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Cocopomel
2022-11-26 16:42:31 +09:00
parent ea5494c6c9
commit 56e51f5ff6
20 changed files with 1970 additions and 27 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
[모듈 목록]
근접 버프
사격 버프
의료 버프
생산 버프
농업 버프
채굴 버프
-->
<!--==================================== 난사광 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_RapidFire</defName>
<label>module active (rapid fire)</label>
<description>The hediff created by activating rapid fire ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.70</AimingDelayFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_RapidFireOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_RapidFireOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>5000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<ShootingAccuracyPawn>-3</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>1.3</AimingDelayFactor>
</statFactors>
</li>
</stages>
</HediffDef>
<!--==================================== 근접전 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_CQC</defName>
<label>module active (CQC)</label>
<description>The hediff created by activating close quarters combat ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<MeleeHitChance>4</MeleeHitChance>
<MeleeDodgeChance>4</MeleeDodgeChance>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_CQCOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_CQCOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>5000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.10</offset>
</li>
</capMods>
<statOffsets>
<MeleeHitChance>-3</MeleeHitChance>
<MeleeDodgeChance>-3</MeleeDodgeChance>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 전투 지휘 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommand</defName>
<label>module active (officer)</label>
<description>By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range>
<mote>Mote_CombatCommand</mote>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters>
<hediff>PN_OfficerCommandBuff</hediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
</comps>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.80</AimingDelayFactor>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>
<HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommandBuff</defName>
<label>officer command</label>
<description>Combat abilities are boosted thanks to being near someone who is using the officer command ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>10</maxDistance>
<customMote>Mote_CombatCommandLinkLine</customMote>
</li>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.80</AimingDelayFactor>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_OfficerCommandThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_OfficerCommandBuff</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>command from automaton</label>
<description>I can't believe I have to follow the commands of an automaton.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_OfficerCommandThoughtforPN</defName>
<workerClass>MoharThoughts.RaceBPHediff</workerClass>
<stages>
<li>
<label>command from officer</label>
<description>The officer is with us. We will be able to win this battle under the officer's command.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<MoharThoughts.MTWDef>
<defName>PNMTW_OfficerCommandThoughtforPN</defName>
<thought>PN_OfficerCommandThoughtforPN</thought>
<race>Paniel_Race</race>
<hediff>PN_OfficerCommandBuff</hediff>
<bodyPart>PNBrain</bodyPart>
<bpNum>1</bpNum>
</MoharThoughts.MTWDef>
<HediffDef>
<defName>PN_OfficerCommandOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>60000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.30</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.50</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_MeisterAdvice</defName>
<label>module active (meister)</label>
<description>By encouraging and advising nearby allies, this person can enhance their focus in engineer work performance.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range>
<mote>Mote_WorkCommand</mote>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters>
<hediff>PN_MeisterAdviceBuff</hediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
</comps>
<stages>
<li>
<capMods>
</capMods>
<statOffsets>
</statOffsets>
<statFactors>
<MiningSpeed>1.25</MiningSpeed>
<DeepDrillingSpeed>1.25</DeepDrillingSpeed>
<GeneralLaborSpeed>1.25</GeneralLaborSpeed>
<ConstructionSpeed>1.25</ConstructionSpeed>
<DrugCookingSpeed>1.25</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>
<HediffDef ParentName="RoleStatBuff">
<defName>PN_MeisterAdviceBuff</defName>
<label>meister's advice</label>
<description>work abilities are boosted thanks to being near someone who is using the meister's advice ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>10</maxDistance>
<customMote>Mote_WorkCommandLinkLine</customMote>
</li>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statFactors>
<MiningSpeed>1.25</MiningSpeed>
<DeepDrillingSpeed>1.25</DeepDrillingSpeed>
<GeneralLaborSpeed>1.25</GeneralLaborSpeed>
<ConstructionSpeed>1.25</ConstructionSpeed>
<DrugCookingSpeed>1.25</DrugCookingSpeed>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_MeisterAdviceThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_MeisterAdviceBuff</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>advice from automaton</label>
<description>I can't believe I have to follow the advice of an automaton.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_IntensiveMedical</defName>
<label>module active (intensive medical)</label>
<description>The hediff created by activating intensive medical ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<MoveSpeed>0.2</MoveSpeed>
</statOffsets>
<statFactors>
<MedicalTendSpeed>1.50</MedicalTendSpeed>
<MedicalTendQuality>1.50</MedicalTendQuality>
<MedicalOperationSpeed>1.50</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.50</MedicalSurgerySuccessChance>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_ImmunityDriveAbility</abilityDef>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--면역증진-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_ImmunityDrive</defName>
<label>immunity drive</label>
<description>immunity drive</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statFactors>
<ImmunityGainSpeed>1.25</ImmunityGainSpeed>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_FieldMedic</defName>
<label>module active (field medic)</label>
<description>The hediff created by activating field medic ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<MoveSpeed>0.4</MoveSpeed>
</statOffsets>
<statFactors>
<MedicalTendSpeed>1.50</MedicalTendSpeed>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_StimPackAbility</abilityDef>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--스팀팩-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_StimPack</defName>
<label>stim pack injected</label>
<description>stim pack injected</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<painFactor>0.5</painFactor>
<restFallFactor>0.5</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.30</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>-0.12</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_StimPackSideEffect</li>
</triggeredHediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>PN_StimPackSideEffect</li>
</hediffToNullify>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<ThoughtDef>
<defName>PN_StimPackThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_StimPack</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>high on stim pack</label>
<description>Feeling pumped! Let's do this!</description>
<baseMoodEffect>20</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<HediffDef>
<defName>PN_StimPackSideEffect</defName>
<label>stim pack side effect</label>
<labelNoun>stim pack side effect</labelNoun>
<description>stim pack side effect</description>
<hediffClass>HediffWithComps</hediffClass>
<maxSeverity>1.0</maxSeverity>
<initialSeverity>1.0</initialSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1</severityPerDay>
<showDaysToRecover>true</showDaysToRecover>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<label>extreme</label>
<minSeverity>0</minSeverity>
<painFactor>3</painFactor>
<restFallFactorOffset>0.3</restFallFactorOffset>
<hungerRateFactorOffset>0.5</hungerRateFactorOffset>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.10</offset>
</li>
</capMods>
</li>
<li>
<label>major</label>
<minSeverity>0.80</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.90</minSeverity>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_StimPackSideEffectThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_StimPackSideEffect</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>stim pack withdrawal</label>
<description>I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?</description>
<baseMoodEffect>-15</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>