 @@
<?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>