This commit is contained in:
ProjectKoi-Kalo\Kalo 2024-08-09 10:44:07 +08:00
parent c5aa70ff2c
commit 74146bdd23
186 changed files with 1 additions and 46712 deletions

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[gguake] (Do Something for Idle modder : https://steamcommunity.com/sharedfiles/filedetails/?id=1896806569)
1_CustomizableRecipe.dll
2_AutomataRace.dll
[NukaFrog] (Ratkin Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=1578693166)
AdditionalVerb.dll
SYS.dll
TorgueAnty.dll
[SutSutMan] (Mincho Slime Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=2477501851)
AutomataWearSetting.dll
[Roo] (Anty Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=2297729625)
TorgueAnty.dll
ContDamPN.dll

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 쿨타임 설정====================================-->
<AbilityGroupDef>
<defName>PNModule_2day</defName>
<cooldownTicks>120000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_1day</defName>
<cooldownTicks>60000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_12hour</defName>
<cooldownTicks>30000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_6hour</defName>
<cooldownTicks>15000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_3hour</defName>
<cooldownTicks>7500</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_rightoff</defName>
<cooldownTicks>120</cooldownTicks>
</AbilityGroupDef>
<HediffDef Name="PN_ApparelIndustrialModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable_Industrial</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef Name="PN_ApparelSpacerModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable_Spacer</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--<HediffDef ParentName="PN_ApparelModuleHediffBase">
<defName></defName>
<label></label>
<description></description>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef></abilityDef>
</li>
</comps>
</HediffDef>-->
<!--불안정-->
<HediffDef>
<defName>PN_ModuleUnstable_Industrial</defName>
<label>module system (unstable)</label>
<labelNoun>module system (unstable)</labelNoun>
<description>The module system is unstable. The module cannot be mounted until the system is stable.</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>20000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommand</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdvice</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
</li>
</comps>
<stages>
</stages>
</HediffDef>
<HediffDef>
<defName>PN_ModuleUnstable_Spacer</defName>
<label>module system (unstable)</label>
<labelNoun>module system (unstable)</labelNoun>
<description>The module system is unstable. The module cannot be mounted until the system is stable.</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>120000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommand</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdvice</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
</li>
</comps>
<stages>
</stages>
</HediffDef>
</Defs>

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@ -1,178 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 시체 설정 ====================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Comp_CorpseSelfDestruct_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<defName>Corpse_Paniel_Race</defName>
</li>
</conditions>
<comps>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>PN_ResurrectModule</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
<li Class="AutomataRace.CompProperties_ExplosiveInstant">
<explosiveRadius>1.9</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.5</preExplosionSpawnChance>
<wickTicks>200~750</wickTicks>
<awfulExplosiveMultiplier>5.0</awfulExplosiveMultiplier>
<poorExplosiveMultiplier>2.0</poorExplosiveMultiplier>
</li>
</comps>
</AutomataRace.ThingDefInjectDef>
<!--==================================== 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>-15</Cleanliness>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>2.0</Flammability>
</statBases>
<graphicData>
<texPath>Things/Filth/Spatter</texPath>
<color>(51, 51, 51, 180)</color>
</graphicData>
<filth>
<ignoreFilthMultiplierStat>true</ignoreFilthMultiplierStat>
<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>
<!--<genericWounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</genericWounds>
<bandagedWounds>
<li>
<texture>Things/Pawn/Wounds/BandagedA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedC</texture>
</li>
</bandagedWounds>
<hediffWounds>
<li MayRequire="Ludeon.RimWorld.Ideology">
<hediff>Scarification</hediff>
<wounds>
<li>
<texture>Things/Pawn/Wounds/ScarificationA</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationB</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationC</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
</wounds>
</li>
<li>
<hediff>MissingBodyPart</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<tintWithSkinColor>true</tintWithSkinColor>
<missingBodyPartFresh>false</missingBodyPartFresh>
<scale>0.7</scale>
</li>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<missingBodyPartFresh>true</missingBodyPartFresh>
<scale>0.7</scale>
</li>
</wounds>
</li>
<li>
<hediff>BionicEye</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/BionicEye_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/BionicEye_south</textureNorth>
<textureEast>Things/Pawn/Wounds/BionicEye_east</textureEast>
<textureWest>Things/Pawn/Wounds/BionicEye_east</textureWest>
<flipWest>true</flipWest>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<scale>0.85</scale>
</li>
</wounds>
</li>
<li>
<hediff>ArchotechEye</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/ArchotechEye_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/ArchotechEye_south</textureNorth>
<textureEast>Things/Pawn/Wounds/ArchotechEye_east</textureEast>
<textureWest>Things/Pawn/Wounds/ArchotechEye_east</textureWest>
<flipWest>true</flipWest>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<scale>0.85</scale>
</li>
</wounds>
</li>
</hediffWounds>-->
</FleshTypeDef>
</Defs>

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@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Awful</defName>
<quality>Awful</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Randombox_Awful</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Randombox_Awful</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Randombox_Awful</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(0,0)</li>
<li>(256,13)</li> <!--CS 0-->
<li>(424,2)</li> <!--CS 1-->
<li>(592,1)</li> <!--CS 2-->
<li>(760,0)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Poor</defName>
<quality>Poor</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Randombox_Poor</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Randombox_Poor</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Randombox_Poor</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(0,0)</li>
<li>(256,902)</li> <!--CS 0-->
<li>(424,333)</li> <!--CS 1-->
<li>(592,186)</li> <!--CS 2-->
<li>(760,99)</li> <!--CS 3-->
<li>(928,39)</li> <!--CS 4-->
<li>(1096,24)</li> <!--CS 5-->
<li>(1264,0)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Normal</defName>
<quality>Normal</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Normal</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Normal</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Normal</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(0,0)</li>
<li>(256,5082)</li> <!--CS 0-->
<li>(424,4023)</li> <!--CS 1-->
<li>(592,3221)</li> <!--CS 2-->
<li>(760,2455)</li> <!--CS 3-->
<li>(928,1579)</li> <!--CS 4-->
<li>(1096,1225)</li> <!--CS 5-->
<li>(1264,942)</li> <!--CS 6-->
<li>(1432,503)</li> <!--CS 7-->
<li>(1600,246)</li> <!--CS 8-->
<li>(2064,0)</li>
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Good</defName>
<quality>Good</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Good</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Good</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Good</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(0,0)</li>
<li>(256,3347)</li> <!--CS 0-->
<li>(424,4375)</li> <!--CS 1-->
<li>(592,4907)</li> <!--CS 2-->
<li>(760,5262)</li> <!--CS 3-->
<li>(928,5428)</li> <!--CS 4-->
<li>(1096,5377)</li> <!--CS 5-->
<li>(1264,5242)</li> <!--CS 6-->
<li>(1432,4762)</li> <!--CS 7-->
<li>(1600,3741)</li> <!--CS 8-->
<li>(2064,335)</li> <!--CS 6+AI-->
<li>(2232,187)</li> <!--CS 7+AI-->
<li>(2400,99)</li> <!--CS 8+AI-->
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Excellent</defName>
<quality>Excellent</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Excellent</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Excellent</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Excellent</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(0,0)</li>
<li>(256,640)</li> <!--CS 0-->
<li>(424,1223)</li> <!--CS 1-->
<li>(592,1612)</li> <!--CS 2-->
<li>(760,2064)</li> <!--CS 3-->
<li>(928,2740)</li> <!--CS 4-->
<li>(1096,3091)</li> <!--CS 5-->
<li>(1264,3448)</li> <!--CS 6-->
<li>(1432,4129)</li> <!--CS 7-->
<li>(1600,5062)</li> <!--CS 8-->
<li>(2064,4023)</li> <!--CS 6+AI-->
<li>(2232,3221)</li> <!--CS 7+AI-->
<li>(2400,2455)</li> <!--CS 8+AI-->
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Masterwork</defName>
<quality>Masterwork</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Masterwork</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Masterwork</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Masterwork</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(0,0)</li>
<li>(256,16)</li> <!--CS 0-->
<li>(424,44)</li> <!--CS 1-->
<li>(592,73)</li> <!--CS 2-->
<li>(760,119)</li> <!--CS 3-->
<li>(928,214)</li> <!--CS 4-->
<li>(1096,283)</li> <!--CS 5-->
<li>(1264,368)</li> <!--CS 6-->
<li>(1432,606)</li> <!--CS 7-->
<li>(1600,951)</li> <!--CS 8-->
<li>(2064,4375)</li> <!--CS 6+AI-->
<li>(2232,4907)</li> <!--CS 7+AI-->
<li>(2400,5262)</li> <!--CS 8+AI-->
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
<AutomataRace.AutomataQualityProperty>
<defName>PN_AutomataQualityProperty_Legendary</defName>
<quality>Legendary</quality>
<pawnKindDefs>
<li>
<key>PN_Specialization_Combat</key>
<value>Paniel_Soldier_Legendary</value>
</li>
<li>
<key>PN_Specialization_Engineer</key>
<value>Paniel_Worker_Legendary</value>
</li>
<li>
<key>PN_Specialization_Domestic</key>
<value>Paniel_Maid_Legendary</value>
</li>
</pawnKindDefs>
<scoreCurve>
<points>
<li>(1665,0)</li>
<li>(2064,1268)</li> <!--CS 6+AI-->
<li>(2232,1686)</li> <!--CS 7+AI-->
<li>(2400,2183)</li> <!--CS 8+AI-->
</points>
</scoreCurve>
</AutomataRace.AutomataQualityProperty>
</Defs>

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@ -1,949 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AlienRace.ThingDef_AlienRace ParentName="BasePawn">
<defName>Paniel_Race</defName>
<label>Paniel</label>
<description>This pawn is automaton designed by PnL Industry.</description>
<!--하이퍼링크
<descriptionHyperlinks>
<ThingDef></ThingDef>
</descriptionHyperlinks>
-->
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<tradeability>None</tradeability>
<alienRace>
<generalSettings>
<maleGenderProbability>0.00000000001</maleGenderProbability>
<immuneToAge>false</immuneToAge>
<maxDamageForSocialfight>8</maxDamageForSocialfight> <!--사회적 싸움 최대 데미지-->
<minAgeForAdulthood>0</minAgeForAdulthood> <!--성인 배경 최소나이-->
<!--약물 설정-->
<chemicalSettings>
<!--대체-->
<!--<li>
<chemical></chemical>
<reactions>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediff></hediff>
<severity>1</severity>
</li>
</reactions>
</li>-->
<!--금지-->
<li>
<chemical>Psychite</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>GoJuice</chemical>
<ingestible>false</ingestible>
</li>
</chemicalSettings>
<!--특성 강제 부여-->
<forcedRaceTraitEntries>
<!--<li>
<defName>PN_Trait_Automaton</defName>
</li>-->
<li>
<defName>Kind</defName>
</li>
</forcedRaceTraitEntries>
<!--특성 제한-->
<disallowedTraits>
<li>
<defName>ShootingAccuracy</defName>
</li>
<li>
<defName>Tough</defName>
</li>
<li>
<defName>DrugDesire</defName>
</li>
<li>
<defName>Cannibal</defName>
</li>
<li>
<defName>Greedy</defName>
</li>
<li>
<defName>Jealous</defName>
</li>
<li>
<defName>DislikesMen</defName>
</li>
<li>
<defName>DislikesWomen</defName>
</li>
<li>
<defName>Xenophobia</defName>
</li>
<li>
<defName>AnnoyingVoice</defName>
</li>
<li>
<defName>CreepyBreathing</defName>
</li>
<li>
<defName>Wimp</defName>
</li>
<li>
<defName>Nudist</defName>
</li>
<li>
<defName>Abrasive</defName>
</li>
<li>
<defName>Masochist</defName>
</li>
<li>
<defName>Ascetic</defName>
</li>
<li>
<defName>Gay</defName>
</li>
<li>
<defName>Bisexual</defName>
</li>
<li>
<defName>Asexual</defName>
</li>
<li>
<defName>Transhumanist</defName>
</li>
<li>
<defName>BodyPurist</defName>
</li>
<li>
<defName>GreatMemory</defName>
</li>
<li>
<defName>Gourmand</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>
<atlasScale>4</atlasScale>
<borderScale>1</borderScale>
<aliencrowntypes>
<!--<li>PNHead1</li>
<li>PNHead2</li>
<li>PNHead3</li>
<li>PNHead4</li>
<li>PNHead5</li>
<li>PNHead6</li>
<li>PNHead7</li>
<li>PNHead8</li>-->
<li>HeadsAverage_Normal</li>
</aliencrowntypes>
<alienbodytypes>
<li>Female</li>
</alienbodytypes>
<headOffset>(-0.1, 0.0)</headOffset>
<useGenderedHeads>false</useGenderedHeads>
<useGenderedBodies>false</useGenderedBodies>
<customDrawSize>(1, 1)</customDrawSize>
<customPortraitDrawSize>(1, 1)</customPortraitDrawSize>
<headBodyPartDef>PNHead</headBodyPartDef>
<!--색상관련-->
<colorChannels>
<li>
<name>skin</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
<li>
<name>hair</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
</colorChannels>
<!--신체 부착물-->
<bodyAddons>
<li>
<drawSize>1</drawSize>
<path>Paniel/Hairs/Addon/Hair</path>
<bodyPart>PNHead</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>hair</colorChannel>
<drawnInBed>true</drawnInBed>
<drawnDesiccated>true</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.326</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.326</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
<li Class="MoharCustomHAR.MoharBodyAddon">
<drawSize>1</drawSize>
<path>Paniel/Heads/Face/Face</path>
<bodyPart>PNHead</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<drawIfDead>false</drawIfDead>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.325</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.325</layerOffset>
<bodyTypes>
<Female>(0,0)</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>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
<hediffGraphics>
<PN_SyncAwful_Failure>Paniel/Heads/Face/RareFace/AwflFace</PN_SyncAwful_Failure>
</hediffGraphics>
</li>
<li Class="MoharCustomHAR.MoharBodyAddon">
<drawSize>1</drawSize>
<path>Paniel/Heads/Face/RareFace/RareFaceBase</path>
<bodyPart>PNHead</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<drawIfDead>true</drawIfDead>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.3245</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.3245</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
<hediffGraphics>
<PN_SyncAwful_Failure>Paniel/Heads/Face/RareFace/AwflSleep</PN_SyncAwful_Failure>
</hediffGraphics>
</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>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.324</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.327</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</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>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.324</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.327</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Tail/PanielTail</path>
<bodyPart>tail</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<defaultOffset>Center</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.309</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.309</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<graphicPaths>
<li>
<body>Paniel/Body/</body>
<head>Paniel/Heads/</head>
<skeleton>Things/Pawn/Humanlike/Bodies/Dessicated/Dessicated_Thin</skeleton>
</li>
</graphicPaths>
<styleSettings>
<!--<li>
<key>HairDef</key>
<value>
<hasStyle>true</hasStyle>
<styleTagsOverride>
<li>PanielHair</li>
</styleTagsOverride>
</value>
</li>-->
<li>
<key>HairDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
<li>
<key>BeardDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
<li>
<key>TattooDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
</styleSettings>
<thoughtSettings>
<replacerList>
<!--오토마톤사망실종-->
<li>
<original>PN_KnowColonyAutomatonDied</original>
<replacer>PN_KnowColonyAutomatonDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionDied</original>
<replacer>PN_AutomatonWithGoodOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionDied</original>
<replacer>PN_AutomatonWithBadOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_ColonyAutomatonLost</original>
<replacer>PN_ColonyAutomatonLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionLost</original>
<replacer>PN_AutomatonWithGoodOpinionLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionLost</original>
<replacer>PN_AutomatonWithBadOpinionLostforPN</replacer>
</li>
<li>
<original>PN_WitnessedDestroyedAlly</original>
<replacer>PN_WitnessedDestroyedAllyforPN</replacer>
</li>
<li>
<original>PN_AutomatonBanished</original>
<replacer>PN_AutomatonBanishedforPN</replacer>
</li>
<li>
<original>PN_AutomatonBanishedToDie</original>
<replacer>PN_AutomatonBanishedToDieforPN</replacer>
</li>
<!--음식-->
<li>
<original>AteLavishMeal</original>
<replacer>PN_AteLavishMeal</replacer>
</li>
<li>
<original>AteFineMeal</original>
<replacer>PN_AteFineMeal</replacer>
</li>
<!--메카클러스터-->
<li>
<original>DefeatedMechCluster</original>
<replacer>PN_DefeatedMechCluster</replacer>
</li>
<!--이데올로기-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<original>PN_OfficerCommandThought</original>
</li>
</replacerList>
<cannotReceiveThoughts>
<!--<li></li>-->
<!--memory death-->
<li>KnowGuestExecuted</li>
<li>KnowPrisonerDiedInnocent</li>
<!--memory eating-->
<li>AteRawFood</li>
<li>AteNutrientPasteMeal</li>
<!--memory misc-->
<li>AteWithoutTable</li>
<li>SleepDisturbed</li>
<li>SleptOutside</li>
<li>SleptOnGround</li>
<li>SleptInCold</li>
<li>SleptInHeat</li>
<li>KnowPrisonerSold</li>
<li>ReleasedHealthyPrisoner</li>
<li>KnowGuestOrganHarvested</li>
<li>SoakingWet</li>
<li>ButcheredHumanlikeCorpse</li>
<li>KnowButcheredHumanlikeCorpse</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>ObservedLayingCorpse</li>
<li>ObservedLayingRottingCorpse</li>
<li>DeniedJoining</li>
<li>PrisonerBanishedToDie</li>
<!--memory roomstat-->
<li>SleptInBarracks</li>
<!--memory social-->
<!--situation general-->
<li>EnvironmentDark</li>
<li>Sick</li>
<li>EnvironmentCold</li>
<li>EnvironmentHot</li>
<!--situation need-->
<li>NeedRoomSize</li>
<li>NeedOutdoors</li>
<li>DrugDesireFascination</li>
<li>DrugDesireFascinationSatisfied</li>
<li>DrugDesireInterest</li>
<li>DrugDesireInterestSatisfied</li>
<!--situation roomstat-->
<li>PrisonBarracks</li>
<!--situation social-->
<li>Incestuous</li>
<li>Disfigured</li>
<li>HardWorkerVsLazy</li>
<li>TeetotalerVsChemicalInterest</li>
<li>TeetotalerVsAddict</li>
<li>ChemicalInterestVsTeetotaler</li>
<li>Drunk</li>
<li>Pretty</li>
<li>Ugly</li>
<li>AnnoyingVoice</li>
<li>CreepyBreathing</li>
<li>Man</li>
<li>Woman</li>
<li>TranshumanistAppreciation</li>
<li>BodyPuristDisgust</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>AteRawHumanlikeMeat</li>
<li>KilledColonyAnimal</li>
<li>NotBondedAnimalMaster</li>
<!--situation special-->
<li>SharedBed</li>
<li>Naked</li>
<li>Pain</li>
<li>Joywire</li>
<li>DoingPassionateWork</li>
<!--situation trait-->
<li>MasochistPain</li>
<li>ProsthophileNoProsthetic</li>
<li>ProsthophileHappy</li>
<li>ProsthophobeUnhappy</li>
<li>ClothedNudist</li>
<li>HappyNude</li>
<li>Greedy</li>
<li>Jealous</li>
<li>Ascetic</li>
<!--Misc-->
<li>PN_Atefuel_nopn</li>
<li>PsychiteWithdrawal</li>
<li>YayoHigh</li>
<li>PsychiteTeaHigh</li>
<li>FlakeHigh</li>
<li>GoJuiceHigh</li>
<li>GoJuiceWithdrawal</li>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--Thoughts_IdeoBuilding-->
<!--Thoughts_IdeoRaiding-->
<!--Thoughts_IdeoRole-->
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleLost</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleEmpty</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentStandard</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentDisapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentHorrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentAbhorrent</li>
<!--Thoughts_Memory_Social-->
<!--Thoughts_Memory_Terror-->
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedTerror</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedGibbetCage</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedSkullspike</li>
<!--Thoughts_Ritual-->
<!--Thoughts_Ritual_Quality-->
<!--Thoughts_Situational-->
<li MayRequire="Ludeon.RimWorld.Ideology">LookChangeDesired</li>
<!--Misc-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommandThought</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdviceThought</li>
</cannotReceiveThoughts>
</thoughtSettings>
<raceRestriction> <!--착용 장비 관련-->
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons>
<onlyBuildRaceRestrictedBuildings>false</onlyBuildRaceRestrictedBuildings>
<onlyEatRaceRestrictedFood>false</onlyEatRaceRestrictedFood>
<apparelList>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--의상-->
<li>PN_ApparelBasic</li>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
<li>PN_ApparelMilitia</li>
<li>PN_ApparelMilitiaHat</li>
<li>PN_ApparelSoldier</li>
<li>PN_ApparelSoldierHat</li>
<li>PN_ApparelWorker</li>
<li>PN_ApparelWorkerHat</li>
<li>PN_ApparelMaid</li>
<li>PN_ApparelMaidHat</li>
<li>PN_ApparelRoyalguard</li>
<li>PN_ApparelRoyalguardHat</li>
<li>PN_ApparelRoyalmeister</li>
<li>PN_ApparelRoyalmeisterHat</li>
<li>PN_ApparelRoyalmeisterHatWithMonocle</li>
<li>PN_ApparelRoyalmeisterMonocle</li>
<li>PN_ApparelRoyalmaid</li>
<li>PN_ApparelRoyalmaidHat</li>
<li>PN_EliteSecurityUniform</li>
<li>PN_EliteSecurityHat</li>
<!--모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedicalModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedicModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFireModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQCModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MiningModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_ConstructionModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CraftingModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_PlantsModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CookingModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_NursingModule</li>
</apparelList>
<whiteApparelList>
<!--바닐라-->
<li>Apparel_ShieldBelt</li>
<li>Apparel_PsychicShockLance</li>
<li>Apparel_PsychicInsanityLance</li>
<li>Apparel_SmokepopBelt</li>
<li>OrbitalTargeterBombardment</li>
<li>OrbitalTargeterPowerBeam</li>
<li>TornadoGenerator</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackJump</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackBroadshield</li>
<li MayRequire="Ludeon.RimWorld.Royalty">OrbitalTargeterMechCluster</li>
<!--eccentric-->
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_PhasedShieldBelt</li>
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_ModulatedShieldBelt</li>
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_LayeredShieldBelt</li>
</whiteApparelList>
<weaponList>
<li>PN_Chainsword</li>
<li>PN_Chainlongsword</li>
<li>PN_TwinPistol</li>
<li>PN_RoyalRifle</li>
<li>PN_RoyalHeavySlug</li>
<li>PN_RoyalMachinegun</li>
<li>PN_RoyalLSW</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_RoyalSaber_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_Chainsword_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_RoyalHammer_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_StormLance_Bladelink</li>
</weaponList>
<buildingList>
<!--<li>PN_CryptosleepCasket</li>-->
</buildingList>
<foodList>
<li>PN_AutomatonFuel</li>
<li>PN_antibiotics</li>
</foodList>
</raceRestriction>
<!--관계설정-->
<relationSettings>
<relationChanceModifierChild>0</relationChanceModifierChild>
<relationChanceModifierExLover>0</relationChanceModifierExLover>
<relationChanceModifierExSpouse>0</relationChanceModifierExSpouse>
<relationChanceModifierFiance>0</relationChanceModifierFiance>
<relationChanceModifierLover>0</relationChanceModifierLover>
<relationChanceModifierParent>0</relationChanceModifierParent>
<relationChanceModifierSibling>0</relationChanceModifierSibling>
<relationChanceModifierSpouse>0</relationChanceModifierSpouse>
</relationSettings>
</alienRace>
<statBases>
<!--스펙설정(일반)-->
<MarketValue>2000</MarketValue>
<Mass>70</Mass>
<MoveSpeed>4.6</MoveSpeed>
<Flammability>0.7</Flammability>
<RoyalFavorValue>0</RoyalFavorValue>
<ComfyTemperatureMax>38</ComfyTemperatureMax>
<ComfyTemperatureMin>4</ComfyTemperatureMin>
<RestRateMultiplier>1.00</RestRateMultiplier> <!--수면효율-->
<HungerRateMultiplier>0.25</HungerRateMultiplier>
<EatingSpeed>1</EatingSpeed>
<ImmunityGainSpeed>1.20</ImmunityGainSpeed>
<CarryingCapacity>100</CarryingCapacity>
<PainShockThreshold>0.99</PainShockThreshold>
<ToxicSensitivity>0.2</ToxicSensitivity>
<PsychicSensitivity>0.6</PsychicSensitivity>
<GlobalLearningFactor>0.00</GlobalLearningFactor>
<FoodPoisonChance>0.0</FoodPoisonChance>
<MeatAmount>0</MeatAmount>
<LeatherAmount>0</LeatherAmount>
<!-- 전투 -->
<MeleeDodgeChance>1.0</MeleeDodgeChance>
<MeleeHitChance>1.0</MeleeHitChance>
<AimingDelayFactor>1.0</AimingDelayFactor>
<ShootingAccuracyPawn>1.0</ShootingAccuracyPawn>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
<!-- 사교 -->
<NegotiationAbility>0.8</NegotiationAbility>
<SellPriceFactor>1.0</SellPriceFactor>
<SocialImpact>1.0</SocialImpact>
<MentalBreakThreshold>0.30</MentalBreakThreshold>
<!-- 작업 -->
<WorkSpeedGlobal>1.0</WorkSpeedGlobal>
<MedicalTendSpeed>1.0</MedicalTendSpeed>
<MedicalTendQuality>1.0</MedicalTendQuality>
<MedicalOperationSpeed>1.0</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.0</MedicalSurgerySuccessChance>
<!-- 테크 -->
<ConstructionSpeed>1.0</ConstructionSpeed>
<ResearchSpeed>0.1</ResearchSpeed>
</statBases>
<!--맨손 전투-->
<tools>
<li>
<label>left fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>right fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>teeth</label>
<capacities>
<li>Bite</li>
</capacities>
<power>10.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<chanceFactor>0.07</chanceFactor>
<soundMeleeHit>Pawn_Melee_HumanBite_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_HumanBite_Miss</soundMeleeMiss>
</li>
<li>
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
<chanceFactor>0.2</chanceFactor>
</li>
</tools>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<makesFootprints>true</makesFootprints>
<lifeExpectancy>50</lifeExpectancy>
<!-- Gore -->
<leatherDef>Leather_Automaton</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>1.0</baseHealthScale> <!--몸빵-->
<foodType>OmnivoreHuman</foodType>
<gestationPeriodDays>30</gestationPeriodDays>
<nameGenerator>PN_NamerFemale</nameGenerator>
<nameGeneratorFemale>PN_NamerFemale</nameGeneratorFemale>
<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>75</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
<Leather_Automaton>25</Leather_Automaton>
</butcherProducts>
<recipes>
<li>Anesthetize</li>
<li>PN_Disassemble</li>
<li>PN_Repair</li>
<li>PN_Maintenance</li>
</recipes>
<comps>
<li Class="AutomataRace.CompPropeties_AutomataDataHolder"></li>
</comps>
<modExtensions>
</modExtensions>
</AlienRace.ThingDef_AlienRace>
</Defs>

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@ -1,129 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataRace.AutomataRaceSettings>
<defName>Paniel_Race</defName>
<needBlacklists> <!--Need def-->
<li>Outdoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
<li>Comfort</li>
<li MayRequire="Dubwise.DubsBadHygiene">Bladder</li>
</needBlacklists> <!--false 가 적용 / true 가 꺼짐-->
<socialActivated>true</socialActivated>
<skillDecayActivated>false</skillDecayActivated>
<infectionActivated>false</infectionActivated>
<medicineTendable>false</medicineTendable>
<deadThoughtOverrides>
<li>
<source>KnowColonistDied</source>
<overwrite>PN_KnowColonyAutomatonDied</overwrite>
</li>
<li>
<source>PawnWithGoodOpinionDied</source>
<overwrite>PN_AutomatonWithGoodOpinionDied</overwrite>
</li>
<li>
<source>PawnWithBadOpinionDied</source>
<overwrite>PN_AutomatonWithBadOpinionDied</overwrite>
</li>
<li>
<source>ColonistLost</source>
<overwrite>PN_ColonyAutomatonLost</overwrite>
</li>
<li>
<source>PawnWithGoodOpinionLost</source>
<overwrite>PN_AutomatonWithGoodOpinionLost</overwrite>
</li>
<li>
<source>PawnWithBadOpinionLost</source>
<overwrite>PN_AutomatonWithBadOpinionLost</overwrite>
</li>
<li>
<source>WitnessedDeathAlly</source>
<overwrite>PN_WitnessedDestroyedAlly</overwrite>
</li>
<li>
<source>WitnessedDeathNonAlly</source>
</li>
<li>
<source>ColonistBanished</source>
<overwrite>PN_AutomatonBanished</overwrite>
</li>
<li>
<source>ColonistBanishedToDie</source>
<overwrite>PN_AutomatonBanishedToDie</overwrite>
</li>
<li>
<source>PrisonerBanishedToDie</source>
</li>
</deadThoughtOverrides>
<conflictingPassions>
<li>Shooting</li>
<li>Melee</li>
<li>Construction</li>
<li>Mining</li>
<li>Cooking</li>
<li>Plants</li>
<li>Animals</li>
<li>Crafting</li>
<li>Artistic</li>
<li>Medicine</li>
<li>Social</li>
<li>Intellectual</li>
</conflictingPassions>
<defaultFaction>PN_indistryFaction</defaultFaction>
</AutomataRace.AutomataRaceSettings>
<AlienRace.RaceSettings>
<defName>Paniel_Race_Setting</defName>
<pawnKindSettings>
<startingColonists>
<li>
<pawnKindEntries>
<li>
<kindDefs>
<li>Paniel_Testsubject</li>
</kindDefs>
<chance>100.0</chance>
</li>
</pawnKindEntries>
<factionDefs>
<li>Paniel_PlayerFaction</li>
</factionDefs>
</li>
</startingColonists>
<alienslavekinds>
<li>
<kindDefs>
<li>Slave</li>
</kindDefs>
<chance>100.0</chance>
</li>
</alienslavekinds>
<alienrefugeekinds>
<li>
<kindDefs>
<li>Slave</li>
</kindDefs>
<chance>100.0</chance>
</li>
</alienrefugeekinds>
<alienwandererkinds>
<li>
<pawnKindEntries>
<li>
<kindDefs>
<li>Colonist</li>
</kindDefs>
<chance>100.0</chance>
</li>
</pawnKindEntries>
<factionDefs>
<li>OutlanderCivil</li>
</factionDefs>
</li>
</alienwandererkinds>
</pawnKindSettings>
</AlienRace.RaceSettings>
</Defs>

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@ -1,40 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RulePackDef>
<defName>PN_NamerUtility</defName>
<rulePack>
<rulesFiles>
<li>PNSN->Names/Automaton/PNSN</li>
<li>PN09->Names/Automaton/PN09</li>
<li>PNAZ->Names/Automaton/PNAZ</li>
<li>PNNick->Names/Automaton/PNNick</li>
<li>PNDbPnL->Names/Automaton/PNDbPnL</li>
</rulesFiles>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>PN_NamerFirst</defName>
<include>
<li>PN_NamerUtility</li>
</include>
<rulePack>
<rulesStrings>
<li>PNFirstNamer->[PNSN][PN09][PN09][PN09][PNAZ][PNAZ]</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>PN_NamerFemale</defName>
<include>
<li>PN_NamerUtility</li>
<li>PN_NamerFirst</li>
</include>
<rulePack>
<rulesStrings>
<li>r_name->[PNFirstNamer] [PNDbPnL]</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>

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@ -1,26 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataRace.AutomataSpecializationDef>
<defName>PN_Specialization_Combat</defName>
<uiIconPath>UI/Icons/Combat</uiIconPath>
<tooltip>make combat model.\n\nspecialized skills : shooting, melee, animals.</tooltip>
<recipeDefLabel>make combat automaton</recipeDefLabel>
<packagedDefLabel>packaged combat automaton</packagedDefLabel>
</AutomataRace.AutomataSpecializationDef>
<AutomataRace.AutomataSpecializationDef>
<defName>PN_Specialization_Engineer</defName>
<uiIconPath>UI/Icons/Engineer</uiIconPath>
<tooltip>make engineer model.\n\nspecialized skills : construction, mining, crafting.</tooltip>
<recipeDefLabel>make engineer automaton</recipeDefLabel>
<packagedDefLabel>packaged engineer automaton</packagedDefLabel>
</AutomataRace.AutomataSpecializationDef>
<AutomataRace.AutomataSpecializationDef>
<defName>PN_Specialization_Domestic</defName>
<tooltip>make domestic model.\n\nspecialized skills : cooking, plants, medical.</tooltip>
<uiIconPath>UI/Icons/Domestic</uiIconPath>
<recipeDefLabel>make domestic automaton</recipeDefLabel>
<packagedDefLabel>packaged domestic automaton</packagedDefLabel>
</AutomataRace.AutomataSpecializationDef>
</Defs>

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@ -1,48 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_PackagedAutomaton_MarketValue</defName>
<thingDef>Packaged_NormalAutomaton</thingDef>
<statDef>MarketValue</statDef>
<worker Class="AutomataRace.StatOverrideWorker_MarketValue_Automaton">
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_MarketValue</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>MarketValue</statDef>
<worker Class="AutomataRace.StatOverrideWorker_MarketValue_Automaton">
<multiplier>1.00</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_ArmorRating_Sharp</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>ArmorRating_Sharp</statDef>
<worker Class="AutomataRace.StatOverrideWorker_ArmorRating_Automaton">
<addition>0</addition>
<multiplier>0.68</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_ArmorRating_Blunt</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>ArmorRating_Blunt</statDef>
<worker Class="AutomataRace.StatOverrideWorker_ArmorRating_Automaton">
<addition>0</addition>
<multiplier>0.68</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
<CustomizableRecipe.StatOverrideDef>
<defName>PN_Paniel_Race_ArmorRating_Heat</defName>
<thingDef>Paniel_Race</thingDef>
<statDef>ArmorRating_Heat</statDef>
<worker Class="AutomataRace.StatOverrideWorker_ArmorRating_Automaton">
<multiplier>1.0</multiplier>
</worker>
</CustomizableRecipe.StatOverrideDef>
</Defs>

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@ -1,291 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AutomataWearSetting.WearSettingDef>
<defName>PN_WearSetting_OfficerModule</defName>
<targetRace>Paniel_Race</targetRace>
<wearSetting>
<!--지휘 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_OfficerModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--마이스터 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_MeisterModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--집중의료 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_IntensiveMedicalModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--야전의료 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_FieldMedicModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncLegendary_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--난사광 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_RapidFireModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncExcellent_Combat</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--근접전 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_CQCModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncExcellent_Combat</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--광부 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_MiningModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--건축 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_ConstructionModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--제작 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_CraftingModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--농부 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_PlantsModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--셰프 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_CookingModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
<!--간호 모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<wearList>
<li>PN_NursingModule</li>
</wearList>
<condition>
<orHediffDef>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
</orHediffDef>
<forbiddenHediffDef>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forbiddenHediffDef>
</condition>
<cantReason>PN_CantReason_orhediff</cantReason>
<forceDropHediff>
<li>PN_ModuleUnstable_Industrial</li>
<li>PN_ModuleUnstable_Spacer</li>
</forceDropHediff>
<forceDrop>true</forceDrop>
</li>
</wearSetting>
</AutomataWearSetting.WearSettingDef>
</Defs>

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@ -1,916 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<AlienRace.BackstoryDef Abstract="True" Name="BasePanielBackStory">
<bodyTypeMale>Female</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<forcedHediffs>
<!--<li>PanielBaseHediff</li>
<li>PN_AutomatonFuel_Addiction</li>
<li>PN_Maintenance</li>-->
</forcedHediffs>
<spawnCategories>
<li>PN_storys</li>
</spawnCategories>
</AlienRace.BackstoryDef>
<!--템플릿
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Backstory</defName>
<title>name</title>
<titleShort>name</titleShort>
<baseDescription>backstory</baseDescription>
<slot>hood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>2</amount>
</li>
<li>
<defName>Melee</defName>
<amount>2</amount>
</li>
<li>
<defName>Construction</defName>
<amount>2</amount>
</li>
<li>
<defName>Mining</defName>
<amount>2</amount>
</li>
<li>
<defName>Cooking</defName>
<amount>2</amount>
</li>
<li>
<defName>Plants</defName>
<amount>2</amount>
</li>
<li>
<defName>Animals</defName>
<amount>2</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>2</amount>
</li>
<li>
<defName>Artistic</defName>
<amount>2</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>2</amount>
</li>
<li>
<defName>Social</defName>
<amount>2</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>2</amount>
</li>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li></li>
</spawnCategories>
<forcedHediffs>
<li></li>
</forcedHediffs>
<forcedTraits>
<li>
<defname>Psychopath</defname>
</li>
</forcedTraits>
<disallowedTraits>
<li>
<defname>Bloodlust</defname>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
-->
<!--==================================== 유년기 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Awful_Backstory</defName>
<title>Automaton (awful)</title>
<titleShort>Automaton (awfl)</titleShort>
<baseDescription>This automaton is made wrong. Seriously.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Awful</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Poor_Backstory</defName>
<title>Automaton (poor)</title>
<titleShort>Automaton (poor)</titleShort>
<baseDescription>This automaton is made wrong.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Poor</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Normal_Backstory</defName>
<title>Automaton (normal)</title>
<titleShort>Automaton (norm)</titleShort>
<baseDescription>It's an ordinary automaton.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Start</li>
<li>Paniel_Story_Normal</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Good_Backstory</defName>
<title>Automaton (good)</title>
<titleShort>Automaton (good)</titleShort>
<baseDescription>It's a well-made automaton.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_Testsubject</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Excellent_Backstory</defName>
<title>Automaton (excellent)</title>
<titleShort>Automaton (exc)</titleShort>
<baseDescription>It's a very well-made automaton. It is mainly used by nobles.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Excellent</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Masterwork_Backstory</defName>
<title>Automaton (masterwork)</title>
<titleShort>Automaton (mast)</titleShort>
<baseDescription>It's an automaton perfected by Meister. Everything works perfectly. It is mainly used by nobles.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Masterwork</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Legendary_Backstory</defName>
<title>Automaton (legendary)</title>
<titleShort>Automaton (legd)</titleShort>
<baseDescription>It's an incredibly perfect automaton. It's showing performance that goes beyond its original intentions. It is mainly used by royalty.</baseDescription>
<slot>Childhood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_testStart</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 성년기 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Automaton_Backstory</defName>
<title>Automaton</title>
<titleShort>Automaton</titleShort>
<baseDescription>backstory</baseDescription>
<slot>Adulthood</slot>
<skillGains>
</skillGains>
<workDisables>
<li>Artistic</li>
<li>Social</li>
<li>Intellectual</li>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Basic</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_AutomatonB_Backstory</defName>
<title>Automaton for Noble</title>
<titleShort>Noble Automaton</titleShort>
<baseDescription>backstory</baseDescription>
<slot>Adulthood</slot>
<skillGains>
</skillGains>
<workDisables>
<li>Artistic</li>
<li>Social</li>
<li>Intellectual</li>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Noble</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Royalmaiden_Backstory</defName>
<title>Automaton for Royal</title>
<titleShort>Royal Automaton</titleShort>
<baseDescription>backstory</baseDescription>
<slot>Adulthood</slot>
<skillGains>
</skillGains>
<workDisables>
</workDisables>
<spawnCategories>
<li>Paniel_Story_Royal</li>
</spawnCategories>
<forcedHediffs>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 꽝 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_FailureA_Backstory</defName>
<title>Automaton Failure</title>
<titleShort>Failure</titleShort>
<baseDescription>This automaton is made wrong. Seriously.</baseDescription>
<slot>Adulthood</slot>
<workDisables>
<li>ManualSkilled</li>
<li>Caring</li>
<li>Social</li>
<li>Intellectual</li>
<li>Animals</li>
<li>Violent</li>
<li>Cleaning</li>
<li>Firefighting</li>
<li>Hauling</li>
<li>ManualDumb</li>
</workDisables>
<skillGains>
<li>
<defName>Artistic</defName>
<amount>20</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_FailureA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Awful_Failure</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_FailureB_Backstory</defName>
<title>Automaton Failure</title>
<titleShort>Failure</titleShort>
<baseDescription>This automaton is made wrong.</baseDescription>
<slot>Adulthood</slot>
<workDisables>
<li>ManualSkilled</li>
<li>Caring</li>
<li>Social</li>
<li>Intellectual</li>
<li>Animals</li>
<li>Artistic</li>
</workDisables>
<spawnCategories>
<li>Paniel_Story_FailureB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Poor_Failure</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 전투형 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory" Name="PanielSoldierBackStory" Abstract="True">
<disallowedTraits>
<li>
<defName>Industriousness</defName>
</li>
<li>
<defName>TorturedArtist</defName>
</li>
</disallowedTraits>
<workDisables>
<li>Artistic</li>
<li>Social</li>
<li>Intellectual</li>
<li>Cooking</li>
<li>Crafting</li>
<li>PlantWork</li>
</workDisables>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory" Name="PanielSoldierBackStoryH" Abstract="True">
<disallowedTraits>
<li>
<defName>TooSmart</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory">
<defName>Paniel_MilitiaA_Backstory</defName>
<title>Automaton Militia</title>
<titleShort>Militia</titleShort>
<baseDescription>This automaton is mainly used by militias.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>3</amount>
</li>
<li>
<defName>Melee</defName>
<amount>3</amount>
</li>
<li>
<defName>Animals</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Start</li>
<li>Paniel_Story_MilitiaA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Normal_Combat</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory">
<defName>Paniel_MilitiaB_Backstory</defName>
<title>Automaton Militia</title>
<titleShort>Militia</titleShort>
<baseDescription>This automaton is mainly used by militias.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>6</amount>
</li>
<li>
<defName>Melee</defName>
<amount>6</amount>
</li>
<li>
<defName>Animals</defName>
<amount>6</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_MilitiaB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Good_Combat</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStoryH">
<defName>Paniel_SoldierA_Backstory</defName>
<title>Automaton Soldier</title>
<titleShort>Soldier</titleShort>
<baseDescription>This automaton is used as a soldier in the military.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>9</amount>
</li>
<li>
<defName>Melee</defName>
<amount>9</amount>
</li>
<li>
<defName>Animals</defName>
<amount>9</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_SoldierA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Excellent_Combat</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStoryH">
<defName>Paniel_SoldierB_Backstory</defName>
<title>Automaton Soldier</title>
<titleShort>Soldier</titleShort>
<baseDescription>This automaton is used as a soldier in the military.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>12</amount>
</li>
<li>
<defName>Melee</defName>
<amount>12</amount>
</li>
<li>
<defName>Animals</defName>
<amount>12</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_SoldierB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Masterwork_Combat</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStoryH">
<defName>Paniel_Royalguard_Backstory</defName>
<title>Automaton Royal guard</title>
<titleShort>Royal guard</titleShort>
<baseDescription>This automaton is used by the Royal Guard.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>18</amount>
</li>
<li>
<defName>Melee</defName>
<amount>18</amount>
</li>
<li>
<defName>Animals</defName>
<amount>18</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>7</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Royalguard</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Combat</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 제작형 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory" Name="PanielWorkerBackStory" Abstract="True">
<disallowedTraits>
<li>
<defName>Brawler</defName>
</li>
</disallowedTraits>
<workDisables>
<li>Animals</li>
<li>Social</li>
<li>Cooking</li>
<li>Caring</li>
<li>PlantWork</li>
</workDisables>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory" Name="PanielWorkerBackStoryH" Abstract="True">
<disallowedTraits>
<li>
<defName>TooSmart</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory">
<defName>Paniel_ApprenticeA_Backstory</defName>
<title>Automaton Apprentice</title>
<titleShort>Apprentice</titleShort>
<baseDescription>This automaton is used in many workshops for chores.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>3</amount>
</li>
<li>
<defName>Mining</defName>
<amount>3</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Start</li>
<li>Paniel_Story_ApprenticeA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Normal_Engineer</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory">
<defName>Paniel_ApprenticeB_Backstory</defName>
<title>Automaton Apprentice</title>
<titleShort>Apprentice</titleShort>
<baseDescription>This automaton is used in many workshops for chores.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>6</amount>
</li>
<li>
<defName>Mining</defName>
<amount>6</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>6</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_ApprenticeB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Good_Engineer</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStoryH">
<defName>Paniel_JourneymanA_Backstory</defName>
<title>Automaton journeyman</title>
<titleShort>Journeyman</titleShort>
<baseDescription>This automaton is used to assist the meister.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>9</amount>
</li>
<li>
<defName>Mining</defName>
<amount>9</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>9</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_journeymanA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Excellent_Engineer</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStoryH">
<defName>Paniel_JourneymanB_Backstory</defName>
<title>Automaton journeyman</title>
<titleShort>Journeyman</titleShort>
<baseDescription>This automaton is used to assist the meister.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>12</amount>
</li>
<li>
<defName>Mining</defName>
<amount>12</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>12</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_journeymanB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Masterwork_Engineer</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStoryH">
<defName>Paniel_Meister_Backstory</defName>
<title>Automaton Meister</title>
<titleShort>Meister</titleShort>
<baseDescription>This automaton has better crafting skills than humans.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>18</amount>
</li>
<li>
<defName>Mining</defName>
<amount>18</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>18</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>7</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Meister</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Engineer</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 가정형 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory" Name="PanielMaidBackStory" Abstract="True">
<disallowedTraits>
<li>
<defName>Brawler</defName>
</li>
<li>
<defName>TorturedArtist</defName>
</li>
</disallowedTraits>
<workDisables>
<li>Animals</li>
<li>Mining</li>
<li>Intellectual</li>
</workDisables>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory" Name="PanielMaidBackStoryH" Abstract="True">
<disallowedTraits>
<li>
<defName>TooSmart</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory">
<defName>Paniel_MaidA_Backstory</defName>
<title>Automaton Maid</title>
<titleShort>Maid</titleShort>
<baseDescription>This automaton is used as a maid in many homes.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>3</amount>
</li>
<li>
<defName>Plants</defName>
<amount>3</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Start</li>
<li>Paniel_Story_MaidA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Normal_Domestic</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory">
<defName>Paniel_MaidB_Backstory</defName>
<title>Automaton Maid</title>
<titleShort>Maid</titleShort>
<baseDescription>This automaton is used as a maid in many homes.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>6</amount>
</li>
<li>
<defName>Plants</defName>
<amount>6</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>6</amount>
</li>
<li>
<defName>Social</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_MaidB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Good_Domestic</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStoryH">
<defName>Paniel_HousemaidA_Backstory</defName>
<title>Automaton Housekeeper maid</title>
<titleShort>Housekeeper Maid</titleShort>
<baseDescription>This automaton leads the other maids in the noble mansion.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>9</amount>
</li>
<li>
<defName>Plants</defName>
<amount>9</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>9</amount>
</li>
<li>
<defName>Social</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_HousemaidA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Excellent_Domestic</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStoryH">
<defName>Paniel_HousemaidB_Backstory</defName>
<title>Automaton Housekeeper maid</title>
<titleShort>Housekeeper</titleShort>
<baseDescription>This automaton leads the other maids in the noble mansion.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>12</amount>
</li>
<li>
<defName>Plants</defName>
<amount>12</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>12</amount>
</li>
<li>
<defName>Social</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_HousemaidB</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Masterwork_Domestic</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStoryH">
<defName>Paniel_Ladysmaid_Backstory</defName>
<title>Automaton Lady's maid</title>
<titleShort>Lady's maid</titleShort>
<baseDescription>This automaton is used as a royal servant.</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>18</amount>
</li>
<li>
<defName>Plants</defName>
<amount>18</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>18</amount>
</li>
<li>
<defName>Social</defName>
<amount>7</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Ladysmaid</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Domestic</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
</Defs>

View File

@ -1,604 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 전투형 ====================================-->
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory" Name="PanielSoldierBackStory_PA" Abstract="True">
<disallowedTraits>
<li>
<defName>Pyromaniac</defName>
</li>
<li>
<defName>TooSmart</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory_PA">
<defName>Paniel_MilitiaA_Backstory_PA</defName>
<title>Automaton Militia (PA)</title>
<titleShort>Militia</titleShort>
<baseDescription>This automaton is mainly used by militias.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>3</amount>
</li>
<li>
<defName>Melee</defName>
<amount>3</amount>
</li>
<li>
<defName>Animals</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_MilitiaA_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Normal_Combat_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory_PA">
<defName>Paniel_MilitiaB_Backstory_PA</defName>
<title>Automaton Militia (PA)</title>
<titleShort>Militia</titleShort>
<baseDescription>This automaton is mainly used by militias.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>6</amount>
</li>
<li>
<defName>Melee</defName>
<amount>6</amount>
</li>
<li>
<defName>Animals</defName>
<amount>6</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_MilitiaB_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Good_Combat_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory_PA">
<defName>Paniel_SoldierA_Backstory_PA</defName>
<title>Automaton Soldier (PA)</title>
<titleShort>Soldier</titleShort>
<baseDescription>This automaton is used as a soldier in the military.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>9</amount>
</li>
<li>
<defName>Melee</defName>
<amount>9</amount>
</li>
<li>
<defName>Animals</defName>
<amount>9</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_SoldierA_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Excellent_Combat_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory_PA">
<defName>Paniel_SoldierB_Backstory_PA</defName>
<title>Automaton Soldier (PA)</title>
<titleShort>Soldier</titleShort>
<baseDescription>This automaton is used as a soldier in the military.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>12</amount>
</li>
<li>
<defName>Melee</defName>
<amount>12</amount>
</li>
<li>
<defName>Animals</defName>
<amount>12</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_SoldierB_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Masterwork_Combat_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielSoldierBackStory_PA">
<defName>Paniel_Royalguard_Backstory_PA</defName>
<title>Automaton Royal guard (PA)</title>
<titleShort>Royal guard</titleShort>
<baseDescription>This automaton is used by the Royal Guard.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>18</amount>
</li>
<li>
<defName>Melee</defName>
<amount>18</amount>
</li>
<li>
<defName>Animals</defName>
<amount>18</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>7</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Royalguard_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Combat_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 제작형 ====================================-->
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory" Name="PanielWorkerBackStory_PA" Abstract="True">
<disallowedTraits>
<li>
<defName>Pyromaniac</defName>
</li>
<li>
<defName>TooSmart</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory_PA">
<defName>Paniel_ApprenticeA_Backstory_PA</defName>
<title>Automaton Apprentice (PA)</title>
<titleShort>Apprentice</titleShort>
<baseDescription>This automaton is used in many workshops for chores.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>3</amount>
</li>
<li>
<defName>Mining</defName>
<amount>3</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_ApprenticeA_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Normal_Engineer_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory_PA">
<defName>Paniel_ApprenticeB_Backstory_PA</defName>
<title>Automaton Apprentice (PA)</title>
<titleShort>Apprentice</titleShort>
<baseDescription>This automaton is used in many workshops for chores.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>6</amount>
</li>
<li>
<defName>Mining</defName>
<amount>6</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>6</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_ApprenticeB_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Good_Engineer_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory_PA">
<defName>Paniel_JourneymanA_Backstory_PA</defName>
<title>Automaton journeyman (PA)</title>
<titleShort>Journeyman</titleShort>
<baseDescription>This automaton is used to assist the meister.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>9</amount>
</li>
<li>
<defName>Mining</defName>
<amount>9</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>9</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_journeymanA_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Excellent_Engineer_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory_PA">
<defName>Paniel_JourneymanB_Backstory_PA</defName>
<title>Automaton journeyman (PA)</title>
<titleShort>Journeyman</titleShort>
<baseDescription>This automaton is used to assist the meister.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>12</amount>
</li>
<li>
<defName>Mining</defName>
<amount>12</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>12</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_journeymanB_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Masterwork_Engineer_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielWorkerBackStory_PA">
<defName>Paniel_Meister_Backstory_PA</defName>
<title>Automaton Meister (PA)</title>
<titleShort>Meister</titleShort>
<baseDescription>This automaton has better crafting skills than humans.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Construction</defName>
<amount>18</amount>
</li>
<li>
<defName>Mining</defName>
<amount>18</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>18</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>7</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Meister_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Engineer_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 가정형 ====================================-->
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory" Name="PanielMaidBackStory_PA" Abstract="True">
<disallowedTraits>
<li>
<defName>Pyromaniac</defName>
</li>
<li>
<defName>TooSmart</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory_PA">
<defName>Paniel_MaidA_Backstory_PA</defName>
<title>Automaton Maid (PA)</title>
<titleShort>Maid</titleShort>
<baseDescription>This automaton is used as a maid in many homes.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>3</amount>
</li>
<li>
<defName>Plants</defName>
<amount>3</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_MaidA_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Normal_Domestic_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory_PA">
<defName>Paniel_MaidB_Backstory_PA</defName>
<title>Automaton Maid (PA)</title>
<titleShort>Maid</titleShort>
<baseDescription>This automaton is used as a maid in many homes.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>6</amount>
</li>
<li>
<defName>Plants</defName>
<amount>6</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>6</amount>
</li>
<li>
<defName>Social</defName>
<amount>1</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_MaidB_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Good_Domestic_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory_PA">
<defName>Paniel_HousemaidA_Backstory_PA</defName>
<title>Automaton Housekeeper maid (PA)</title>
<titleShort>Housekeeper Maid</titleShort>
<baseDescription>This automaton leads the other maids in the noble mansion.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>9</amount>
</li>
<li>
<defName>Plants</defName>
<amount>9</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>9</amount>
</li>
<li>
<defName>Social</defName>
<amount>3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_HousemaidA_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Excellent_Domestic_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory_PA">
<defName>Paniel_HousemaidB_Backstory_PA</defName>
<title>Automaton Housekeeper maid (PA)</title>
<titleShort>Housekeeper</titleShort>
<baseDescription>This automaton leads the other maids in the noble mansion.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>12</amount>
</li>
<li>
<defName>Plants</defName>
<amount>12</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>12</amount>
</li>
<li>
<defName>Social</defName>
<amount>5</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_HousemaidB_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Masterwork_Domestic_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<AlienRace.BackstoryDef ParentName="PanielMaidBackStory_PA">
<defName>Paniel_Ladysmaid_Backstory_PA</defName>
<title>Automaton Lady's maid (PA)</title>
<titleShort>Lady's maid</titleShort>
<baseDescription>This automaton is used as a royal servant.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Cooking</defName>
<amount>18</amount>
</li>
<li>
<defName>Plants</defName>
<amount>18</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>18</amount>
</li>
<li>
<defName>Social</defName>
<amount>7</amount>
</li>
</skillGains>
<spawnCategories>
<li>Paniel_Story_Ladysmaid_PA</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Legendary_Domestic_PA</li>
</forcedHediffs>
</AlienRace.BackstoryDef>
<!--==================================== 실험체 ====================================-->
<AlienRace.BackstoryDef ParentName="BasePanielBackStory">
<defName>Paniel_Testsubject_Backstory</defName>
<title>Automaton Test subject (PA)</title>
<titleShort>Test subject</titleShort>
<baseDescription>This automaton was built to test a new module at PnL industry. It is showing signs of mental instability.\n\n(PA) : PnL authenticated</baseDescription>
<slot>Adulthood</slot>
<skillGains>
<li>
<defName>Shooting</defName>
<amount>4</amount>
</li>
<li>
<defName>Melee</defName>
<amount>4</amount>
</li>
<li>
<defName>Construction</defName>
<amount>4</amount>
</li>
<li>
<defName>Plants</defName>
<amount>4</amount>
</li>
<li>
<defName>Crafting</defName>
<amount>4</amount>
</li>
<li>
<defName>Medicine</defName>
<amount>4</amount>
</li>
<li>
<defName>Intellectual</defName>
<amount>4</amount>
</li>
</skillGains>
<workDisables>
<li>Artistic</li>
</workDisables>
<spawnCategories Inherit="false">
<li>Paniel_Story_Testsubject</li>
</spawnCategories>
<forcedHediffs>
<li>PN_Give_Testsubject</li>
</forcedHediffs>
<forcedTraits>
<!--<li>
<defName></defName>
</li>-->
</forcedTraits>
<disallowedTraits>
<li>
<defName>NaturalMood</defName>
<degree>2</degree>
</li>
<li>
<defName>NaturalMood</defName>
<degree>1</degree>
</li>
<li>
<defName>Nerves</defName>
<degree>2</degree>
</li>
<li>
<defName>Nerves</defName>
<degree>1</degree>
</li>
<li>
<defName>PsychicSensitivity</defName>
<degree>-1</degree>
</li>
<li>
<defName>PsychicSensitivity</defName>
<degree>-2</degree>
</li>
</disallowedTraits>
</AlienRace.BackstoryDef>
</Defs>

View File

@ -1,615 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyDef>
<defName>PanielBody</defName>
<label>Automaton</label>
<corePart>
<!--몸통-->
<def>PNTorso</def>
<customLabel>torso case</customLabel>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>PNRibcage</def>
<customLabel>ribcage frame</customLabel>
<coverage>0.036</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSternum</def>
<customLabel>sternum frame</customLabel>
<coverage>0.015</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNPelvis</def>
<customLabel>pelvis frame</customLabel>
<coverage>0.025</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSpine</def>
<customLabel>spine frame</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNTail</def>
<customLabel>tail</customLabel>
<coverage>0.017</coverage>
<height>Bottom</height>
<groups>
<li>Torso</li>
</groups>
</li>
<!--장기-->
<li>
<def>PNStomach</def>
<customLabel>energy absorbing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNCore</def>
<customLabel>engine core</customLabel>
<coverage>0.020</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>left breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>right breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>left oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>right oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLiver</def>
<customLabel>water filter</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!--머리-->
<li>
<def>PNNeck</def>
<customLabel>neck</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>PNHead</def>
<customLabel>head case</customLabel>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>PNSkull</def>
<customLabel>skull frame</customLabel>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>PNBrain</def>
<customLabel>brain core</customLabel>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>PNEye</def>
<customLabel>left sight sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>LeftEye</woundAnchorTag>
</li>
<li>
<def>PNEye</def>
<customLabel>right sight sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>RightEye</woundAnchorTag>
</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>
<woundAnchorTag>LeftShoulder</woundAnchorTag>
<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>
<woundAnchorTag>RightShoulder</woundAnchorTag>
<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>
<woundAnchorTag>LeftLeg</woundAnchorTag>
<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>
<woundAnchorTag>RightLeg</woundAnchorTag>
<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>

View File

@ -1,405 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyPartDef Abstract="True" Name="PN_BodyPartDefBase">
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<alive>false</alive>
</BodyPartDef>
<!--몸통-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTorso</defName>
<label>torso case</label>
<hitPoints>40</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNTail</defName>
<label>tail</label>
<hitPoints>30</hitPoints>
<frostbiteVulnerability>3</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<canSuggestAmputation>true</canSuggestAmputation>
</BodyPartDef>
<!--장기-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNStomach</defName>
<label>energy absorbing part</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>MetabolismSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNCore</defName>
<label>engine core</label>
<hitPoints>15</hitPoints>
<bleedRate>5</bleedRate>
<skinCovered>false</skinCovered>
<tags>
<li>BloodPumpingSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLung</defName>
<label>breathing part</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BreathingSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNKidney</defName>
<label>oil filter</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationKidney</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLiver</defName>
<label>water filter</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationLiver</li>
<li>MetabolismSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<!--머리-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNHead</defName>
<label>head case</label>
<hitPoints>25</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>2</bleedRate>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNBrain</defName>
<label>brain core</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>9999999</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<tags>
<li>ConsciousnessSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNShoulder</defName>
<label>shoulder</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNArm</defName>
<label>arm</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNHand</defName>
<label>hand</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNWaist</defName>
<label>utility slot</label>
<conceptual>true</conceptual>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLeg</defName>
<label>leg</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<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 ParentName="PN_BodyPartDefBase">
<defName>PNFoot</defName>
<label>foot</label>
<hitPoints>25</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNToe</defName>
<label>toe</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>10</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbDigit</li>
</tags>
</BodyPartDef>
</Defs>

View File

@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<DrugPolicyDef>
<defName>PN_fuelOneDrinkPerDay</defName>
<label>Automaton</label>
<entries>
<li>
<drug>PN_AutomatonFuel</drug>
<allowedForAddiction>true</allowedForAddiction>
<allowScheduled>true</allowScheduled>
<takeToInventory>1</takeToInventory>
<daysFrequency>1</daysFrequency>
</li>
</entries>
</DrugPolicyDef>
</Defs>

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@ -1,218 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 항생제 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_antibiotics</defName>
<label>PnL antibiotics</label>
<description>Warning: Do not use on humans.\nThis antibiotics is for automaton only.\n\nAutomaton antibiotics for unknown diseases.\n(Used for diseases added by mod.)</description>
<graphicData>
<texPath>Things/Item/PNAntibiotics</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<stackLimit>25</stackLimit>
<rotatable>false</rotatable>
<statBases>
<WorkToMake>600</WorkToMake>
<MarketValue>18</MarketValue>
<Mass>0.005</Mass>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<Neutroamine>2</Neutroamine>
<PsychoidLeaves>4</PsychoidLeaves>
</costList>
<techLevel>Industrial</techLevel>
<ingestible>
<foodType>Processed</foodType>
<baseIngestTicks>30</baseIngestTicks>
<ingestSound>Ingest_Inject</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Inject {0}</ingestCommandString>
<ingestReportString>Injecting {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>0</chairSearchRadius>
<drugCategory>Medical</drugCategory>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_AB_Bridge</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1034</listOrder>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
<tradeTags Inherit="false">
</tradeTags>
<recipeMaker>
<workSpeedStat>DrugSynthesisSpeed</workSpeedStat>
<workSkill>Intellectual</workSkill>
<effectWorking>Cook</effectWorking>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<soundWorking>Recipe_Drug</soundWorking>
</recipeMaker>
</ThingDef>
<!--==================================== 항생제 효과 ====================================-->
<HediffDef>
<defName>PN_AB_Bridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>antibiotics Bridge</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>antibiotics Bridge</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>
<defName>PN_AB_Effect</defName>
<hediffClass>Hediff_High</hediffClass>
<label>PnL antibiotics</label>
<description>Antibiotics are working.</description>
<descriptionHyperlinks>
<ThingDef>PN_antibiotics</ThingDef>
</descriptionHyperlinks>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.00</maxSeverity>
<initialSeverity>1.0</initialSeverity>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-0.5</severityPerDay>
<showHoursToRecover>true</showHoursToRecover>
</li>
</comps>
<stages>
<li>
<label>fading</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.8</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>1.5</ImmunityGainSpeed>
</statOffsets>
</li>
<li>
<label>active</label>
<minSeverity>0.25</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.6</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>5</ImmunityGainSpeed>
</statOffsets>
</li>
<li>
<label>active</label>
<minSeverity>0.75</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.6</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.6</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>3</ImmunityGainSpeed>
</statOffsets>
</li>
<li>
<label>injected</label>
<minSeverity>0.9</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.8</postFactor>
</li>
</capMods>
<statOffsets>
<ImmunityGainSpeed>1</ImmunityGainSpeed>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -1,208 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_Fuel</defName>
<label>Automaton Fuel</label>
<parent>Drugs</parent>
<iconPath>UI/Icons/PNCT_PNFuel</iconPath>
</ThingCategoryDef>
<!--==================================== 오토마톤 연료 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel</defName>
<label>PnL fuel</label>
<description>Warning: Do not use on humans.\nThis fuel is for automaton only.\n\nThe fuel used by the automaton. Added a large amount of Psychite for mental stability.</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Things/Item/PNFuel</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<uiIconForStackCount>1</uiIconForStackCount>
<stackLimit>150</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<MarketValue>6.1</MarketValue>
<Mass>0.05</Mass>
<Flammability>2.0</Flammability>
<DeteriorationRate>1.0</DeteriorationRate>
</statBases>
<techLevel>Ultra</techLevel>
<ingestible>
<drugCategory>Medical</drugCategory>
<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>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_ateFuel</hediffDef>
<severity>1</severity>
<doToGeneratedPawnIfAddicted>true</doToGeneratedPawnIfAddicted>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_deletFuel</hediffDef>
<severity>1</severity>
<doToGeneratedPawnIfAddicted>true</doToGeneratedPawnIfAddicted>
</li>
</outcomeDoers>
<tasteThought>PN_Atefuel_nopn</tasteThought>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<chemical>PN_Chemical_Fuel</chemical>
<addictiveness>0.000000001</addictiveness>
<needLevelOffset>0.20</needLevelOffset>
<listOrder>1028</listOrder>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.037</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
<tradeTags Inherit="false">
<li>PN_Fuel</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingCategories Inherit="false">
<li>PN_Fuel</li>
</thingCategories>
</ThingDef>
<ThoughtDef>
<defName>PN_Atefuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate PnL fuel</label>
<description>...</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 오토마톤 연료 효과 ====================================-->
<HediffDef>
<defName>PN_ateFuel</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Ate automaton fuel</label>
<labelNoun>Ate Automaton Fuel</labelNoun>
<description>...</description>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<li>
<hediff>PsychiteAddiction</hediff>
</li>
<li>
<hediff>FoodPoisoning</hediff>
</li>
<li>
<hediff>PN_deletFuel</hediff>
</li>
</hediffAndBodypart>
<bodyDefBlackList>
<li>PanielBody</li>
</bodyDefBlackList>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_deletFuel</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_HediffExclusive">
<hediffToNullify>
<li>PN_AutomatonFuel_Addiction</li>
</hediffToNullify>
<bodyDefBlackList>
<li>PanielBody</li>
</bodyDefBlackList>
</li>
</comps>
</HediffDef>
<ChemicalDef>
<defName>PN_Chemical_Fuel</defName>
<label>Automaton Fuel</label>
<addictionHediff>PN_AutomatonFuel_Addiction</addictionHediff>
<canBinge>false</canBinge>
<onGeneratedAddictedToleranceChance>0</onGeneratedAddictedToleranceChance>
</ChemicalDef>
<HediffDef ParentName="AddictionBase">
<defName>PN_AutomatonFuel_Addiction</defName>
<hediffClass>Hediff_Addiction</hediffClass>
<label>Automaton Fuel</label>
<description>A condition that requires PnL fuel.</description>
<defaultLabelColor>(222,90,90)</defaultLabelColor>
<causesNeed>PN_Need_Fuel</causesNeed>
<scenarioCanAdd>false</scenarioCanAdd>
<everCurableByItem>false</everCurableByItem>
<isBad>false</isBad>
<comps>
</comps>
<stages>
<li>
<label>stable</label>
</li>
<li>
<label>required</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Moving</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Sight</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Manipulation</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
<hungerRateFactor>8.0</hungerRateFactor>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
</Defs>

View File

@ -1,40 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef Abstract="True" Name="Paniel_PlayerBase" ParentName="FactionBase">
<settlementTexturePath>Icon/Paniel_PlayerIcon</settlementTexturePath>
<colorSpectrum>
<li>(255, 255, 255)</li>
</colorSpectrum>
</FactionDef>
<!--스타트 팩션-->
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_PlayerFaction</defName>
<label>Test Subject</label>
<description>This is the settlement where PnL industry is experimenting.</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Paniel_ColonistPawn</basicMemberKind>
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Industrial</techLevel>
<allowedCultures>
<li>Astropolitan</li>
</allowedCultures>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
<playerInitialSettlementNameMaker>NamerInitialSettlementColony</playerInitialSettlementNameMaker>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<geneticVariance>1</geneticVariance>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>
</Defs>

View File

@ -1,403 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--본사(히든)-->
<FactionDef ParentName="FactionBase">
<defName>PN_indistryFaction</defName>
<label>PnL Industry</label>
<pawnSingular>Automaton</pawnSingular>
<pawnsPlural>Automata</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<fixedName>PnL Industry</fixedName>
<factionIconPath>Icon/Paniel_HQ</factionIconPath>
<hidden>true</hidden>
<autoFlee>false</autoFlee>
<techLevel>Spacer</techLevel>
<rescueesCanJoin>false</rescueesCanJoin>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<allowedCultures>
<li>PN_PnLindistryCulture</li>
</allowedCultures>
<allowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</allowedMemes>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</requiredMemes>
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>
</FactionDef>
<!--행성지부(NPC)-->
<FactionDef ParentName="FactionBase">
<defName>PN_SubsidiaryFaction</defName>
<label>PnL Subsidiary Company</label>
<description>It is a subsidiary established by PnL industry to sell more products on the planet's surface. It is composed of rimworld locals and automaton.\n\nIts main job is to set up a logistics center on the planet's surface and receive products from orbit and transport them to settlements on the planet's surface.\n\nThey are concerned with the practical matters of trade, trust.\n\nThis particular group holds civil behavior in high regard.</description>
<pawnSingular>Employee</pawnSingular>
<pawnsPlural>Employees</pawnsPlural>
<listOrderPriority>50</listOrderPriority>
<settlementGenerationWeight>0.20</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<maxCountAtGameStart>1</maxCountAtGameStart>
<canMakeRandomly>true</canMakeRandomly>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>CEO</leaderTitle>
<leaderForceGenerateNewPawn>true</leaderForceGenerateNewPawn>
<fixedLeaderKinds>
<li>PN_CEO</li>
</fixedLeaderKinds>
<factionIconPath>Icon/Paniel_Logi</factionIconPath>
<colorSpectrum>
<li>(1, 1, 1)</li>
<li>(1, 1, 1)</li>
</colorSpectrum>
<classicIdeo>false</classicIdeo>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<configurationListOrderPriority>50</configurationListOrderPriority>
<techLevel>Spacer</techLevel>
<fixedName>PnL Logistics</fixedName>
<settlementNameMaker>NamerSettlementPnLSub</settlementNameMaker>
<allowedCultures>
<li>PN_PnLindistryCulture</li>
</allowedCultures>
<allowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</allowedMemes>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</requiredMemes>
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<geneticVariance>0.8</geneticVariance>
<caravanTraderKinds>
<li>PN_Caravan_PnLindustry</li>
</caravanTraderKinds>
<visitorTraderKinds>
<li>Visitor_Outlander_Standard</li>
</visitorTraderKinds>
<baseTraderKinds>
<li>PN_Base_PnLindustry</li>
</baseTraderKinds>
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<raidLootMaker>PN_SubsidiaryRaidLootMaker</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>
<!--
<PN_AssociateH></PN_AssociateH>
<PN_AssociateP_EngineerA></PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB></PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA></PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB></PN_AssociateP_DomesticB>
<PN_ManagerH></PN_ManagerH>
<PN_ManageUnit_Enginer></PN_ManageUnit_Enginer>
<PN_ManageUnit_Domestic></PN_ManageUnit_Domestic>
<PN_Director></PN_Director>
<PN_SecurityUnit></PN_SecurityUnit>
<PN_GrenadeUnit_Destructive></PN_GrenadeUnit_Destructive>
<PN_GrenadeUnit_EMP></PN_GrenadeUnit_EMP>
<PN_GrenadeUnit_Smoke></PN_GrenadeUnit_Smoke>
<PN_Mid_CloseUnit></PN_Mid_CloseUnit>
<PN_Mid_RangeUnit></PN_Mid_RangeUnit>
<PN_EliteCloseUnit></PN_EliteCloseUnit>
<PN_EliteRangeUnit></PN_EliteRangeUnit>
<PN_EliteHeavyUnit></PN_EliteHeavyUnit>
<PN_EliteCannonUnit></PN_EliteCannonUnit>
-->
<li>
<kindDef>Trader</kindDef>
<traders>
<PN_ManagerH>1</PN_ManagerH>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<PN_AssociateH>6</PN_AssociateH>
<PN_AssociateP_EngineerA>1</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>1</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>1</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>1</PN_AssociateP_DomesticB>
<PN_GrenadeUnit_Destructive>1.5</PN_GrenadeUnit_Destructive>
<Mercenary_Slasher>4</Mercenary_Slasher>
<Mercenary_Gunner>6</Mercenary_Gunner>
<PN_Mid_CloseUnit>3</PN_Mid_CloseUnit>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteRangeUnit>4</PN_EliteRangeUnit>
</guards>
</li>
<li>
<kindDef>Trader</kindDef>
<traders>
<PN_ManageUnit_Domestic>1</PN_ManageUnit_Domestic>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<PN_AssociateH>6</PN_AssociateH>
<PN_AssociateP_EngineerA>1</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>1</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>1</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>1</PN_AssociateP_DomesticB>
<PN_GrenadeUnit_Destructive>1.5</PN_GrenadeUnit_Destructive>
<Mercenary_Slasher>4</Mercenary_Slasher>
<Mercenary_Gunner>6</Mercenary_Gunner>
<PN_Mid_CloseUnit>3</PN_Mid_CloseUnit>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteRangeUnit>4</PN_EliteRangeUnit>
</guards>
</li>
<li>
<kindDef>Settlement</kindDef>
<options>
<PN_AssociateH>12</PN_AssociateH>
<PN_AssociateP_EngineerA>3</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>3</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>3</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>3</PN_AssociateP_DomesticB>
<PN_ManagerH>3</PN_ManagerH>
<PN_ManageUnit_Enginer>3</PN_ManageUnit_Enginer>
<PN_ManageUnit_Domestic>3</PN_ManageUnit_Domestic>
<PN_Director>3</PN_Director>
<PN_SecurityUnit>6</PN_SecurityUnit>
<PN_GrenadeUnit_Destructive>2</PN_GrenadeUnit_Destructive>
<Mercenary_Slasher>4</Mercenary_Slasher>
<Mercenary_Gunner>6</Mercenary_Gunner>
<PN_Mid_CloseUnit>2</PN_Mid_CloseUnit>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteRangeUnit>2</PN_EliteRangeUnit>
<PN_EliteHeavyUnit>2</PN_EliteHeavyUnit>
<PN_EliteCannonUnit>2</PN_EliteCannonUnit>
</options>
</li>
<li>
<kindDef>Peaceful</kindDef>
<options>
<PN_AssociateH>10</PN_AssociateH>
<PN_AssociateP_EngineerA>2</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>1</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>2</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>1</PN_AssociateP_DomesticB>
<PN_ManagerH>1</PN_ManagerH>
<PN_ManageUnit_Enginer>1</PN_ManageUnit_Enginer>
<PN_ManageUnit_Domestic>1</PN_ManageUnit_Domestic>
<PN_Director>1</PN_Director>
<PN_SecurityUnit>10</PN_SecurityUnit>
</options>
</li>
<!--Combat-->
<li>
<kindDef>Combat</kindDef>
<commonality>100</commonality>
<options>
<PN_SecurityGuardH>6</PN_SecurityGuardH>
<PN_SecurityUnit>4</PN_SecurityUnit>
<PN_GrenadeUnit_EMP>0.25</PN_GrenadeUnit_EMP>
<PN_GrenadeUnit_Smoke>0.25</PN_GrenadeUnit_Smoke>
<PN_GrenadeUnit_Destructive>2</PN_GrenadeUnit_Destructive>
<Mercenary_Gunner>6</Mercenary_Gunner>
<Mercenary_Slasher>2</Mercenary_Slasher>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<PN_Mid_CloseUnit>2</PN_Mid_CloseUnit>
<Mercenary_Heavy>2</Mercenary_Heavy>
<Mercenary_Sniper>2</Mercenary_Sniper>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteCloseUnit>2</PN_EliteCloseUnit>
<PN_EliteRangeUnit>2</PN_EliteRangeUnit>
<PN_EliteHeavyUnit>2</PN_EliteHeavyUnit>
<PN_EliteCannonUnit>2</PN_EliteCannonUnit>
</options>
</li>
</pawnGroupMakers>
<apparelStuffFilter>
<stuffCategoriesToAllow>
<li>Metallic</li>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategoriesToAllow>
<disallowedThingDefs>
<li>Leather_Thrumbo</li>
<li>Hyperweave</li>
<li>Gold</li>
<li>Silver</li>
</disallowedThingDefs>
</apparelStuffFilter>
<settlementTexturePath>Icon/Paniel_Logi</settlementTexturePath>
</FactionDef>
<ThingSetMakerDef>
<defName>PN_SubsidiaryRaidLootMaker</defName>
<root Class="ThingSetMaker_MarketValue">
<fixedParams>
<filter>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li>
<li>PN_RepairKit</li>
<li>PN_Component</li>
<li>Gold</li>
</thingDefs>
</filter>
</fixedParams>
</root>
</ThingSetMakerDef>
<RulePackDef>
<defName>NamerSettlementPnLSub</defName>
<include>
<li>PN_NamerUtility</li>
</include>
<rulePack>
<rulesStrings>
<li>r_name->[PNAZ][PN09][PN09] logistics center</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<CultureDef>
<defName>PN_PnLindistryCulture</defName>
<label>PnL indistry</label>
<description>The corporate culture of PnL Industry.</description>
<ideoNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerIdeo_PnLindistry</ideoNameMaker>
<deityNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerDeity_PnLindistry</deityNameMaker>
<deityTypeMaker MayRequire="Ludeon.RimWorld.Ideology">DeityTypeMaker_PnLindistry</deityTypeMaker>
<leaderTitleMaker MayRequire="Ludeon.RimWorld.Ideology">LeaderTitleMaker_PnLindistry</leaderTitleMaker>
<festivalNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerFestivalAstropolitan</festivalNameMaker>
<allowedPlaceTags>
<li>OriginSpacer</li>
</allowedPlaceTags>
<iconPath>Icon/Paniel_Icon</iconPath>
<iconColor>(1, 1, 1)</iconColor>
<styleItemTags>
<li>
<tag>Urban</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoBeard</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoTattoo</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
</styleItemTags>
</CultureDef>
<RulePackDef>
<defName>NamerIdeo_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_ideoName->PnL bylaws</li>
<li>r_ideoAdjective->PnL</li>
<li>r_memberName->PnL Employee</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerDeity_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_deityName->PnL</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>DeityTypeMaker_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_deityType->God of Capitalism</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>LeaderTitleMaker_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_leaderTitle->CEO</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>

View File

@ -1,87 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--<StyleItemCategoryDef>
<defName>PanielHair</defName>
<label>Paniel hair</label>
</StyleItemCategoryDef>
<HairDef>
<defName>Paniel_HairA</defName>
<label>Paniel HairA</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairA</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairB</defName>
<label>Paniel HairB</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairB</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairC</defName>
<label>Paniel HairC</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairC</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairD</defName>
<label>Paniel HairD</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairD</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairE</defName>
<label>Paniel HairE</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairE</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairF</defName>
<label>Paniel HairF</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairF</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairG</defName>
<label>Paniel HairG</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairG</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>
<HairDef>
<defName>Paniel_HairH</defName>
<label>Paniel HairH</label>
<styleGender>Any</styleGender>
<texPath>Paniel/Hairs/Paniel_HairH</texPath>
<styleTags>
<li>PanielHair</li>
</styleTags>
</HairDef>-->
</Defs>

View File

@ -1,304 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 면역 ====================================-->
<HediffDef>
<defName>PN_Immune_System</defName>
<label>Automaton immune system</label>
<description>Automaton immune system</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<makeImmuneTo>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>FibrousMechanites</li>
<li>WoundInfection</li>
<li>GutWorms</li>
<li>Flu</li>
<li>MuscleParasites</li>
</makeImmuneTo>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<!--==================================== 학습 제한 ====================================-->
<HediffDef>
<defName>PN_Learning_Limit_System</defName>
<label>Automaton learning limit system</label>
<description>Automaton learning limit system</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<statFactors>
<GlobalLearningFactor>0</GlobalLearningFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_Ex_filterA</li>
</triggeredHediff>
</li>
</comps>
</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>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<painFactor>0</painFactor>
<foodPoisoningChanceFactor>0</foodPoisoningChanceFactor>
<naturalHealingFactor>0</naturalHealingFactor>
<statFactors>
<InjuryHealingFactor>0</InjuryHealingFactor>
</statFactors>
</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>WoundInfection</li>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>TraumaSavant</li>
<li>Cirrhosis</li>
<li>ResurrectionPsychosis</li>
<li>Scaria</li>
<li>FoodPoisoning</li>
<li>ResurrectionSickness</li>
<li>PsychiteAddiction</li>
<li>YayoHigh</li>
<li>PsychiteTolerance</li>
<li>PsychiteTeaHigh</li>
<li>FlakeHigh</li>
<li>GoJuiceHigh</li>
<li>GoJuiceAddiction</li>
<li>GoJuiceTolerance</li>
<li>Pregnant</li>
</hediffToNullify>
<showMessage>true</showMessage>
<nullifyKey>PN_HediffNullifier</nullifyKey>
</li>
</comps>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<!--==================================== 오토마톤 출혈 ====================================-->
<HediffDef>
<defName>PN_OilLoss</defName>
<label>oil loss</label>
<description>A reduction in the normal oil volume. Minor oil loss has relatively mild effects, but when oil loss becomes severe, internal device becomes badly impaired and the victim loses the ability to move. Extreme oil loss leads to explosion.</description>
<lethalSeverity>1</lethalSeverity>
<stages>
<li>
<label>minor</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<minSeverity>0.15</minSeverity>
<label>minor</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.30</minSeverity>
<label>moderate</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.45</minSeverity>
<label>severe</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.60</minSeverity>
<label>extreme</label>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과열 ====================================-->
<HediffDef>
<defName>PN_Overheating</defName>
<label>overheating</label>
<description>A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, overheating gets worse until death.</description>
<defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HeatstrokeRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과냉 ====================================-->
<HediffDef>
<defName>PN_OverCooling</defName>
<label>overcooling</label>
<description>Dangerously low core body temperature. Unless re-warmed, overcooling gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid overcooling by wearing warm clothes in cold environments.</description>
<defaultLabelColor>(0.8, 0.8, 1)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HypothermiaRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -1,758 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<!--싱크 베이스-->
<HediffDef Abstract="True" Name="PN_Sync_Base">
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<!--필터-->
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_Give_Base">
<label>filter</label>
<description>...</description>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
</HediffDef>
<!--등급 베이스-->
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncAwful_Base">
<description>This pawn is an automaton.\nAfter production, it was rated awful grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.30</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncPoor_Base">
<description>This pawn is an automaton.\nAfter production, it was rated poor grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.10</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncNormal_Base">
<description>This pawn is an automaton.\nAfter production, it was rated normal grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.05</offset>
</li>
</capMods>
<statOffsets>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncGood_Base">
<description>This pawn is an automaton.\nAfter production, it was rated good grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.10</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--전투형 베이스-->
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncExcellent_Base_C">
<description>This pawn is an automaton.\nAfter production, it was rated excellent grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.20</offset>
</li>
</capMods>
<statOffsets>
<IncomingDamageFactor>-0.10</IncomingDamageFactor>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncMasterwork_Base_C">
<description>This pawn is an automaton.\nAfter production, it was rated masterwork grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.30</offset>
</li>
</capMods>
<statOffsets>
<IncomingDamageFactor>-0.20</IncomingDamageFactor>
<AimingDelayFactor>-0.10</AimingDelayFactor>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncLegendary_Base_C">
<description>This pawn is an automaton.\nAfter production, it was rated legendary grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.50</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.50</offset>
</li>
</capMods>
<statOffsets>
<IncomingDamageFactor>-0.40</IncomingDamageFactor>
<AimingDelayFactor>-0.25</AimingDelayFactor>
<MentalBreakThreshold>-0.08</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--제작형 가정형 베이스-->
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncExcellent_Base_ED">
<description>This pawn is an automaton.\nAfter production, it was rated excellent grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.20</offset>
</li>
</capMods>
<statOffsets>
<WorkSpeedGlobal>0.05</WorkSpeedGlobal>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncMasterwork_Base_ED">
<description>This pawn is an automaton.\nAfter production, it was rated masterwork grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.30</offset>
</li>
</capMods>
<statOffsets>
<WorkSpeedGlobal>0.10</WorkSpeedGlobal>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncLegendary_Base_ED">
<description>This pawn is an automaton.\nAfter production, it was rated legendary grade.</description>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.30</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.50</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.50</offset>
</li>
</capMods>
<statOffsets>
<WorkSpeedGlobal>0.20</WorkSpeedGlobal>
<MentalBreakThreshold>-0.08</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--==================================== 전투형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade C norm)</label>
<defName>PN_Give_Normal_Combat</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncNormal_Combat</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Combat</defName>
<label>Combat model (norm)</label>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade C good)</label>
<defName>PN_Give_Good_Combat</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Combat</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Combat</defName>
<label>Combat model (good)</label>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade C exc)</label>
<defName>PN_Give_Excellent_Combat</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncExcellent_Combat</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncExcellent_Base_C">
<defName>PN_SyncExcellent_Combat</defName>
<label>Combat model (exc)</label>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade C mast)</label>
<defName>PN_Give_Masterwork_Combat</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncMasterwork_Combat</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncMasterwork_Base_C">
<defName>PN_SyncMasterwork_Combat</defName>
<label>Combat model (mast)</label>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade C legd)</label>
<defName>PN_Give_Legendary_Combat</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncLegendary_Combat</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncLegendary_Base_C">
<defName>PN_SyncLegendary_Combat</defName>
<label>Combat model (legd)</label>
</HediffDef>
<!--==================================== 제작형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade E norm)</label>
<defName>PN_Give_Normal_Engineer</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncNormal_Engineer</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Engineer</defName>
<label>Engineer model (norm)</label>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade E good)</label>
<defName>PN_Give_Good_Engineer</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Engineer</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Engineer</defName>
<label>Engineer model (good)</label>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade E exc)</label>
<defName>PN_Give_Excellent_Engineer</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncExcellent_Engineer</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncExcellent_Base_ED">
<defName>PN_SyncExcellent_Engineer</defName>
<label>Engineer model (exc)</label>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade E mast)</label>
<defName>PN_Give_Masterwork_Engineer</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncMasterwork_Engineer</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncMasterwork_Base_ED">
<defName>PN_SyncMasterwork_Engineer</defName>
<label>Engineer model (mast)</label>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade E legd)</label>
<defName>PN_Give_Legendary_Engineer</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncLegendary_Engineer</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncLegendary_Base_ED">
<defName>PN_SyncLegendary_Engineer</defName>
<label>Engineer model (legd)</label>
</HediffDef>
<!--==================================== 가정형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade D norm)</label>
<defName>PN_Give_Normal_Domestic</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncNormal_Domestic</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Domestic</defName>
<label>Domestic model (norm)</label>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade D good)</label>
<defName>PN_Give_Good_Domestic</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Domestic</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Domestic</defName>
<label>Domestic model (good)</label>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade D exc)</label>
<defName>PN_Give_Excellent_Domestic</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncExcellent_Domestic</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncExcellent_Base_ED">
<defName>PN_SyncExcellent_Domestic</defName>
<label>Domestic model (exc)</label>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade D mast)</label>
<defName>PN_Give_Masterwork_Domestic</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncMasterwork_Domestic</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncMasterwork_Base_ED">
<defName>PN_SyncMasterwork_Domestic</defName>
<label>Domestic model (mast)</label>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade D legd)</label>
<defName>PN_Give_Legendary_Domestic</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncLegendary_Domestic</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncLegendary_Base_ED">
<defName>PN_SyncLegendary_Domestic</defName>
<label>Domestic model (legd)</label>
</HediffDef>
<!--==================================== 기타 ====================================-->
<!--개조당함-->
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Modified</defName>
<label>modified model</label>
<description>This pawn is an automaton.\nAfter production, It has been modified in an unauthorized way.</description>
<stages Inherit="false">
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.05</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>0.08</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
<!--꽝끔찍-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade awfl)</label>
<defName>PN_Give_Awful_Failure</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncAwful_Failure</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncAwful_Base">
<defName>PN_SyncAwful_Failure</defName>
<label>Failure (awfl)</label>
</HediffDef>
<!--꽝빈약-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade poor)</label>
<defName>PN_Give_Poor_Failure</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncPoor_Failure</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncPoor_Base">
<defName>PN_SyncPoor_Failure</defName>
<label>Failure (poor)</label>
</HediffDef>
</Defs>

View File

@ -1,523 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 정품 인증 ====================================-->
<HediffDef>
<defName>PN_PnLAuthenticated</defName>
<label>PnL authenticated</label>
<description>This automaton was made by PnL.</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
</capMods>
<statOffsets>
<IncomingDamageFactor>-0.10</IncomingDamageFactor>
<WorkSpeedGlobal>0.10</WorkSpeedGlobal>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_Ex_filterA</li>
</triggeredHediff>
</li>
</comps>
</HediffDef>
<!--==================================== 전투형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade C norm)</label>
<defName>PN_Give_Normal_Combat_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncNormal_Combat</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Combat_PA</defName>
<label>Combat model (norm)</label>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade C good)</label>
<defName>PN_Give_Good_Combat_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Combat</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Combat_PA</defName>
<label>Combat model (good)</label>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade C exc)</label>
<defName>PN_Give_Excellent_Combat_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncExcellent_Combat</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncExcellent_Base_C">
<defName>PN_SyncExcellent_Combat_PA</defName>
<label>Combat model (exc)</label>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade C mast)</label>
<defName>PN_Give_Masterwork_Combat_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncMasterwork_Combat</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncMasterwork_Base_C">
<defName>PN_SyncMasterwork_Combat_PA</defName>
<label>Combat model (mast)</label>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade C legd)</label>
<defName>PN_Give_Legendary_Combat_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncLegendary_Combat</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncLegendary_Base_C">
<defName>PN_SyncLegendary_Combat_PA</defName>
<label>Combat model (legd)</label>
</HediffDef>
<!--==================================== 제작형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade E norm)</label>
<defName>PN_Give_Normal_Engineer_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncNormal_Engineer</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Engineer_PA</defName>
<label>Engineer model (norm)</label>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade E good)</label>
<defName>PN_Give_Good_Engineer_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Engineer</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Engineer_PA</defName>
<label>Engineer model (good)</label>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade E exc)</label>
<defName>PN_Give_Excellent_Engineer_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncExcellent_Engineer</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncExcellent_Base_ED">
<defName>PN_SyncExcellent_Engineer_PA</defName>
<label>Engineer model (exc)</label>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade E mast)</label>
<defName>PN_Give_Masterwork_Engineer_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncMasterwork_Engineer</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncMasterwork_Base_ED">
<defName>PN_SyncMasterwork_Engineer_PA</defName>
<label>Engineer model (mast)</label>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade E legd)</label>
<defName>PN_Give_Legendary_Engineer_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncLegendary_Engineer</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncLegendary_Base_ED">
<defName>PN_SyncLegendary_Engineer_PA</defName>
<label>Engineer model (legd)</label>
</HediffDef>
<!--==================================== 가정형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade D norm)</label>
<defName>PN_Give_Normal_Domestic_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncNormal_Domestic</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncNormal_Base">
<defName>PN_SyncNormal_Domestic_PA</defName>
<label>Domestic model (norm)</label>
</HediffDef>
<!--상급-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade D good)</label>
<defName>PN_Give_Good_Domestic_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Domestic</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Domestic_PA</defName>
<label>Domestic model (good)</label>
</HediffDef>
<!--완벽-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade D exc)</label>
<defName>PN_Give_Excellent_Domestic_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncExcellent_Domestic</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncExcellent_Base_ED">
<defName>PN_SyncExcellent_Domestic_PA</defName>
<label>Domestic model (exc)</label>
</HediffDef>
<!--걸작-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade D mast)</label>
<defName>PN_Give_Masterwork_Domestic_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncMasterwork_Domestic</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncMasterwork_Base_ED">
<defName>PN_SyncMasterwork_Domestic_PA</defName>
<label>Domestic model (mast)</label>
</HediffDef>
<!--전설-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade D legd)</label>
<defName>PN_Give_Legendary_Domestic_PA</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncLegendary_Domestic</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncLegendary_Base_ED">
<defName>PN_SyncLegendary_Domestic_PA</defName>
<label>Domestic model (legd)</label>
</HediffDef>
<!--==================================== 기타 ====================================-->
<!--실험체-->
<HediffDef ParentName="PN_Give_Base">
<label>filter(PNgrade test)</label>
<defName>PN_Give_Testsubject</defName>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_SyncGood_Testsubject</hediff>
</li>
<li>
<hediff>PN_PnLAuthenticated</hediff>
</li>
</hediffAndBodypart>
</li>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToApply>PN_SyncGood_Testsubject</hediffToApply>
<bodyDef>PanielBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Testsubject</defName>
<label>Test model (good)</label>
<stages Inherit="false">
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>1.0</PsychicSensitivity>
<ResearchSpeed>0.9</ResearchSpeed>
<GlobalLearningFactor>1.50</GlobalLearningFactor>
<MentalBreakThreshold>0.12</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -1,380 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<HediffDef Name="PN_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_Implant</hediffClass>
<defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<HediffDef Name="PN_AddedBodyPartBase" ParentName="PN_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_AddedPart</hediffClass>
<priceImpact>true</priceImpact>
</HediffDef>
<ThingCategoryDef>
<defName>PN_BodyPartsAutomaton</defName>
<label>Automaton</label>
<parent>BodyParts</parent>
<iconPath>Things/Item/Health/HealthItem</iconPath>
</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>
<tradeability>Buyable</tradeability>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>0.7</Flammability>
<Beauty>-4</Beauty>
<DeteriorationRate>2.0</DeteriorationRate>
<Mass>1</Mass>
</statBases>
<tradeTags>
<li>PN_BodyParts</li>
</tradeTags>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
</ThingDef>
<ThingDef Name="PN_BodyPartNormalBase" ParentName="PN_BodyPartBase" Abstract="True">
<techLevel>Industrial</techLevel>
<thingCategories>
<li>PN_BodyPartsAutomaton</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(247,180,130)</color>
</graphicData>
<tradeTags>
<li>PN_BodyPartsNormal</li>
</tradeTags>
<statBases>
<WorkToMake>15000</WorkToMake>
</statBases>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<!--<researchPrerequisite>Prosthetics</researchPrerequisite>-->
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef Name="PN_BodyPartRoyalBase" ParentName="PN_BodyPartBase" Abstract="True">
<techLevel>Spacer</techLevel>
<thingCategories>
<li>PN_BodyPartsAutomaton</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(189,169,118)</color>
</graphicData>
<tradeTags>
<li>PN_BodyPartsRoyal</li>
</tradeTags>
<statBases>
<WorkToMake>26000</WorkToMake>
</statBases>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<!--<researchPrerequisite>Bionics</researchPrerequisite>-->
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<RecipeDef Name="PN_SurgeryInstallImplantBase" ParentName="PN_Surgery" Abstract="True">
<workerClass>Recipe_InstallImplant</workerClass>
<workAmount>2500</workAmount>
<skillRequirements>
<Medicine>5</Medicine>
</skillRequirements>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartArtificialBase" ParentName="PN_SurgeryInstallImplantBase" Abstract="True">
<workerClass>Recipe_InstallArtificialBodyPart</workerClass>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartProstheticBase" ParentName="PN_SurgeryInstallBodyPartArtificialBase" Abstract="True">
<skillRequirements>
<Medicine>4</Medicine>
</skillRequirements>
</RecipeDef>
<RecipeDef Name="PN_SurgeryRemoveImplantBase" ParentName="PN_Surgery" Abstract="True">
<workerClass>Recipe_RemoveImplant</workerClass>
<workAmount>2500</workAmount>
<isViolation>true</isViolation>
<skillRequirements>
<Medicine>5</Medicine>
</skillRequirements>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<!--==================================== 실험적 임플란트 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_ExperimentalModuleHediff</defName>
<label>custom core implant</label>
<description>Warning: This implant is not a PnL licensed implant. When installed, the performance of the Automaton will decrease.\n\n
This implant makes the automaton learn like a human, but makes it mentally unstable.\n\n
This implant cannot be removed after installation.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<PsychicSensitivity>1.0</PsychicSensitivity>
<GlobalLearningFactor>0.80</GlobalLearningFactor>
<MentalBreakThreshold>0.12</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_Learning_Limit_System</li>
</triggeredHediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>PN_Learning_Limit_System</li>
</hediffToNullify>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_Ex_filterA</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>custom core filter A</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>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_Ex_filterB</hediff>
</li>
<li>
<hediff>PN_SyncNormal_Modified</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_Ex_filterB</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>custom core filter B</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>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<li>PN_SyncNormal_Combat</li>
<li>PN_SyncGood_Combat</li>
<li>PN_SyncExcellent_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncNormal_Engineer</li>
<li>PN_SyncGood_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncNormal_Domestic</li>
<li>PN_SyncGood_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncGood_Testsubject</li>
<li>PN_Learning_Limit_System</li>
</hediffToNullify>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_ExperimentalModule</defName>
<label>automaton custom core implant</label>
<description>Warning: This implant is not a PnL licensed implant. When installed, the performance of the Automaton will decrease.\n\n
This implant makes the automaton learn like a human, but makes it mentally unstable.\n\n
This implant cannot be removed after installation.</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallExperimentalModule</RecipeDef>
</descriptionHyperlinks>
<tradeability>None</tradeability>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<ComponentSpacer>1</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_ExperimentalModule</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallExperimentalModule</defName>
<label>install custom core implant</label>
<description>Install a custom core implant.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalModule</ThingDef>
<HediffDef>PN_ExperimentalModuleHediff</HediffDef>
</descriptionHyperlinks>
<jobString>Installing custom core implant.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ExperimentalModule</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ExperimentalModuleHediff</addsHediff>
</RecipeDef>
<!--==================================== 부활 임플란트 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_ResurrectModule</defName>
<label>resurrect implant</label>
<labelNoun>a resurrect implant</labelNoun>
<description>This is the implant using resurrector mech serum.\nAn automaton equipped with this implant resurrection after death in a few seconds.</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 implant</label>
<description>This is the implant using resurrector mech serum.\nAn automaton equipped with this implant resurrection after death in a few seconds.</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallResurrectModule</RecipeDef>
</descriptionHyperlinks>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<MechSerumResurrector>1</MechSerumResurrector>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_ResurrectModule</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallResurrectModule</defName>
<label>install resurrect implant</label>
<description>Install a resurrect implant.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
<HediffDef>PN_ResurrectModule</HediffDef>
</descriptionHyperlinks>
<jobString>Installing resurrect implant.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ResurrectModule</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNCore</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ResurrectModule</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveResurrectModule</defName>
<label>remove resurrect implant</label>
<description>Remove the resurrect implant.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
<HediffDef>PN_ResurrectModule</HediffDef>
</descriptionHyperlinks>
<jobString>Removing resurrect implant.</jobString>
<removesHediff>PN_ResurrectModule</removesHediff>
</RecipeDef>
<!--==================================== 생체 공학 ====================================-->
</Defs>

View File

@ -1,97 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 초월 공학 ====================================-->
<!---->
<!--<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallArchotechEye</defName>
<label>install archotech eye</label>
<description>Install an archotech eye.</description>
<descriptionHyperlinks>
<ThingDef>ArchotechEye</ThingDef>
<HediffDef>ArchotechEye</HediffDef>
</descriptionHyperlinks>
<jobString>Installing archotech eye.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ArchotechEye</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechEye</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNEye</li>
</appliedOnFixedBodyParts>
<addsHediff>ArchotechEye</addsHediff>
</RecipeDef>-->
<!---->
<!--<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallArchotechArm</defName>
<label>install archotech arm</label>
<description>Install an archotech arm.</description>
<descriptionHyperlinks>
<ThingDef>ArchotechArm</ThingDef>
<HediffDef>ArchotechArm</HediffDef>
</descriptionHyperlinks>
<jobString>Installing archotech arm.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ArchotechArm</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechArm</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNShoulder</li>
</appliedOnFixedBodyParts>
<addsHediff>ArchotechArm</addsHediff>
</RecipeDef>-->
<!-- 다리 -->
<!--<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallArchotechLeg</defName>
<label>install archotech leg</label>
<description>Install an archotech leg.</description>
<descriptionHyperlinks>
<ThingDef>ArchotechLeg</ThingDef>
<HediffDef>ArchotechLeg</HediffDef>
</descriptionHyperlinks>
<jobString>Installing archotech leg.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ArchotechLeg</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ArchotechLeg</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNLeg</li>
</appliedOnFixedBodyParts>
<addsHediff>ArchotechLeg</addsHediff>
</RecipeDef>-->
</Defs>

View File

@ -1,110 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ManeuverDef>
<defName>PN_ChainCutManeuver</defName>
<requiredCapacity>PN_ChainCutTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ChainCutDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ChainCutTool</defName>
<label>chainsword cut</label>
</ToolCapacityDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage</defName>
<hediff>PN_ChainCutHediff</hediff>
<hediffSkin>PN_ChainCutHediff</hediffSkin>
<hediffSolid>PN_ChainCrackHediff</hediffSolid>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCutHediff</defName>
<label>cut</label>
<labelNoun>a cut</labelNoun>
<description>a cut.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>cut scar</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCutDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>2</damageAmount>
<endTicks>18</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut off</destroyedOutLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage_Con</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCrackHediff</defName>
<label>crack</label>
<labelNoun>a crack wound</labelNoun>
<description>A crack.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>set</labelTendedWell>
<labelTendedWellInner>set</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>permanent crack</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCrackDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>1</damageAmount>
<endTicks>12</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.01</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<destroyedLabel>Shattered</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCrackDamage_Con</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
</Defs>

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@ -1,32 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffGiverSetDef>
<defName>PanielBasicHediffSet</defName>
<hediffGivers>
<li Class="HediffGiver_Bleeding">
<hediff>PN_OilLoss</hediff>
</li>
<li Class="HediffGiver_Hypothermia">
<hediff>PN_OverCooling</hediff>
</li>
<li Class="HediffGiver_Heat">
<hediff>PN_Overheating</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PanielBaseHediff</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PN_AutomatonFuel_Addiction</hediff>
</li>
<li Class="AutomataRace.HediffGiver_Joy">
<hediff>Paniel_Joy</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PN_Maintenance</hediff>
</li>
<li Class="YORHG.YourOwnRace_HediffGiver">
<hediff>PN_Immune_System</hediff>
</li>
</hediffGivers>
</HediffGiverSetDef>
</Defs>

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@ -1,57 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>Paniel_Joy</defName>
<label>Sync State</label>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<description>State affected by recreation.\n\nA high recreation has a beneficial effect.</description>
<isBad>false</isBad>
<stages>
<li>
<label>low</label>
<becomeVisible>true</becomeVisible>
</li>
<li>
<label>low</label>
<minSeverity>0.15</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
<li>
<label>steady</label>
<minSeverity>0.3</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.0</offset>
</li>
</capMods>
</li>
<li>
<label>high</label>
<minSeverity>0.7</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.85</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.1</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@ -1,142 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>PN_Maintenance</defName>
<hediffClass>AutomataRace.Hediff_Maintenance</hediffClass>
<label>Maintenance</label> <!--정비상태-->
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<description>The maintenance status of the automaton.\nIf it is low, it will cause malfunction.\n\nMaintenance is required every year (60 rimworld days).</description>
<descriptionHyperlinks>
<ThingDef>PN_RepairKit</ThingDef>
<ThingDef>PN_SelfRepairKit</ThingDef>
<RecipeDef>PN_Maintenance</RecipeDef>
<RecipeDef>PN_Repair</RecipeDef>
</descriptionHyperlinks>
<causesNeed>PN_Need_Maintenance</causesNeed>
<scenarioCanAdd>false</scenarioCanAdd>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<isBad>false</isBad>
<stages>
<li>
<label>urgent</label>
<minSeverity>0.1</minSeverity>
<becomeVisible>true</becomeVisible>
<restFallFactor>1.50</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.5</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.5</postFactor>
</li>
<li>
<capacity>Sight</capacity>
<postFactor>0.5</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.5</postFactor>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>0.80</PsychicSensitivity>
<MentalBreakThreshold>0.16</MentalBreakThreshold>
<WorkSpeedGlobal>-0.20</WorkSpeedGlobal>
<MoveSpeed>-0.8</MoveSpeed>
</statOffsets>
</li>
<li>
<label>required</label>
<minSeverity>0.2</minSeverity>
<restFallFactor>1.25</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.75</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.75</postFactor>
</li>
<li>
<capacity>Sight</capacity>
<postFactor>0.75</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.75</postFactor>
</li>
</capMods>
<statOffsets>
<PsychicSensitivity>0.40</PsychicSensitivity>
<MentalBreakThreshold>0.08</MentalBreakThreshold>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
<MoveSpeed>-0.4</MoveSpeed>
</statOffsets>
</li>
<li>
<label>stable</label>
<minSeverity>0.80</minSeverity>
<capMods>
<!--<li>
<capacity>Consciousness</capacity>
<offset>0</offset>
</li>-->
</capMods>
<statOffsets>
<!--<PsychicSensitivity>0.20</PsychicSensitivity>
<MentalBreakThreshold>0</MentalBreakThreshold>
<WorkSpeedGlobal>0.0</WorkSpeedGlobal>
<MoveSpeed>0.0</MoveSpeed>-->
</statOffsets>
</li>
<li>
<label>flawless</label>
<minSeverity>1</minSeverity>
<capMods>
</capMods>
<statOffsets>
<PsychicSensitivity>-0.20</PsychicSensitivity>
<MentalBreakThreshold>-0.04</MentalBreakThreshold>
<WorkSpeedGlobal>0.10</WorkSpeedGlobal>
<MoveSpeed>0.2</MoveSpeed>
</statOffsets>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<ThoughtDef>
<defName>PN_Maintenance_Thought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_Maintenance</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>Maintenance (urgent)</label>
<description>I feel weird. I don't think my body is mine.</description>
<baseMoodEffect>-15</baseMoodEffect>
</li>
<li>
<label>Maintenance (required)</label>
<description>I can't move my body well.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
<li>
<visible>false</visible>
</li>
<li>
<label>Maintenance (flawless)</label>
<description>I feel like I'm made new!</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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@ -1,57 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef ParentName="DiseaseBase">
<defName>PN_CryptosleepSickness</defName>
<label>cryptosleep sickness</label>
<description>After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.</description>
<makesSickThought>true</makesSickThought>
<scenarioCanAdd>true</scenarioCanAdd>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>8000~12000</disappearsAfterTicks>
</li>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<postFactor>0.8</postFactor>
</li>
<li>
<capacity>Moving</capacity>
<postFactor>0.9</postFactor>
</li>
<li>
<capacity>Manipulation</capacity>
<postFactor>0.9</postFactor>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>PN_EMPShock</defName>
<label>EMP shock</label>
<labelNoun>a EMP shock</labelNoun>
<description>After-effects of an electrical shock to the automaton. This is generally cause by feedback from automaton hit by EMP pulses.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>2500~3500</disappearsAfterTicks>
</li>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<NeedDef ParentName="DrugAddictionNeedBase">
<defName>PN_Need_Fuel</defName>
<needClass>Need_Chemical</needClass>
<label>Automaton Fuel</label>
<description>The amount of fuel used by the automaton. When the gauge reaches zero, The automaton will enter emergency power mode and become very slow.</description>
<listPriority>984</listPriority>
<fallPerDay>0.20</fallPerDay>
<freezeWhileSleeping>true</freezeWhileSleeping>
<showForCaravanMembers>true</showForCaravanMembers>
<major>true</major>
</NeedDef>
<NeedDef>
<defName>PN_Need_Maintenance</defName>
<needClass>AutomataRace.Need_Maintenance</needClass>
<label>Maintenance</label>
<description>The maintenance status of the automaton.\n\nIf it is low, it will cause malfunction.\n\nMaintenance is required every year (60 rimworld days).</description>
<onlyIfCausedByHediff>true</onlyIfCausedByHediff>
<listPriority>985</listPriority>
<fallPerDay>0.01333</fallPerDay>
<showForCaravanMembers>true</showForCaravanMembers>
</NeedDef>
</Defs>

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@ -1,9 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<MVCF.ModDef>
<defName>PN_MVCF_Ignore</defName>
<label>MVCF Ignore</label>
<description>This function is not used in this mod.</description>
<IgnoreThisMod>true</IgnoreThisMod>
</MVCF.ModDef>
</Defs>

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@ -1,668 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--폰카인드 베이스-->
<PawnKindDef Name="PN_PanielBasePawnKind" Abstract="True">
<race>Paniel_Race</race>
<defaultFactionType>PN_SubsidiaryFaction</defaultFactionType>
<chemicalAddictionChance>0</chemicalAddictionChance>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<invNutrition>1</invNutrition>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>5</maxGenerationAge>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<inventoryOptions>
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>3~5</countRange>
</inventoryOptions>
</PawnKindDef>
<PawnKindDef Name="PN_HumanBasePawnKind" Abstract="True">
<race>Human</race>
<defaultFactionType>PN_SubsidiaryFaction</defaultFactionType>
<chemicalAddictionChance>0</chemicalAddictionChance>
<backstoryCryptosleepCommonality>0.05</backstoryCryptosleepCommonality>
<invNutrition>2.55</invNutrition>
<apparelTags>
<li>IndustrialBasic</li>
<li>IndustrialAdvanced</li>
</apparelTags>
</PawnKindDef>
<!--Associate-->
<PawnKindDef ParentName="PN_HumanBasePawnKind">
<defName>PN_AssociateH</defName>
<label>associate</label>
<combatPower>45</combatPower>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>0.2~2.0</gearHealthRange>
<weaponTags>
<li>Gun</li>
<li>PN_Shovel</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>200~400</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<techHediffsChance>0.06</techHediffsChance>
<techHediffsMoney>50~600</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
<li>Simple</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
<initialWillRange>0~1</initialWillRange>
<initialResistanceRange>10~17</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_AssociateP_EngineerA</defName>
<label>associate unit</label>
<combatPower>60</combatPower>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>0.2~2.0</gearHealthRange>
<weaponTags>
<li>Gun</li>
<li>PN_Shovel</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>200~400</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Basic</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_ApprenticeA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_AssociateP_EngineerB</defName>
<label>associate unit</label>
<combatPower>65</combatPower>
<itemQuality>Normal</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>0.7~3.2</gearHealthRange>
<weaponTags>
<li>Gun</li>
<li>PN_Shovel</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>400~600</apparelMoney>
<apparelAllowHeadgearChance>0.6</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Basic</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_ApprenticeB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_AssociateP_DomesticA</defName>
<label>associate unit</label>
<combatPower>60</combatPower>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>0.2~2.0</gearHealthRange>
<weaponTags>
<li>Gun</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>200~400</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Basic</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MaidA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>TorturedArtist</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_AssociateP_DomesticB</defName>
<label>associate unit</label>
<combatPower>65</combatPower>
<itemQuality>Normal</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>0.7~3.2</gearHealthRange>
<weaponTags>
<li>Gun</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>400~600</apparelMoney>
<apparelAllowHeadgearChance>0.6</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Basic</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MaidB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>TorturedArtist</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<!--Manager, Director-->
<PawnKindDef ParentName="PN_HumanBasePawnKind">
<defName>PN_ManagerH</defName>
<label>manager</label>
<trader>true</trader>
<combatPower>45</combatPower>
<isFighter>false</isFighter>
<gearHealthRange>1~1</gearHealthRange>
<itemQuality>Normal</itemQuality>
<weaponTags>
<li>Gun</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>400~600</apparelMoney>
<apparelTags>
<li>IndustrialMilitaryBasic</li>
<li>IndustrialMilitaryAdvanced</li>
<li>BeltDefensePop</li>
</apparelTags>
<apparelRequired>
<li>Apparel_BowlerHat</li>
</apparelRequired>
<techHediffsChance>0.15</techHediffsChance>
<techHediffsMoney>600~1500</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
<li>Simple</li>
<li>Advanced</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>12~20</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_ManageUnit_Enginer</defName>
<label>manage unit</label>
<combatPower>65</combatPower>
<itemQuality>Normal</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>1~1</gearHealthRange>
<weaponTags>
<li>Gun</li>
<li>PN_Shovel</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>400~600</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelWorker</li>
<li>PN_ApparelWorkerHat</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Engineer</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_journeymanA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>TorturedArtist</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_ManageUnit_Domestic</defName>
<label>manage unit</label>
<combatPower>65</combatPower>
<trader>true</trader>
<itemQuality>Normal</itemQuality>
<isFighter>false</isFighter>
<gearHealthRange>1~1</gearHealthRange>
<weaponTags>
<li>Gun</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>400~600</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelMaid</li>
<li>PN_ApparelMaidHat</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Housekeeper</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_HousemaidA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>TorturedArtist</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_HumanBasePawnKind">
<defName>PN_Director</defName>
<label>director</label>
<combatPower>40</combatPower>
<minGenerationAge>30</minGenerationAge>
<isFighter>false</isFighter>
<gearHealthRange>1~1</gearHealthRange>
<itemQuality>Good</itemQuality>
<weaponMoney>200~200</weaponMoney>
<weaponTags>
<li>Gun</li>
</weaponTags>
<apparelMoney>700~1200</apparelMoney>
<apparelTags>
<li>IndustrialMilitaryBasic</li>
<li>BeltDefensePop</li>
</apparelTags>
<apparelRequired>
<li>Apparel_BowlerHat</li>
</apparelRequired>
<techHediffsChance>0.15</techHediffsChance>
<techHediffsMoney>600~1500</techHediffsMoney>
<techHediffsTags>
<li>Simple</li>
<li>Advanced</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
<initialWillRange>3~5</initialWillRange>
<initialResistanceRange>7~11</initialResistanceRange>
</PawnKindDef>
<!--NPC Only-->
<PawnKindDef ParentName="PN_HumanBasePawnKind" Name="PN_NPCBasePawnKind" Abstract="True">
<combatPower>40</combatPower>
<minGenerationAge>30</minGenerationAge>
<isFighter>false</isFighter>
<gearHealthRange>1~1</gearHealthRange>
<itemQuality>Good</itemQuality>
<weaponMoney>200~200</weaponMoney>
<weaponTags>
<li>Gun</li>
</weaponTags>
<apparelMoney>700~1200</apparelMoney>
<apparelTags>
<li>IndustrialMilitaryBasic</li>
<li>BeltDefensePop</li>
</apparelTags>
<apparelRequired>
<li>Apparel_BowlerHat</li>
</apparelRequired>
<techHediffsChance>0.15</techHediffsChance>
<techHediffsMoney>600~1500</techHediffsMoney>
<techHediffsTags>
<li>Simple</li>
<li>Advanced</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
<initialWillRange>3~5</initialWillRange>
<initialResistanceRange>7~11</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_SeniorDirector</defName>
<label>senior director</label>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_VP</defName>
<label>VP</label>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_SVP</defName>
<label>SVP</label>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_CEO</defName>
<label>CEO</label>
</PawnKindDef>
<!--security-->
<PawnKindDef ParentName="PN_HumanBasePawnKind">
<defName>PN_SecurityGuardH</defName>
<label>security guard</label>
<combatPower>60</combatPower>
<isFighter>true</isFighter>
<gearHealthRange>0.6~2</gearHealthRange>
<apparelTags>
<li>IndustrialMilitaryBasic</li>
<li>BeltDefensePop</li>
</apparelTags>
<apparelMoney>400~600</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<weaponTags>
<li>Gun</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<techHediffsChance>0.04</techHediffsChance>
<techHediffsMoney>200~700</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
<li>Simple</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
<initialWillRange>1~3</initialWillRange>
<initialResistanceRange>15~24</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_PanielBasePawnKind">
<defName>PN_SecurityUnit</defName>
<label>security unit</label>
<combatPower>70</combatPower>
<isFighter>true</isFighter>
<gearHealthRange>0.7~3.2</gearHealthRange>
<weaponTags>
<li>Gun</li>
</weaponTags>
<weaponMoney>250~400</weaponMoney>
<apparelMoney>400~600</apparelMoney>
<apparelAllowHeadgearChance>0.6</apparelAllowHeadgearChance>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelTags>
<li>Paniel_Basic</li>
<li>BeltDefensePop</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MilitiaA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<disallowedTraits>
<li>Industriousness</li>
<li>TorturedArtist</li>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
<!--Mid Unit Base-->
<PawnKindDef ParentName="PN_PanielBasePawnKind" Name="PN_MidUnitBase" Abstract="True">
<label>security unit</label>
<isFighter>true</isFighter>
<itemQuality>Normal</itemQuality>
<gearHealthRange>0.7~3.2</gearHealthRange>
<biocodeWeaponChance>0.2</biocodeWeaponChance>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<apparelRequired>
</apparelRequired>
<apparelTags>
<li>Paniel_Militia</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MilitiaB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<disallowedTraits>
<li>Industriousness</li>
<li>TorturedArtist</li>
</disallowedTraits>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--Granade Unit-->
<PawnKindDef ParentName="PN_MidUnitBase" Name="PN_GrenadePBase" Abstract="True">
<weaponMoney>500~500</weaponMoney>
<apparelMoney>400~700</apparelMoney>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_GrenadePBase">
<defName>PN_GrenadeUnit_Destructive</defName>
<combatPower>80</combatPower>
<canBeSapper>true</canBeSapper>
<isGoodBreacher>true</isGoodBreacher>
<weaponTags>
<li>GrenadeDestructive</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="PN_GrenadePBase">
<defName>PN_GrenadeUnit_EMP</defName>
<combatPower>65</combatPower>
<weaponTags>
<li>GrenadeEMP</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="PN_GrenadePBase">
<defName>PN_GrenadeUnit_Smoke</defName>
<combatPower>65</combatPower>
<weaponTags>
<li>GrenadeSmoke</li>
</weaponTags>
</PawnKindDef>
<!--Mid tier Combat Unit-->
<PawnKindDef ParentName="PN_MidUnitBase">
<defName>PN_Mid_CloseUnit</defName>
<canBeSapper>true</canBeSapper>
<combatPower>150</combatPower>
<weaponTags>
<li>MedievalMeleeDecent</li>
<li>MedievalMeleeAdvanced</li>
<li>PN_Shovel</li>
</weaponTags>
<weaponMoney>200~500</weaponMoney>
<apparelMoney>1000~1500</apparelMoney>
<apparelRequired>
<li>Apparel_ShieldBelt</li>
</apparelRequired>
<disallowedTraits>
<li>ShootingAccuracy</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_MidUnitBase">
<defName>PN_Mid_RangeUnit</defName>
<combatPower>95</combatPower>
<weaponTags>
<li>Gun</li>
<li>PN_Rifle</li>
<li>PN_Revolver</li>
</weaponTags>
<weaponMoney>450~650</weaponMoney>
<apparelMoney>1000~1500</apparelMoney>
<apparelTags>
<li>BeltDefensePop</li>
</apparelTags>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
<!--Elite Unit Base-->
<PawnKindDef ParentName="PN_PanielBasePawnKind" Name="PN_EliteUnitBase" Abstract="True">
<label>elite security unit</label>
<isFighter>true</isFighter>
<itemQuality>Good</itemQuality>
<gearHealthRange>1~1</gearHealthRange>
<biocodeWeaponChance>0.3</biocodeWeaponChance>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<apparelMoney>2600~3500</apparelMoney>
<apparelRequired>
</apparelRequired>
<apparelTags>
<li>Paniel_EliteSecurity</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_SoldierA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<disallowedTraits>
<li>Industriousness</li>
<li>TorturedArtist</li>
</disallowedTraits>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_EliteUnitBase">
<defName>PN_EliteCloseUnit</defName>
<combatPower>190</combatPower>
<weaponTags>
<li>PN_Chainsword</li>
</weaponTags>
<weaponMoney>200~500</weaponMoney>
<disallowedTraits>
<li>ShootingAccuracy</li>
</disallowedTraits>
<apparelRequired>
<li>Apparel_ShieldBelt</li>
</apparelRequired>
</PawnKindDef>
<PawnKindDef ParentName="PN_EliteUnitBase">
<defName>PN_EliteRangeUnit</defName>
<combatPower>145</combatPower>
<weaponTags>
<li>PN_Rifle</li>
</weaponTags>
<apparelTags>
<li>BeltDefensePop</li>
</apparelTags>
<weaponMoney>500~1400</weaponMoney>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_EliteUnitBase">
<defName>PN_EliteHeavyUnit</defName>
<combatPower>190</combatPower>
<weaponTags>
<li>PN_Machinegun</li>
</weaponTags>
<apparelTags>
<li>BeltDefensePop</li>
</apparelTags>
<weaponMoney>850~1400</weaponMoney>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_EliteUnitBase">
<defName>PN_EliteCannonUnit</defName>
<combatPower>170</combatPower>
<weaponTags>
<li>PN_Cannon</li>
</weaponTags>
<weaponMoney>850~1400</weaponMoney>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
</Defs>

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@ -1,91 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Abstract="True" Name="PanielPlayerBasePawnKind">
<race>Paniel_Race</race>
<combatPower>30</combatPower>
<isFighter>false</isFighter>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelMoney>
<min>130</min>
<max>130</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<defaultFactionType>Paniel_PlayerFaction</defaultFactionType>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>1</maxGenerationAge>
<initialWillRange>10~13</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!-- 정착민 -->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_ColonistPawn</defName>
<label>Paniel colonist</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
</apparelRequired>
<apparelMoney>
<min>330</min>
<max>2000</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Start</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>2</maxGenerationAge>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Testsubject</defName>
<label>Paniel test subject</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
</apparelRequired>
<apparelMoney>
<min>330</min>
<max>2000</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Testsubject</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<minGenerationAge>1</minGenerationAge>
<maxGenerationAge>2</maxGenerationAge>
</PawnKindDef>
</Defs>

View File

@ -1,348 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--가챠 일반-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Awful</defName>
<label>Paniel Randombox Awful</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Awful</li>
<li>Paniel_Story_FailureA</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Poor</defName>
<label>Paniel Randombox Poor</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Poor</li>
<li>Paniel_Story_FailureB</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
</Defs>

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@ -1,230 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--가챠 특화 전투형-->
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Normal_PA</defName>
<label>Paniel Normal Militia</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MilitiaA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Good_PA</defName>
<label>Paniel Good Militia</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MilitiaB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Excellent_PA</defName>
<label>Paniel Excellent Soldier</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_SoldierA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Masterwork_PA</defName>
<label>Paniel Masterwork Soldier</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_SoldierB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Legendary_PA</defName>
<label>Paniel Legendary Royalguard</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Royalguard_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--가챠 특화 제작형-->
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Normal_PA</defName>
<label>Paniel Normal Apprentice</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_ApprenticeA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Good_PA</defName>
<label>Paniel Good Apprentice</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_ApprenticeB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Excellent_PA</defName>
<label>Paniel Excellent journeyman</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_journeymanA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Masterwork_PA</defName>
<label>Paniel Masterwork journeyman</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_journeymanB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Legendary_PA</defName>
<label>Paniel Legendary Meister</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Meister_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--가챠 특화 가정형-->
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Normal_PA</defName>
<label>Paniel Normal Maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MaidA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Good_PA</defName>
<label>Paniel Good Maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MaidB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Excellent_PA</defName>
<label>Paniel Excellent House maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_HousemaidA_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Masterwork_PA</defName>
<label>Paniel Masterwork House maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_HousemaidB_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Legendary_PA</defName>
<label>Paniel Legendary Lady's maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Ladysmaid_PA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
</Defs>

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@ -1,79 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 일반 연료 ====================================-->
<RecipeDef>
<defName>PN_Make_AutomatonFuel</defName>
<label>make PNL fuel x4</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>1200</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel>4</PN_AutomatonFuel>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_AutomatonFuel_bulk</defName>
<label>make PNL fuel x16</label>
<description>Make Automaton fuel.</description>
<jobString>make Automaton fuel.</jobString>
<effectWorking>Cremate</effectWorking>
<workAmount>4800</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychoidLeaves</li>
</thingDefs>
</filter>
<count>32</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>16</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<products>
<PN_AutomatonFuel>16</PN_AutomatonFuel>
</products>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
</Defs>

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@ -1,184 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 수리 키트 업그레이드 ====================================-->
<RecipeDef>
<defName>PN_upgrade_SelfRepairKit</defName>
<label>upgrade automaton repair kit</label>
<description>upgrade automaton repair kit</description>
<jobString>Upgrading automaton repair kit.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>MechSerumHealer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_RepairKit</li>
<li>MechSerumHealer</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<PN_SelfRepairKit>1</PN_SelfRepairKit>
</products>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
</RecipeDef>
<!--오토마톤 피부-->
<RecipeDef>
<defName>PN_Make_Leather_Automaton</defName>
<label>make automaton skin x10</label>
<description>make automaton skin x10</description>
<jobString>Making automaton skin.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>Leathers</li>
</categories>
<disallowedThingDefs>
<li>Leather_Automaton</li>
</disallowedThingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>5</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Leathers</li>
</categories>
<disallowedThingDefs>
<li>Leather_Automaton</li>
</disallowedThingDefs>
</fixedIngredientFilter>
<products>
<Leather_Automaton>10</Leather_Automaton>
</products>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<!--<RecipeDef>
<defName>PN_Drum_Subdivision</defName>
<label>subdivide drum can</label>
<description>subdivide drum can</description>
<jobString>Subdividing drum can.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_Fueldrumcan</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PN_AutomatonFuel>10</PN_AutomatonFuel>
<Steel>5</Steel>
</products>
<skillRequirements>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>-->
<RecipeDef>
<defName>PN_Disassemble_AutomatonPackage</defName>
<label>disassemble automaton package</label>
<description>disassemble automaton package</description>
<jobString>disassembling package.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>8000</workAmount>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>PN_PackagedCatagory</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>PN_PackagedCatagory</li>
</categories>
<!--<disallowedThingDefs>
<li>Packaged_NormalAutomatonSoldier</li>
<li>Packaged_NormalAutomatonWorker</li>
<li>Packaged_NormalAutomatonMaid</li>
</disallowedThingDefs>-->
</fixedIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Packaged_NormalAutomaton</li>
</thingDefs>
</defaultIngredientFilter>
<products>
<Steel>75</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
<Leather_Automaton>25</Leather_Automaton>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
</Defs>

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@ -1,115 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<CustomizableRecipe.CustomizableRecipeDef>
<defName>PN_Make_Automaton</defName>
<label>make automaton</label>
<description>make automaton</description>
<jobString>Making automaton.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>48000</workAmount>
<unfinishedThingDef>UnfinishedAutomaton</unfinishedThingDef>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<categories>
<li>PN_BrainCoreCatagory</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>150</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leather_Automaton</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>PN_BrainCoreCatagory</li>
</categories>
</fixedIngredientFilter>
<products>
<Packaged_NormalAutomaton>1</Packaged_NormalAutomaton>
</products>
<skillRequirements>
<Crafting>1</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
<billWorker Class="AutomataRace.CustomizableBillWorker_MakeAutomata">
<!-- configurations -->
<baseMaterialCount>150</baseMaterialCount>
<componentTotalCount>8</componentTotalCount>
<componentIndustrialScore>32</componentIndustrialScore>
<componentSpacerScore>200</componentSpacerScore>
<useAIPersonaCoreScore>800</useAIPersonaCoreScore>
<craftingSkillRequirementsMin>6</craftingSkillRequirementsMin>
<craftingSkillRequirementsMax>16</craftingSkillRequirementsMax>
<!-- default values -->
<baseMaterial>Steel</baseMaterial>
<componentIndustrialCount>8</componentIndustrialCount>
<componentSpacerCount>0</componentSpacerCount>
<useAIPersonaCore>false</useAIPersonaCore>
<fixedIngredients>
<li>
<filter>
<categories>
<li>PN_BrainCoreCatagory</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>Leather_Automaton</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</fixedIngredients>
</billWorker>
</CustomizableRecipe.CustomizableRecipeDef>
</Defs>

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@ -1,138 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RecipeDef Name="PN_Surgery" Abstract="True">
<effectWorking>Repair</effectWorking>
<soundWorking>Interact_Repair</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<workSkill>Medicine</workSkill>
<workSkillLearnFactor>16</workSkillLearnFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<!--<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>-->
</ingredients>
<!--<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
</fixedIngredientFilter>-->
</RecipeDef>
<RecipeDef ParentName="PN_Surgery">
<defName>PN_Disassemble</defName>
<label>disassemble</label>
<description>Disassembling.</description>
<workerClass>AutomataRace.Recipe_Disassemble</workerClass>
<jobString>Disasembling.</jobString>
<soundWorking>Interact_Repair</soundWorking>
<effectWorking>Repair</effectWorking>
<workAmount>2000</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>5</surgerySuccessChanceFactor>
</RecipeDef>
<RecipeDef ParentName="PN_Surgery">
<defName>PN_Repair</defName>
<label>repair</label>
<description>Reparing.</description>
<workerClass>AutomataRace.Recipe_Repair</workerClass>
<jobString>Reparing.</jobString>
<soundWorking>Interact_Repair</soundWorking>
<effectWorking>Repair</effectWorking>
<workAmount>2000</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
<ingredients Inherit="false">
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
</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>2000</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
</RecipeDef>
<AutomataRace.ThingDefInjectDef>
<defName>Recipe_PN_RemoveBrain_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsHumanlike"></li>
<li Class="AutomataRace.ThingDefInject.IsFlesh"></li>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<not>true</not>
<defName>Paniel_Race</defName>
</li>
</conditions>
<recipes>
<li>PN_ExtractBrain</li>
</recipes>
</AutomataRace.ThingDefInjectDef>
<RecipeDef ParentName="SurgeryFlesh">
<defName>PN_ExtractBrain</defName>
<label>extract central nervous</label>
<description>extract central nervous.</description>
<workerClass>AutomataRace.Recipe_RemoveBrain</workerClass>
<jobString>Remove central nervous.</jobString>
<workAmount>2000</workAmount>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
<researchPrerequisite>PNRP_Brain</researchPrerequisite>
<uiIconThing>PN_Brain</uiIconThing>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>PN_BrainEmpty</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
</fixedIngredientFilter>
</RecipeDef>
</Defs>

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@ -1,298 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectTagDef>
<defName>PanielStart</defName>
</ResearchProjectTagDef>
<ResearchTabDef>
<defName>PN_technology</defName>
<label>PnL technology</label>
</ResearchTabDef>
<!--==================================== 기본 ====================================-->
<ResearchProjectDef>
<defName>PNRP_Production</defName>
<label>automaton production</label>
<description>Research how to craft an automaton.</description>
<tab>PN_technology</tab>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>BiofuelRefining</li>
<li>PsychiteRefining</li>
<li>Machining</li>
</prerequisites>
<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
<tags>
<li>PanielStart</li>
</tags>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Brain</defName>
<label>core analysis</label>
<description>Researching methods of extracting the central nervous system to make automata.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Production</li>
<li>Prosthetics</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>0</researchViewY>
<tags>
</tags>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_ExperimentalModule</defName>
<label>custom core implant</label>
<description>Research how to make custom core implants. This implant makes the automaton learn like a human, but makes it mentally unstable.\n\nWarning: This implant is not a PnL licensed implant. When installed, the performance of the Automaton will decrease.</description>
<tab>PN_technology</tab>
<baseCost>1500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Brain</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>0.7</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_BrainCasing</defName>
<label>core casing</label>
<description>Researching methods of long-term storage of the central nervous system.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>PNRP_Brain</li>
<li>Bionics</li>
<li MayRequire="Ludeon.RimWorld.Royalty">BrainWiring</li>
</prerequisites>
<researchViewX>4.0</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>
<!--==================================== 수리 키트 ====================================-->
<ResearchProjectDef>
<defName>PNRP_SelfRepairKit</defName>
<label>self repair kit</label>
<description>Research how to combine healer mech serum with repair kits.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Production</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_ResurrectModule</defName>
<label>resurrect implant</label>
<description>Research how to embed the resurrector mech serum into the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_SelfRepairKit</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<!--==================================== 의상 ====================================-->
<ResearchProjectDef>
<defName>PNRP_TierA_Apparel</defName>
<label>militia apparel</label>
<description>Research how to craft a militia uniform.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>FlakArmor</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierB_Apparel</defName>
<label>Specialization apparel</label>
<description>Research how to make specialized uniforms.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_TierA_Apparel</li>
<li>MicroelectronicsBasics</li>
<li>Devilstrand</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierC_Apparel</defName>
<label>royal apparel</label>
<description>Research how to craft royal uniforms.</description>
<tab>PN_technology</tab>
<baseCost>6500</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
<li>PoweredArmor</li>
</prerequisites>
<researchViewX>4.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<!--==================================== 무기 ====================================-->
<ResearchProjectDef>
<defName>PNRP_AutomatonWeapons</defName>
<label>PnL weapons</label>
<description>Research how to craft basic PnL weapons.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>Gunsmithing</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>3.5</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_MachineGun</defName>
<label>machine gun</label>
<description>Research how to craft basic PnL machine gun.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>MultibarrelWeapons</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>4.2</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Cannon</defName>
<label>portable cannon</label>
<description>Research how to craft basic PnL portable cannon.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>Mortars</li>
<li>PrecisionRifling</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>4.9</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_AutoArtillery</defName>
<label>PnL Howitzer</label>
<description>Research how to craft basic PnL Howitzer.</description>
<tab>PN_technology</tab>
<baseCost>1500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Cannon</li>
<li>HeavyTurrets</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>4.9</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_RoyalWeapons</defName>
<label>Royal weapons</label>
<description>Research how to craft Royal PnL weapons.\n\n[caution] : Royal weapons are exclusively for Paniel.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>ChargedShot</li>
<li>PNRP_AutomatonWeapons</li>
<li>PNRP_MachineGun</li>
<li>PNRP_Cannon</li>
</prerequisites>
<researchViewX>4.0</researchViewX>
<researchViewY>3.5</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Railgun</defName>
<label>PnL Railgun</label>
<description>Research how to craft basic PnL Railgun.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>SniperTurret</li>
<li>PNRP_AutoArtillery</li>
<li>PNRP_RoyalWeapons</li>
</prerequisites>
<researchViewX>5.0</researchViewX>
<researchViewY>4.9</researchViewY>
</ResearchProjectDef>
<!--==================================== 동면관 ====================================-->
<!--<ResearchProjectDef>
<defName>PNRP_CryptosleepCasket</defName>
<label>automaton cryptosleep</label>
<description>...</description>
<tab>PN_technology</tab>
<baseCost>1200</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>HospitalBed</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>-->
</Defs>

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@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ScenarioDef>
<defName>Paniel_Scenarios</defName>
<label>Initial Testing Program: Automaton</label>
<description>PnL Industry has launched their newest product with superior intelligence capability. They scheduled initial testing program to measure its survivability under extreme(or harsh) conditions such as Rim World.\n\nParticipating test subject can perform researches and acquire skills identical to typical human beings. However, under harsh circumstances, these test subjects seem to be "mentally unstable."\n\nTip : Boomabear produces chemfuel.</description>
<scenario>
<summary>PnL Industry wants to test a new type of automaton.</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>Paniel_PlayerFaction</factionDef>
</playerFaction>
<parts>
<!-- Config pages -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>1</pawnCount>
<pawnChoiceCount>1</pawnChoiceCount>
</li>
<!-- Player starting stuff spawn method-->
<li Class="ScenPart_Naked">
<def>Naked</def>
<context>PlayerStarter</context>
</li>
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<visible>false</visible>
<method>DropPods</method>
</li>
<!-- Starting research -->
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>PNRP_Production</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>
to. Experiment Manager
Hello Manager. Thank you for participating in the test program.
Experimental automaton is a model that can study and acquire skills like humans. However, there have been a number of reports of mental instability.
Only one test subject is provided. It cannot be resupplied in case of loss or destroy.
As a spare, we provided one year's worth of fuel and three brain cores. It is up to the manager to decide how to use it.
Please take part in the experiment diligently.
from. PnL Industry Research Department.</text>
<closeSound>GameStartSting</closeSound>
</li>
<!-- Player starting things -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_BrainCasing</thingDef>
<count>3</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_AutomatonFuel</thingDef>
<count>60</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_SelfRepairKit</thingDef>
<count>5</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Shovel</thingDef>
<stuff>Steel</stuff>
</li>
<!-- Disable Incident -->
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>WandererJoin</incident>
</li>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>StrangerInBlackJoin</incident>
</li>
<li Class="ScenPart_DisableIncident" MayRequire="Ludeon.RimWorld.Royalty">
<def>DisableIncident</def>
<incident>WandererJoinAbasia</incident>
</li>
</parts>
</scenario>
</ScenarioDef>
</Defs>

View File

@ -1,163 +0,0 @@
<?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>
<!-- 기관총 -->
<SoundDef>
<defName>PNRoyalMachinegunSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRoyalMachinegunSound</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>
<!-- 로열라이플 -->
<SoundDef>
<defName>PNRoyalRifleSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRoyalRifleSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 로열핸드캐논 -->
<SoundDef>
<defName>PNRoyalHCSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRoyalHCSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 체인소드 -->
<SoundDef>
<defName>PNChainswordSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNChainsword</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!--일회용 레일건-->
<SoundDef>
<defName>PN_PrototypeRailGun_Warmup_Sound</defName>
<sustain>true</sustain>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<priorityMode>PrioritizeNearest</priorityMode>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNPrototypeRailGun_warmup</clipPath>
</li>
</grains>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>PN_PrototypeRailGun_Fire_Sound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNPrototypeRailGun_fire</clipPath>
</li>
</grains>
</li>
</subSounds>
</SoundDef>
</Defs>

View File

@ -1,393 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PNApparel</defName>
<label>PnL Apparel</label>
<parent>Apparel</parent>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PNHeadgear</defName>
<label>PnL Headgear</label>
<parent>PNApparel</parent>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_ApparelBase" ParentName="ApparelMakeableBase">
<apparel>
<tags Inherit="false">
<li>PN_Apparel</li>
</tags>
<defaultOutfitTags Inherit="false">
<li>PNApparel</li>
</defaultOutfitTags>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
</apparel>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
<recipeMaker>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
</ThingDef>
<ThingDef Abstract="True" Name="PN_HatBase" ParentName="PN_ApparelBase">
<thingCategories Inherit="False">
<li>PNHeadgear</li>
</thingCategories>
<apparel>
<forceRenderUnderHair>true</forceRenderUnderHair>
</apparel>
</ThingDef>
<!--==================================== 기본옷 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelBasic</defName>
<label>PnL basic shirt and boots</label>
<description>This is a basic paniel costume. It consists of a shirt and boots.</description>
<graphicData>
<texPath>Things/Apparel/PNBasic1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<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>
</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>PnL basic hat</label>
<description>This is a basic paniel hat.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNbasichat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>25</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<statBases>
<MaxHitPoints>80</MaxHitPoints>
<WorkToMake>1800</WorkToMake>
<Mass>0.14</Mass>
<StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.60</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>0.8</EquipDelay>
</statBases>
<equippedStatOffsets>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNbasichat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
</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>This is a basic paniel cape. It has excellent performance in heat dissipation and insulation.</description>
<label>PnL cape</label>
<recipeMaker>
<researchPrerequisite>ComplexClothing</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Things/Apparel/PNCape1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories Inherit="False">
<li>PNApparel</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>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNCape</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
<li>Paniel_Militia</li>
<li>Paniel_Engineer</li>
<li>Paniel_Housekeeper</li>
</tags>
<defaultOutfitTags>
</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>
<!--==================================== 티어A 밀리샤 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelMilitia</defName>
<label>PnL militia uniform</label>
<description>A uniform worn by the militia on automata.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give it a decent defense.</description>
<graphicData>
<texPath>Things/Apparel/PNMilitia1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>60</costStuffCount>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Cloth>80</Cloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>5</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierA_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>21000</WorkToMake>
<Mass>3</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.68</StuffEffectMultiplierArmor>
<Insulation_Cold>8.4</Insulation_Cold>
<Insulation_Heat>4.3</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
</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_Militia</li>
</tags>
<defaultOutfitTags>
</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_ApparelMilitiaHat</defName>
<label>PnL militia goggles</label>
<description>A goggles worn by the militia on automata.\n\nThe built-in parts work with the automaton to give it a decent defense.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNMilitiahat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Plasteel>10</Plasteel>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>5</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierA_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>8000</WorkToMake>
<MaxHitPoints>120</MaxHitPoints>
<Mass>1.2</Mass>
<StuffEffectMultiplierArmor>0.68</StuffEffectMultiplierArmor>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
<li>Eyes</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNMilitiahat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Militia</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
</Defs>

View File

@ -1,645 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 티어B 병사 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelSoldier</defName>
<label>PnL soldier uniform</label>
<description>This is the uniform worn by the military on automata.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work in conjunction with the automaton to provide good defense. But it doesn't help in situations other than combat.</description>
<graphicData>
<texPath>Things/Apparel/PNSoldier1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<costList>
<ComponentSpacer>4</ComponentSpacer>
<DevilstrandCloth>50</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>7</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>60000</WorkToMake>
<MaxHitPoints>340</MaxHitPoints>
<Mass>12</Mass>
<Flammability>0.6</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>32</Insulation_Cold>
<Insulation_Heat>9</Insulation_Heat>
<EquipDelay>10</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.15</WorkSpeedGlobal>
<MeleeDodgeChance>1</MeleeDodgeChance>
<Flammability>-0.20</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNSoldier</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Soldier</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelSoldierHat</defName>
<label>PnL soldier side cap</label>
<description>This is the hat worn by the military on automata.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work in conjunction with the automaton to provide good defense. But it doesn't help in situations other than combat.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNSoldierhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<DevilstrandCloth>20</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>7</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<WorkToMake>21000</WorkToMake>
<Mass>1.5</Mass>
<Flammability>0.6</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
<AimingDelayFactor>-0.10</AimingDelayFactor>
<ShootingAccuracyPawn>1</ShootingAccuracyPawn>
<MeleeHitChance>1</MeleeHitChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNSoldierhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Soldier</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 작업복 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelWorker</defName>
<label>PnL engineer uniform</label>
<description>This is the uniform worn by the Automaton at the factory.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you adequate defense. It also has a function to assist the user's work.</description>
<graphicData>
<texPath>Things/Apparel/PNWorker1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>80</costStuffCount>
<costList>
<ComponentSpacer>3</ComponentSpacer>
<DevilstrandCloth>40</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>45000</WorkToMake>
<MaxHitPoints>280</MaxHitPoints>
<Mass>9</Mass>
<Flammability>0.6</Flammability>
<StuffEffectMultiplierArmor>0.69</StuffEffectMultiplierArmor>
<Insulation_Cold>32</Insulation_Cold>
<Insulation_Heat>9</Insulation_Heat>
<EquipDelay>7</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</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_Engineer</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelWorkerHat</defName>
<label>PnL Engineer newsie cap</label>
<description>This is the hat worn by the Automaton at the factory.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you adequate defense. It also has a function to assist the user's work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNWorkerhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>30</costStuffCount>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<DevilstrandCloth>15</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>15750</WorkToMake>
<MaxHitPoints>120</MaxHitPoints>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<StuffEffectMultiplierArmor>0.69</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.05</GeneralLaborSpeed>
<MiningYield>0.05</MiningYield>
<ConstructSuccessChance>0.05</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.05</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNWorkerhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Engineer</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 메이드 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelMaid</defName>
<label>PnL housekeeper uniform</label>
<description>This is the uniform worn by the automaton in the noble mansion.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you adequate defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/PNHousekeeper1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>80</costStuffCount>
<costList>
<ComponentSpacer>3</ComponentSpacer>
<DevilstrandCloth>40</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>45000</WorkToMake>
<MaxHitPoints>280</MaxHitPoints>
<Mass>9</Mass>
<Flammability>0.6</Flammability>
<StuffEffectMultiplierArmor>0.69</StuffEffectMultiplierArmor>
<Insulation_Cold>32</Insulation_Cold>
<Insulation_Heat>9</Insulation_Heat>
<EquipDelay>7</EquipDelay>
</statBases>
<equippedStatOffsets>
<ButcheryFleshEfficiency>0.10</ButcheryFleshEfficiency>
<PlantHarvestYield>0.10</PlantHarvestYield>
<MedicalTendQuality>0.15</MedicalTendQuality>
<MedicalSurgerySuccessChance>0.10</MedicalSurgerySuccessChance>
<NegotiationAbility>0.10</NegotiationAbility>
<SocialImpact>0.10</SocialImpact>
</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_Housekeeper</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelMaidHat</defName>
<label>PnL housekeeper hat</label>
<description>This is the hat worn by the automaton in the noble mansion.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you adequate defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNHousekeeperhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>30</costStuffCount>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<DevilstrandCloth>15</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>15750</WorkToMake>
<MaxHitPoints>120</MaxHitPoints>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<StuffEffectMultiplierArmor>0.69</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<ButcheryFleshEfficiency>0.05</ButcheryFleshEfficiency>
<PlantHarvestYield>0.05</PlantHarvestYield>
<MedicalTendQuality>0.10</MedicalTendQuality>
<MedicalSurgerySuccessChance>0.05</MedicalSurgerySuccessChance>
<NegotiationAbility>0.05</NegotiationAbility>
<SocialImpact>0.05</SocialImpact>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNHousekeeperhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Housekeeper</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 엘리트 시큐리티 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_EliteSecurityUniform</defName>
<label>PnL elite security uniform</label>
<description>This is the uniform worn by the PnL security on automata.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work in conjunction with the automaton to provide good defense.</description>
<graphicData>
<texPath>Things/Apparel/PNEliteSecurity1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentSpacer>3</ComponentSpacer>
<Plasteel>80</Plasteel>
<Uranium>10</Uranium>
</costList>
<recipeMaker Inherit="false">
</recipeMaker>
<statBases>
<WorkToMake>45000</WorkToMake>
<MaxHitPoints>280</MaxHitPoints>
<Mass>9</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>0.92</ArmorRating_Sharp>
<ArmorRating_Blunt>0.4</ArmorRating_Blunt>
<ArmorRating_Heat>0.46</ArmorRating_Heat>
<Insulation_Cold>32</Insulation_Cold>
<Insulation_Heat>9</Insulation_Heat>
<EquipDelay>11</EquipDelay>
</statBases>
<equippedStatOffsets>
<MeleeDodgeChance>1</MeleeDodgeChance>
<Flammability>-0.20</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNEliteSecurity</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_EliteSecurity</li>
</tags>
<defaultOutfitTags>
</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_EliteSecurityHat</defName>
<label>PnL elite security beret</label>
<description>This is the hat worn by the PnL security on automata.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work in conjunction with the automaton to provide good defense.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNEliteSecurityhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<Plasteel>30</Plasteel>
</costList>
<recipeMaker Inherit="false">
</recipeMaker>
<statBases>
<WorkToMake>15750</WorkToMake>
<MaxHitPoints>120</MaxHitPoints>
<Mass>1</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>0.92</ArmorRating_Sharp>
<ArmorRating_Blunt>0.4</ArmorRating_Blunt>
<ArmorRating_Heat>0.46</ArmorRating_Heat>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>2</EquipDelay>
</statBases>
<equippedStatOffsets>
<AimingDelayFactor>-0.10</AimingDelayFactor>
<ShootingAccuracyPawn>1</ShootingAccuracyPawn>
<MeleeHitChance>1</MeleeHitChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNEliteSecurityhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_EliteSecurity</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
</Defs>

View File

@ -1,691 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 로열 그레이드 ====================================-->
<ThingCategoryDef>
<defName>PNRoyalApparel</defName>
<label>Royal Apparel</label>
<parent>PNApparel</parent>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PNRoyalHeadgear</defName>
<label>Royal Headgear</label>
<parent>PNHeadgear</parent>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_RoyalApparelBase" ParentName="ApparelMakeableBase">
<apparel>
<tags Inherit="false">
<li>PN_RoyalApparel</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
<li>RoyalTier4</li>
<li>RoyalTier5</li>
<li>RoyalTier6</li>
<li>RoyalTier7</li>
</tags>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
</apparel>
<thingCategories Inherit="False">
<li>PNRoyalApparel</li>
</thingCategories>
</ThingDef>
<ThingDef Abstract="True" Name="PN_RoyalHatBase" ParentName="PN_RoyalApparelBase">
<thingCategories Inherit="False">
<li>PNRoyalHeadgear</li>
</thingCategories>
<apparel>
<forceRenderUnderHair>true</forceRenderUnderHair>
</apparel>
</ThingDef>
<!--==================================== 티어C 근위대 ====================================-->
<ThingDef ParentName="PN_RoyalApparelBase">
<defName>PN_ApparelRoyalguard</defName>
<label>PnL royal guard uniform</label>
<description>A uniform worn by the royal guards on Automaton.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work with the automaton to provide excellent defense. But it doesn't help in situations other than combat.</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalguard1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>150</costStuffCount>
<costList>
<ComponentSpacer>6</ComponentSpacer>
<PN_Component>2</PN_Component>
<Hyperweave>50</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.93</StuffEffectMultiplierArmor>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>13</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.35</WorkSpeedGlobal>
<MeleeDodgeChance>3</MeleeDodgeChance>
<Flammability>-0.35</Flammability>
</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_Royalguard</li>
</tags>
<defaultOutfitTags>
</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_RoyalHatBase">
<defName>PN_ApparelRoyalguardHat</defName>
<label>PnL royal guard hat</label>
<description>A hat worn by the royal guards on Automaton.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work with the automaton to provide excellent defense. But it doesn't help in situations other than combat.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalguardhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>50</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>25</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.93</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>4</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.15</WorkSpeedGlobal>
<AimingDelayFactor>-0.15</AimingDelayFactor>
<ShootingAccuracyPawn>3</ShootingAccuracyPawn>
<MeleeHitChance>3</MeleeHitChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalguardhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li></li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어C 마이스터 ====================================-->
<ThingDef ParentName="PN_RoyalApparelBase">
<defName>PN_ApparelRoyalmeister</defName>
<label>PnL royal meister uniform</label>
<description>This is the uniform worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalmeister1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<costList>
<ComponentSpacer>4</ComponentSpacer>
<PN_Component>2</PN_Component>
<Hyperweave>30</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>10</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.20</GeneralLaborSpeed>
<MiningYield>0.20</MiningYield>
<ConstructSuccessChance>0.20</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.20</FixBrokenDownBuildingSuccessChance>
<Flammability>-0.20</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalmeister</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</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_RoyalHatBase">
<defName>PN_ApparelRoyalmeisterHat</defName>
<label>PnL royal meister hat</label>
<description>This is the hat worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmeisterhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmeisterhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</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_RoyalHatBase">
<defName>PN_ApparelRoyalmeisterHatWithMonocle</defName>
<label>PnL royal meister hat w/monocle</label>
<description>This is the hat with monocle worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmeisterhatwm1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmeisterhatwm</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</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_RoyalHatBase">
<defName>PN_ApparelRoyalmeisterMonocle</defName>
<label>PnL royal meister monocle</label>
<description>This is the monocle worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmeistermonocle1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmeistermonocle</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어C 로열메이드 ====================================-->
<ThingDef ParentName="PN_RoyalApparelBase">
<defName>PN_ApparelRoyalmaid</defName>
<label>PnL royal maid uniform</label>
<description>This is the uniform worn by the automaton in the royal palace.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalmaid1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<costList>
<ComponentSpacer>4</ComponentSpacer>
<PN_Component>2</PN_Component>
<Hyperweave>30</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>10</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<ButcheryFleshEfficiency>0.20</ButcheryFleshEfficiency>
<PlantHarvestYield>0.20</PlantHarvestYield>
<MedicalTendQuality>0.30</MedicalTendQuality>
<MedicalSurgerySuccessChance>0.20</MedicalSurgerySuccessChance>
<NegotiationAbility>0.20</NegotiationAbility>
<SocialImpact>0.20</SocialImpact>
<Flammability>-0.20</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalmaid</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Royalmaid</li>
</tags>
<defaultOutfitTags>
</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_RoyalHatBase">
<defName>PN_ApparelRoyalmaidHat</defName>
<label>PnL royal maid headband</label>
<description>This is the hat worn by the automaton in the royal palace.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmaidhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.05</GeneralLaborSpeed>
<ButcheryFleshEfficiency>0.10</ButcheryFleshEfficiency>
<PlantHarvestYield>0.10</PlantHarvestYield>
<MedicalTendQuality>0.15</MedicalTendQuality>
<MedicalSurgerySuccessChance>0.10</MedicalSurgerySuccessChance>
<NegotiationAbility>0.10</NegotiationAbility>
<SocialImpact>0.10</SocialImpact>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmaidhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Royalmaid</li>
</tags>
<defaultOutfitTags>
</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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@ -1,146 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 제작대 ====================================-->
<ThingDef ParentName="BenchBase">
<defName>PN_AutomatonBench</defName>
<label>automaton fabrication bench</label>
<description>automaton fabrication bench</description>
<thingClass>Building_WorkTable</thingClass>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>5000</WorkToBuild>
<Flammability>1.0</Flammability>
</statBases>
<minifiedDef />
<thingCategories Inherit="false" />
<size>(5,2)</size>
<costList>
<Steel>200</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
<shortCircuitInRain>true</shortCircuitInRain>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<recipes>
</recipes>
<graphicData>
<texPath>Things/Building/PNAutomatonBench</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(7,4)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<fillPercent>0.5</fillPercent>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Production</designationCategory>
<surfaceType>Item</surfaceType>
<designationHotKey>Misc12</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_Production</li>
</researchPrerequisites>
</ThingDef>
<!--==================================== 오토마톤 동면관 ====================================-->
<!--<ThingDef ParentName="BuildingBase">
<defName>PN_CryptosleepCasket</defName>
<label>Automaton cryptosleep casket</label>
<description>A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.</description>
<thingClass>AutomataRace.Building_AutomatonCryptosleepCasket</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/Ship/ShipCryptosleepCasket</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1, 2)</drawSize>
<shadowData>
<volume>(0.83, 0.3, 1.7)</volume>
</shadowData>
</graphicData>
<researchPrerequisites>
<li>PNRP_CryptosleepCasket</li>
</researchPrerequisites>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<statBases>
<WorkToBuild>3200</WorkToBuild>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>0.5</Flammability>
</statBases>
<tickerType>Normal</tickerType>
<size>(1,2)</size>
<designationCategory>Misc</designationCategory>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(1,0,0)</interactionCellOffset>
<defaultPlacingRot>South</defaultPlacingRot>
<building>
<ai_chillDestination>false</ai_chillDestination>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<costList>
<Steel>180</Steel>
<Uranium>5</Uranium>
<ComponentIndustrial>4</ComponentIndustrial>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>2.66</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
</li>
<li Class="CompProperties_EmptyStateGraphic">
<graphicData>
<texPath>Things/Building/Ship/ShipCryptosleepCasketOpenDoor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1, 2)</drawSize>
</graphicData>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<inspectorTabs>
<li>ITab_ContentsCasket</li>
</inspectorTabs>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
</ThingDef>-->
</Defs>

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@ -1,521 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_AutomatonCatagory</defName>
<label>PnL Industry</label>
<parent>Manufactured</parent>
<iconPath>UI/Icons/PNCT_PnL</iconPath>
</ThingCategoryDef>
<!--==================================== 미완성 오토마톤 ====================================-->
<ThingDef ParentName="UnfinishedBase">
<defName>UnfinishedAutomaton</defName>
<label>unfinished automaton</label>
<description>An unfinished automaton.</description>
<statBases>
<Flammability>0.5</Flammability>
</statBases>
<graphicData>
<texPath>Things/Item/UnfinishedAutomaton</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stuffCategories Inherit="false" />
</ThingDef>
<!--==================================== 오토마톤 가죽 ====================================-->
<ThingDef ParentName="LeatherBase">
<defName>Leather_Automaton</defName>
<label>automaton skin</label>
<description>leather made for automaton production. looks like human leather.</description>
<graphicData>
<color>(255,240,227)</color>
</graphicData>
<statBases>
<MarketValue>4.2</MarketValue>
<StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
<StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<stuffProps>
<color>(255,240,227)</color>
<commonality>0.0025</commonality>
</stuffProps>
</ThingDef>
<!--==================================== 브레인 코어 ====================================-->
<ThingCategoryDef>
<defName>PN_BrainCoreCatagory</defName>
<label>automaton core</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>Things/Item/PNBrainCore</iconPath>
</ThingCategoryDef>
<!--중추신경케이스-->
<ThingDef ParentName="ResourceBase">
<defName>PN_BrainEmpty</defName>
<label>Empty case</label>
<description>A case specially designed to contain the central nervous system.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous_empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_AutomatonCatagory</li>
</thingCategories>
<statBases>
<Mass>1</Mass>
<WorkToMake>700</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<drawGUIOverlay>true</drawGUIOverlay>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<PN_AutomatonFuel>1</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_Brain</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<comps>
</comps>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_Brain</defName>
<label>central nervous</label>
<description>A biological human central nervous. It doesn't look like it can be stored for long.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<statBases>
<MarketValue>548</MarketValue>
<Mass>1</Mass>
<Flammability>0.7</Flammability>
</statBases>
<isTechHediff>false</isTechHediff>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Lifespan">
<lifespanTicks>240000</lifespanTicks>
<expireEffect>RaisedRock_Collapse</expireEffect>
</li>
</comps>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasing</defName>
<label>Automaton brain core</label>
<description>A brain core used to make automata.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNBrainCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<statBases>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<PN_Brain>1</PN_Brain>
<ComponentSpacer>1</ComponentSpacer>
<Steel>15</Steel>
<PN_AutomatonFuel>2</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<comps>
</comps>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_BrainCasing</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasingAntigrain</defName>
<label>Antigrain core</label>
<description>A brain core used to Railgun.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNAntigrainCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<statBases>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<PN_BrainCasing>1</PN_BrainCasing>
<PN_Component>2</PN_Component>
<ComponentSpacer>2</ComponentSpacer>
<Steel>15</Steel>
<Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
</comps>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_Railgun</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<!--==================================== 수리키트 ====================================-->
<ThingCategoryDef>
<defName>PNKit</defName>
<label>Repair kit</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>UI/Icons/PNCT_PNRepairkit</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_RepairKit</defName>
<label>automaton repair kit</label>
<description>A kit containing various materials to repair the automaton.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.7</Flammability>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<Chemfuel>5</Chemfuel>
<Leather_Automaton>10</Leather_Automaton>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
</comps>
<tradeability>Buyable</tradeability>
</ThingDef>
<!--==================================== 자가 수리 키트 ====================================-->
<ThingDef ParentName="MechSerumBase">
<defName>PN_SelfRepairKit</defName>
<label>self repair kit</label>
<description>Repair kit combined with healer mech serum. It can be used alone without an operator, and the user can self-repair.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNSelfRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Spacer</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<statBases>
<Mass>2</Mass>
<MaxHitPoints>60</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToMake>1500</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<costList>
<MechSerumHealer>1</MechSerumHealer>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<Chemfuel>2</Chemfuel>
<Leather_Automaton>5</Leather_Automaton>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Use self repair kit</useLabel>
<useDuration>600</useDuration>
</li>
<li Class="AutomataRace.CompProperties_UseEffectRepairKit">
<thingDefs>
<li>Paniel_Race</li>
</thingDefs>
<blockUnnecessaryUse>false</blockUnnecessaryUse>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
<tradeability>Buyable</tradeability>
</ThingDef>
<RecipeDef>
<defName>PN_AdministerSelfRepairKit</defName>
<label>administer self repair kit</label>
<description>Administer a self repair kit.</description>
<workerClass>Recipe_AdministerUsableItem</workerClass>
<jobString>Administering self repair kit.</jobString>
<targetsBodyPart>false</targetsBodyPart>
<anesthetize>false</anesthetize>
<workAmount>600</workAmount>
<dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
<surgerySuccessChanceFactor>99999</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</fixedIngredientFilter>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<!--==================================== 연료 드럼 ====================================-->
<!--<ThingDef ParentName="ResourceBase">
<defName>PN_Fueldrumcan</defName>
<label>PnL fuel drum can</label>
<description>A drum for efficient and safe PnL fuel storage. It has high durability and low flammability.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNFuleDrum</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>75</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<MarketValue>51.5</MarketValue>
<Mass>5.5</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeability>Buyable</tradeability>
<costList>
<PN_AutomatonFuel>10</PN_AutomatonFuel>
<Steel>5</Steel>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<skillRequirements>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.37</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.05</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
</ThingDef>-->
<!--==================================== 로열 부품 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_Component</defName>
<label>PnL component</label>
<description>This is a component used in special products of PnL Industry. It's tightly sealed, so reverse engineering looks difficult.</description>
<graphicData>
<texPath>Things/Item/PNComponent</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<stackLimit>50</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>70</MaxHitPoints>
<MarketValue>800</MarketValue>
<Mass>0.6</Mass>
<Flammability>0.6</Flammability>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<intricate>true</intricate>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_RoyalComp</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
</ThingDef>
<!--==================================== OTP 카드 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_OTPCard</defName>
<label>PnL OTP card</label>
<description>A disposable OTP card used to connect to a secure line in the PnL industry.</description>
<graphicData>
<texPath>Things/Item/PNOTPCard</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>10</stackLimit>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>70</MaxHitPoints>
<MarketValue>1500</MarketValue>
<Mass>0.1</Mass>
<Flammability>0.6</Flammability>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<intricate>true</intricate>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_OTPCard</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
</ThingDef>
</Defs>

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@ -1,121 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ApparelLayerDef>
<defName>PNModule</defName>
<label>Automaton module system</label>
<drawOrder>-5</drawOrder>
</ApparelLayerDef>
<ThingCategoryDef>
<defName>PNApparelModule</defName>
<label>Automaton Module</label>
<parent>PNApparel</parent>
<iconPath>Things/Item/PNModuleIndustrial</iconPath>
</ThingCategoryDef>
<ThingDef Name="PN_ApparelModuleBase" ParentName="ApparelNoQualityBase" Abstract="True">
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Mass>4</Mass>
<Flammability>0.4</Flammability>
<EquipDelay>25</EquipDelay>
</statBases>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<careIfWornByCorpse>false</careIfWornByCorpse>
<careIfDamaged>false</careIfDamaged>
<ignoredByNonViolent>true</ignoredByNonViolent>
<wearPerDay>0</wearPerDay>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>PNModule</li>
</layers>
</apparel>
<thingCategories>
<li>PNApparelModule</li>
</thingCategories>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
<smeltable>true</smeltable>
<tradeability>None</tradeability>
<tradeTags Inherit="false">
</tradeTags>
</ThingDef>
<ThingDef Name="PN_ApparelModuleIndustrial" ParentName="PN_ApparelModuleBase" Abstract="True">
<graphicData Inherit="false">
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Item/PNModuleIndustrial</texPath>
</graphicData>
<techLevel>Industrial</techLevel>
<statBases>
<WorkToMake>45000</WorkToMake>
</statBases>
</ThingDef>
<ThingDef Name="PN_ApparelModuleSpacer" ParentName="PN_ApparelModuleBase" Abstract="True">
<graphicData Inherit="false">
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Item/PNModuleSpacer</texPath>
</graphicData>
<techLevel>Spacer</techLevel>
<statBases>
<WorkToMake>60000</WorkToMake>
</statBases>
</ThingDef>
<!--<ThingDef ParentName="PN_ApparelModule">
<defName></defName>
<label></label>
<description></description>
<statBases>
<WorkToMake></WorkToMake>
</statBases>
<thingSetMakerTags>
</thingSetMakerTags>
<costList>
</costList>
<recipeMaker>
<researchPrerequisite></researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff></hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>-->
</Defs>

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@ -1,360 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_PackagedCatagory</defName>
<label>packaged automaton</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PN_TMPackagedCatagory</defName>
<label>PnL automaton™</label>
<parent>PN_PackagedCatagory</parent>
<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
</ThingCategoryDef>
<ThingDef Name="BasePackagedAutomaton" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<graphicData>
<texPath>Things/Item/PNAutomatonbox</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<useHitPoints>true</useHitPoints>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<stackLimit>1</stackLimit>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Mass>80.0</Mass>
<Flammability>0.2</Flammability>
<WorkToMake>48000</WorkToMake>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
<alwaysHaulable>true</alwaysHaulable>
<drawGUIOverlay>true</drawGUIOverlay>
<rotatable>false</rotatable>
<pathCost>14</pathCost>
<allowedArchonexusCount>-1</allowedArchonexusCount>
<tradeability>Buyable</tradeability>
<thingCategories Inherit="false">
<li>PN_TMPackagedCatagory</li>
</thingCategories>
<costList>
<Steel>75</Steel>
<Plasteel>75</Plasteel>
<ComponentIndustrial>4</ComponentIndustrial>
<ComponentSpacer>4</ComponentSpacer>
<PN_BrainCasing>1</PN_BrainCasing>
<Leather_Automaton>50</Leather_Automaton>
<Chemfuel>20</Chemfuel>
</costList>
</ThingDef>
<!--==================================== 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomaton</defName>
<label>packaged automaton</label>
<description>It's a box packed with automaton.</description>
<tradeability>None</tradeability>
<statBases>
<MarketValue>2000</MarketValue>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="AutomataRace.CompPropeties_AutomataDataHolder"></li>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGenerateAutomata">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
<thingCategories Inherit="false">
<li>PN_PackagedCatagory</li>
</thingCategories>
</ThingDef>
<!--고급부품4짜리--> <!--확률:개별weight값/전체weight합-->
<!--==================================== 전투형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonSoldier</defName>
<label>PnL automaton™ (Combat)</label>
<description>A box containing a combat model automaton. Unpacking will reveal an automaton of a random grade.\n\n[Random Table]\nPoor : 0.39%\nNormal : 15.79%\nGood : 54.28%\nExcellent : 27.40%\nMasterwork : 2.14%</description>
<statBases>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
<samples>
<li>
<weight>39</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>1579</weight>
<pawnKindDefName>Paniel_Soldier_Normal_PA</pawnKindDefName>
</li>
<li>
<weight>5428</weight>
<pawnKindDefName>Paniel_Soldier_Good_PA</pawnKindDefName>
</li>
<li>
<weight>2740</weight>
<pawnKindDefName>Paniel_Soldier_Excellent_PA</pawnKindDefName>
</li>
<li>
<weight>214</weight>
<pawnKindDefName>Paniel_Soldier_Masterwork_PA</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>PnL automaton™ (Engineer)</label>
<description>A box containing a engineer model automaton. Unpacking will reveal an automaton of a random grade.\n\n[Random Table]\nPoor : 0.39%\nNormal : 15.79%\nGood : 54.28%\nExcellent : 27.40%\nMasterwork : 2.14%</description>
<statBases>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
<samples>
<li>
<weight>39</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>1579</weight>
<pawnKindDefName>Paniel_Worker_Normal_PA</pawnKindDefName>
</li>
<li>
<weight>5428</weight>
<pawnKindDefName>Paniel_Worker_Good_PA</pawnKindDefName>
</li>
<li>
<weight>3740</weight>
<pawnKindDefName>Paniel_Worker_Excellent_PA</pawnKindDefName>
</li>
<li>
<weight>214</weight>
<pawnKindDefName>Paniel_Worker_Masterwork_PA</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>PnL automaton™ (Domestic)</label>
<description>A box containing a domestic model automaton. Unpacking will reveal an automaton of a random grade.\n\n[Random Table]\nPoor : 0.39%\nNormal : 15.79%\nGood : 54.28%\nExcellent : 27.40%\nMasterwork : 2.14%</description>
<statBases>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
<samples>
<li>
<weight>39</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>1579</weight>
<pawnKindDefName>Paniel_Maid_Normal_PA</pawnKindDefName>
</li>
<li>
<weight>5428</weight>
<pawnKindDefName>Paniel_Maid_Good_PA</pawnKindDefName>
</li>
<li>
<weight>2740</weight>
<pawnKindDefName>Paniel_Maid_Excellent_PA</pawnKindDefName>
</li>
<li>
<weight>214</weight>
<pawnKindDefName>Paniel_Maid_Masterwork_PA</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 프리미엄 상자 베이스 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton" Name="BasePackagedAutomatonPremium" Abstract="True">
<costList>
<Plasteel>150</Plasteel>
<ComponentIndustrial>2</ComponentIndustrial>
<ComponentSpacer>6</ComponentSpacer>
<PN_BrainCasing>1</PN_BrainCasing>
<Leather_Automaton>50</Leather_Automaton>
<Chemfuel>20</Chemfuel>
<AIPersonaCore>1</AIPersonaCore>
</costList>
</ThingDef>
<!--==================================== 전투형 프리미엄 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomatonPremium">
<defName>Packaged_PremiumAutomatonSoldier</defName>
<label>PnL automaton™ Pro (Combat)</label>
<description>A box containing a combat model automaton. Unpacking will reveal an automaton of a random grade.\n\n[Random Table]\nGood : 9.14%\nExcellent : 50.76%\nMasterwork : 33.52%\nLegendary : 6.58%</description>
<statBases>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
<samples>
<li>
<weight>914</weight>
<pawnKindDefName>Paniel_Soldier_Good_PA</pawnKindDefName>
</li>
<li>
<weight>5076</weight>
<pawnKindDefName>Paniel_Soldier_Excellent_PA</pawnKindDefName>
</li>
<li>
<weight>3352</weight>
<pawnKindDefName>Paniel_Soldier_Masterwork_PA</pawnKindDefName>
</li>
<li>
<weight>658</weight>
<pawnKindDefName>Paniel_Soldier_Legendary_PA</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 제작형 프리미엄 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomatonPremium">
<defName>Packaged_PremiumAutomatonWorker</defName>
<label>PnL automaton™ Pro (Engineer)</label>
<description>A box containing a engineer model automaton. Unpacking will reveal an automaton of a random grade.\n\n[Random Table]\nGood : 9.14%\nExcellent : 50.76%\nMasterwork : 33.52%\nLegendary : 6.58%</description>
<statBases>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
<samples>
<li>
<weight>914</weight>
<pawnKindDefName>Paniel_Worker_Good_PA</pawnKindDefName>
</li>
<li>
<weight>5076</weight>
<pawnKindDefName>Paniel_Worker_Excellent_PA</pawnKindDefName>
</li>
<li>
<weight>3352</weight>
<pawnKindDefName>Paniel_Worker_Masterwork_PA</pawnKindDefName>
</li>
<li>
<weight>658</weight>
<pawnKindDefName>Paniel_Worker_Legendary_PA</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 가정형 프리미엄 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomatonPremium">
<defName>Packaged_PremiumAutomatonMaid</defName>
<label>PnL automaton™ Pro (Domestic)</label>
<description>A box containing a domestic model automaton. Unpacking will reveal an automaton of a random grade.\n\n[Random Table]\nGood : 9.14%\nExcellent : 50.76%\nMasterwork : 33.52%\nLegendary : 6.58%</description>
<statBases>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<letterLabel>Paniel in black</letterLabel>
<letterText>Sensing trouble, a mysterious [PAWN_kind] has arrived.\n\nWill [PAWN_pronoun] be able to set things right in these parts?</letterText>
<samples>
<li>
<weight>914</weight>
<pawnKindDefName>Paniel_Maid_Good_PA</pawnKindDefName>
</li>
<li>
<weight>5076</weight>
<pawnKindDefName>Paniel_Maid_Excellent_PA</pawnKindDefName>
</li>
<li>
<weight>3352</weight>
<pawnKindDefName>Paniel_Maid_Masterwork_PA</pawnKindDefName>
</li>
<li>
<weight>658</weight>
<pawnKindDefName>Paniel_Maid_Legendary_PA</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
</Defs>

View File

@ -1,342 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 곡사포 ====================================-->
<ThingDef ParentName="BuildingBase">
<defName>PN_Artillery_Base_Core</defName>
<label>PnL Howitzer</label>
<description>Howitzer designed by PnL Industry. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</description>
<!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<minifiedDef />
<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
<altitudeLayer>Building</altitudeLayer>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-3)</interactionCellOffset> <!--상호작용 위치-->
<stealable>false</stealable>
<size>(3,3)</size>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<thingCategories Inherit="false" />
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tickerType>Normal</tickerType>
<designationHotKey>Misc4</designationHotKey>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<costStuffCount>150</costStuffCount>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<PN_Component>2</PN_Component>
<PN_BrainCasing>1</PN_BrainCasing>
</costList>
<inspectorTabs>
<li>ITab_Shells</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Mannable">
<manWorkType>Violent</manWorkType>
</li>
<li Class="CompProperties_Explosive">
<wickTicks>240</wickTicks>
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>Shots until core overload</fuelLabel>
<fuelGizmoLabel>Core overload</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
<fuelFilter>
<thingDefs>
<li>PN_BrainCasing</li>
</thingDefs>
</fuelFilter>
<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
<fuelCapacity>10</fuelCapacity>
<fuelMultiplier>10</fuelMultiplier>
<initialFuelPercent>1</initialFuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
<autoRefuelPercent>0</autoRefuelPercent>
<fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
</li>
</comps>
<statBases>
<MaxHitPoints>520</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>200</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<building>
<turretGunDef>PN_Artillery_Turret</turretGunDef>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
<turretBurstWarmupTime>0.5</turretBurstWarmupTime>
<turretBurstCooldownTime>7.0</turretBurstCooldownTime>
<buildingTags Inherit="false">
</buildingTags>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
</researchPrerequisites>
<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
<uiIconScale>0.9</uiIconScale>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Artillery_Turret</defName>
<label>PnL Howitzer Turret</label>
<description>Howitzer designed by PnL Industries. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</description>
<graphicData>
<texPath>Things/Building/PN_Artillery_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<recoilPower>30</recoilPower>
<altitudeLayer>MoteOverhead</altitudeLayer>
<weaponTags Inherit="false">
</weaponTags>
<!--<statBases>
<AccuracyTouch>0.20</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.98</AccuracyMedium>
<AccuracyLong>0.80</AccuracyLong>
</statBases>-->
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<warmupTime>2.0</warmupTime>
<forcedMissRadius>0</forcedMissRadius>
<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
<!--<isMortar>true</isMortar>-->
<requireLineOfSight>false</requireLineOfSight>
<minRange>29.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundCast>PNCannonSound</soundCast>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<comps>
<li Class="CompProperties_ChangeableProjectile" />
</comps>
<building>
<fixedStorageSettings>
<filter>
<thingDefs>
<li>PN_Shell_HE</li>
<li>PN_Shell_CI</li>
<li>PN_Shell_EMP</li>
<li>PN_Shell_FF</li>
<li>PN_Shell_Smoke</li>
<li>PN_Shell_AG</li>
</thingDefs>
</filter>
</fixedStorageSettings>
<defaultStorageSettings>
<filter>
<categories>
<li>PN_Shell</li>
</categories>
<disallowedThingDefs>
<li>PN_Shell_EMP</li>
<li>PN_Shell_FF</li>
<li>PN_Shell_Smoke</li>
<li>PN_Shell_AG</li>
</disallowedThingDefs>
</filter>
</defaultStorageSettings>
</building>
</ThingDef>
<!--==================================== 레일건 ====================================-->
<ThingDef ParentName="BuildingBase">
<defName>PN_Railgun_Base_Core</defName>
<label>PnL Railgun</label>
<description>Railgun designed by PnL Industry. It uses an automaton brain core to control antigrain to generate huge amounts of power to charge the railgun.\nHowever, it is necessary to periodically change the brain core due to excessive load in antigrain control.\n\nUnlike PnL Howitzer, there is no aiming correction function. The component built into the shell replace the aiming correction function, but not perfect.</description>
<!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<minifiedDef />
<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
<altitudeLayer>Building</altitudeLayer>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-3)</interactionCellOffset> <!--상호작용 위치-->
<stealable>false</stealable>
<size>(3,3)</size>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<thingCategories Inherit="false" />
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tickerType>Normal</tickerType>
<designationHotKey>Misc4</designationHotKey>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<costStuffCount>150</costStuffCount>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>150</Steel>
<PN_Component>6</PN_Component>
<ComponentSpacer>6</ComponentSpacer>
<PN_BrainCasingAntigrain>1</PN_BrainCasingAntigrain>
</costList>
<inspectorTabs>
<li>ITab_Shells</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Mannable">
<manWorkType>Violent</manWorkType>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>Shots until core overload</fuelLabel>
<fuelGizmoLabel>Core overload</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs new antigrain core</outOfFuelMessage>
<fuelFilter>
<thingDefs>
<li>PN_BrainCasingAntigrain</li>
</thingDefs>
</fuelFilter>
<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
<fuelCapacity>10</fuelCapacity>
<fuelMultiplier>10</fuelMultiplier>
<initialFuelPercent>1</initialFuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
<autoRefuelPercent>0</autoRefuelPercent>
<fuelIconPath>Things/Building/PN_cannonAGcore</fuelIconPath>
</li>
</comps>
<statBases>
<MaxHitPoints>520</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>200</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<building>
<turretGunDef>PN_Railgun_Turret</turretGunDef>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
<turretBurstWarmupTime>4.5</turretBurstWarmupTime>
<turretBurstCooldownTime>14.0</turretBurstCooldownTime>
<buildingTags Inherit="false">
</buildingTags>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_Railgun</li>
</researchPrerequisites>
<uiIconPath>Things/Building/PN_Railgun_Ui</uiIconPath>
<uiIconScale>0.9</uiIconScale>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Railgun_Turret</defName>
<label>PnL Railgun Turret</label>
<description>Railgun designed by PnL Industries.</description>
<graphicData>
<texPath>Things/Building/PN_Railgun_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<recoilPower>30</recoilPower>
<altitudeLayer>MoteOverhead</altitudeLayer>
<weaponTags Inherit="false">
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<warmupTime>4.5</warmupTime>
<forcedMissRadius>0</forcedMissRadius>
<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
<!--<isMortar>true</isMortar>-->
<requireLineOfSight>true</requireLineOfSight>
<minRange>4.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
<soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<comps>
<li Class="CompProperties_ChangeableProjectile" />
</comps>
<building>
<fixedStorageSettings>
<filter>
<thingDefs>
<li>PN_Shell_RG</li>
</thingDefs>
</filter>
</fixedStorageSettings>
<defaultStorageSettings>
<filter>
<thingDefs>
<li>PN_Shell_RG</li>
</thingDefs>
</filter>
</defaultStorageSettings>
</building>
</ThingDef>
</Defs>

View File

@ -1,571 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--포탄 베이스-->
<ThingCategoryDef>
<defName>PN_Shell</defName>
<label>PnL Shell</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>UI/Icons/PNCT_PNShell</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase" Name="PN_ShellBase" Abstract="True">
<graphicData>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<thingCategories>
<li>PN_Shell</li>
</thingCategories>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<targetCountAdjustment>5</targetCountAdjustment>
<workSkill>Crafting</workSkill>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet" Name="PN_BaseBullet_Shell" Abstract="True">
<projectile>
<flyOverhead>true</flyOverhead>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell" Name="PN_Cl_Shell" Abstract="True">
<thingClass>TorgueAnty.Projectile_Torgue_Rocket</thingClass>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>PN_CLbomb</damageDef>
<speed>205</speed>
<explosionRadius>0.9</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<!--<subProjectile></subProjectile>
<clusterCount></clusterCount>
<clusterRadius></clusterRadius>-->
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_CLbomb</defName>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor>
</DamageDef>
<!--확산 고폭탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_HE</defName>
<label>PnL cluster HE shell</label>
<description>A high explosion cluster bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellHE</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_HE</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_HighExplosive>10</Shell_HighExplosive>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_HE</defName>
<label>cluster HE shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<subProjectile>PN_Bullet_Shell_HE_Sub</subProjectile>
<clusterCount>16</clusterCount>
<clusterRadius>6.9</clusterRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_HE_Sub</defName>
<label>cluster HE shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>6.5</speed>
<explosionRadius>2.1</explosionRadius>
<explosionDelay>10</explosionDelay>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarIncendiary_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_CL_Bomb</defName>
<!---<workerClass>TorgueAnty.TorgueAnty_DamageWorker_AddInjury</workerClass>-->
</DamageDef>
<!--확산 소이탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_CI</defName>
<label>PnL cluster incendiary shell</label>
<description>A cluster incendiary bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellIN</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_CI</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_Incendiary>10</Shell_Incendiary>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_CI</defName>
<label>cluster incendiary shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<subProjectile>PN_Bullet_Shell_CI_Sub</subProjectile>
<clusterCount>16</clusterCount>
<clusterRadius>8.1</clusterRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_CI_Sub</defName>
<label>cluster incendiary shell</label>
<graphicData>
<texPath>Things/Projectile/ShellIncendiary</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Flame</damageDef>
<speed>6.5</speed>
<explosionRadius>2.4</explosionRadius>
<explosionDelay>10</explosionDelay>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.27</preExplosionSpawnChance>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarIncendiary_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<!--확산 전자기탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_EMP</defName>
<label>PnL cluster EMP shell</label>
<description>A cluster EMP bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellEM</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_EMP</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>12.9</explosiveRadius>
<explosiveDamageType>EMP</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_EMP>5</Shell_EMP>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_EMP</defName>
<label>cluster EMP shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>EMP</damageDef>
<subProjectile>PN_Bullet_Shell_EMP_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_EMP_Sub</defName>
<label>cluster EMP shell</label>
<graphicData>
<texPath>Things/Projectile/ShellEMP</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>EMP</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<!--확산 소방거품탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_FF</defName>
<label>PnL cluster Firefoam shell</label>
<description>A cluster firefoam bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellFF</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_FF</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>10.9</explosiveRadius>
<explosiveDamageType>Extinguish</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_Firefoam>5</Shell_Firefoam>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_FF</defName>
<label>cluster Firefoam shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>Extinguish</damageDef>
<subProjectile>PN_Bullet_Shell_FF_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_FF_Sub</defName>
<label>cluster Firefoam shell</label>
<graphicData>
<texPath>Things/Projectile/ShellFirefoam</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Extinguish</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
</projectile>
</ThingDef>
<!--확산 연막탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_Smoke</defName>
<label>PnL cluster smoke shell</label>
<description>A cluster smoke bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellSM</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_Smoke</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveDamageType>Smoke</explosiveDamageType>
<explosiveRadius>11</explosiveRadius>
<postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_Smoke>5</Shell_Smoke>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_Smoke</defName>
<label>cluster Smoke shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorgueAnty.TorgueProjectileProps">
<damageDef>Smoke</damageDef>
<subProjectile>PN_Bullet_Shell_Smoke_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_Smoke</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_Smoke_Sub</defName>
<label>cluster Smoke shell</label>
<graphicData>
<texPath>Things/Projectile/ShellSmoke</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Smoke</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_Smoke</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
</projectile>
</ThingDef>
<!--반물질탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_AG</defName>
<label>PnL antigrain shell</label>
<description>An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellAG</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_AG</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
</comps>
<costList>
<Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
<Chemfuel>20</Chemfuel>
</costList>
<recipeMaker>
<targetCountAdjustment>1</targetCountAdjustment>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_AG</defName>
<label>antigrain shell</label>
<graphicData>
<texPath>Things/Projectile/ShellAntigrainWarhead</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>BombSuper</damageDef>
<speed>205</speed>
<explosionRadius>14.9</explosionRadius>
<explosionChanceToStartFire>0.22</explosionChanceToStartFire>
<explosionDamageFalloff>true</explosionDamageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_GiantBomb</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<!--레일건탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_RG</defName>
<label>PnL Railgun shell</label>
<description>A special shell used in railgun.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellAP</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_RailGun</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
</comps>
<costList>
<Uranium>30</Uranium>
<Steel>50</Steel>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<recipeMaker>
<researchPrerequisite Inherit="false">PNRP_Railgun</researchPrerequisite>
</recipeMaker>
</ThingDef>
</Defs>

View File

@ -1,964 +0,0 @@
<?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>
<relicChance>0</relicChance>
</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>PN_AutomatonBench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<weaponTags>
<li>PN_Melee</li>
</weaponTags>
<weaponClasses>
<li>Melee</li>
</weaponClasses>
</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>
<weaponClasses>
<li>MeleePiercer</li>
</weaponClasses>
</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>
<weaponClasses>
<li>MeleeBlunt</li>
</weaponClasses>
</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>
<weaponClasses>
<li>Ranged</li>
</weaponClasses>
</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 Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
</recipeMaker>
<comps>
</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>
<!--==================================== 삽 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Blunt">
<defName>PN_Shovel</defName>
<label>PnL shovel</label>
<description>It's a small shovel. Useful for farming, mining and construction. It looks powerful even when used as a weapon.</description>
<graphicData>
<texPath>Things/Weapons/PNShovel</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_Shovel</li>
</weaponTags>
<costStuffCount>50</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>8000</WorkToMake>
<Mass>1.2</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>shovel blade</label>
<capacities>
<li>Cut</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>shovel head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>Smithing</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
</recipeMaker>
<equippedStatOffsets>
<MiningSpeed>0.15</MiningSpeed>
<PlantWorkSpeed>0.15</PlantWorkSpeed>
<ConstructionSpeed>0.15</ConstructionSpeed>
</equippedStatOffsets>
</ThingDef>
<!--==================================== 체인소드 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_Chainsword</defName>
<label>PnL chainsword</label>
<description>[caution] : Automaton exclusive weapon.\n\nA sword with a rotating chain saw blade. It works by linking with the automaton and receiving power.</description>
<graphicData>
<texPath>Things/Weapons/PNSword</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<meleeHitSound>PNChainswordSound</meleeHitSound>
<weaponTags>
<li>PN_Chainsword</li>
</weaponTags>
<costStuffCount>50</costStuffCount>
<thingSetMakerTags>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<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>16</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>PN_ChainCutTool</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<equippedStatOffsets>
<PlantWorkSpeed>0.25</PlantWorkSpeed>
</equippedStatOffsets>
</ThingDef>
<!--==================================== 리볼버 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Revolver</defName>
<label>PnL revolver</label>
<description>A revolver similar to a shotgun that fires from six barrels at once.</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>1.6</Mass>
<AccuracyTouch>0.50</AccuracyTouch>
<AccuracyShort>0.35</AccuracyShort>
<AccuracyMedium>0.15</AccuracyMedium>
<AccuracyLong>0.05</AccuracyLong>
<RangedWeapon_Cooldown>1.8</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>PN_Revolver</li>
</weaponTags>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<recipeMaker>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
</recipeMaker>
<comps>
</comps>
<verbs>
<li Class="TorgueAnty.Verb_Properties_ShotGun">
<verbClass>TorgueAnty.Verb_Shoot_ShotGun</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Revolver_Volley</defaultProjectile>
<warmupTime>0.5</warmupTime>
<range>12.9</range>
<burstShotCount>1</burstShotCount>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<pelletCount>6</pelletCount>
</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>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<weaponClasses>
<li>ShortShots</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Revolver_Volley</defName>
<label>PnL revolver bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>8</damageAmountBase>
<stoppingPower>1</stoppingPower>
<speed>55</speed>
</projectile>
</ThingDef>
<!--==================================== 레버액션 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Rifle</defName>
<label>PnL rifle</label>
<description>Lever action rifle produced by PnL industry. Users can choose between rapid fire mode and accuracy mode.</description>
<graphicData>
<texPath>Things/Weapons/PNRifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_AutomatonWeapons</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>75</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRifle_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRifle_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<!--x축 (-서 +동) , 레이어 , y축 (-남 +북)-->
<northOffset>
<position>(0.15,0.3,0)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.15,-0.3,0)</position>
<angle>-45</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0)</position>
<angle>-30</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0)</position>
<angle>30</angle>
</westOffset>
</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>It fires quickly, but has a low accuracy and range.</desc>
<label>rapid fire</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>It fires slowly, but has a high accuracy and range.</desc>
<label>accurate fire</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.25</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>PnL rifle bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>16</damageAmountBase>
<stoppingPower>1.0</stoppingPower>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 기관총 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Machinegun</defName>
<label>PnL machine gun</label>
<description>Machine gun produced by PnL industry.</description>
<graphicData>
<texPath>Things/Weapons/PNMachinegun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_MachineGun</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>60000</WorkToMake>
<Mass>10</Mass>
<AccuracyTouch>0.15</AccuracyTouch>
<AccuracyShort>0.25</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
</costList>
<comps>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNMachinegun_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNMachinegun_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Machinegun</defaultProjectile>
<warmupTime>2.6</warmupTime>
<range>30.9</range>
<burstShotCount>40</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<weaponTags>
<li>PN_Machinegun</li>
</weaponTags>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Machinegun</defName>
<label>PnL machinegun bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>8</damageAmountBase>
<stoppingPower>1.0</stoppingPower>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 포터블 캐논 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Cannon</defName>
<label>PnL portable cannon</label>
<description>portable cannon produced by PnL industry. It can fire high-explosive and penetrating rounds.</description>
<graphicData>
<texPath>Things/Weapons/PNCannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_Cannon</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>4.5</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNCannon_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNCannon_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,-0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,-0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,-0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,-0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_AP</defaultProjectile>
<warmupTime>3.5</warmupTime>
<minRange>4.9</minRange>
<range>44.9</range>
<soundCast>PNCannonSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<desc>Single target bullet with high penetration.</desc>
<label>AP</label>
<texPath>UI/Commands/AP</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_HE</defaultProjectile>
<forcedMissRadius>0.01</forcedMissRadius>
<warmupTime>3.5</warmupTime>
<minRange>4.9</minRange>
<range>44.9</range>
<soundCast>PNCannonSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<muzzleFlashScale>14</muzzleFlashScale>
<desc>Creates a small explosion on hit.</desc>
<label>HE</label>
<texPath>UI/Commands/HE</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_Cannon</li>
</weaponTags>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>15.7</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
<li>LongShots</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_HE</defName>
<label>PnL 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>
<speed>100</speed>
<explosionRadius>1.9</explosionRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_AP</defName>
<label>PnL ap bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>40</damageAmountBase>
<stoppingPower>3</stoppingPower>
<armorPenetrationBase>0.70</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_Bomb_Cannon</defName>
<label>bomb</label>
<defaultDamage>50</defaultDamage>
</DamageDef>
<!--==================================== 일회용 레일건 ====================================-->
<ThingDef ParentName="PN_BaseGun">
<defName>PN_PrototypeRailGun</defName>
<label>PnL prototype rail gun</label>
<description>An experimental railgun that fires powerful explosions in a narrow area.\nOnce fired, it will break down and cannot be used.</description>
<tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Weapons/PNPrototypeRailGun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>1250</MarketValue>
<Mass>8</Mass>
<RangedWeapon_Cooldown>4.5</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>PN_PrototypeRailGun</li>
<li>PN_SingleUse</li>
</weaponTags>
<tradeTags>
<li>ExoticMisc</li>
</tradeTags>
<thingSetMakerTags>
<li>SingleUseWeapon</li>
<li>RewardStandardLowFreq</li>
</thingSetMakerTags>
<verbs>
<li>
<verbClass>Verb_ShootOneUse</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RailGun</defaultProjectile>
<forcedMissRadius>0.1</forcedMissRadius>
<warmupTime>4.5</warmupTime>
<ai_AvoidFriendlyFireRadius>8</ai_AvoidFriendlyFireRadius>
<minRange>4.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
<soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<onlyManualCast>true</onlyManualCast>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<muzzleFlashScale>14</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<comps Inherit="false">
<li Class="CompProperties_Forbiddable"/>
<li>
<compClass>CompEquippable</compClass>
</li>
<li Class="CompProperties_Styleable"></li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>7.8</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNPrototypeRailGun_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNPrototypeRailGun_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<equippedAngleOffset>45</equippedAngleOffset>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_RailGun</defName>
<label>prototype railgun bullet</label>
<graphicData>
<texPath>Things/Projectile/ChargeLanceShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>PN_BombRG</damageDef>
<speed>615</speed>
<explosionRadius>1.9</explosionRadius>
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_BombRG</defName>
<workerClass>DamageWorker_Blunt</workerClass>
<stabChanceOfForcedInternal>1.0</stabChanceOfForcedInternal>
<overkillPctToDestroyPart>0.6~1.0</overkillPctToDestroyPart>
<armorCategory>Sharp</armorCategory>
<defaultDamage>550</defaultDamage>
<minDamageToFragment>700</minDamageToFragment>
<defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>2.00</defaultArmorPenetration>
<buildingDamageFactorImpassable>0.1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>0.1</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor>
<explosionAffectOutsidePartsOnly>true</explosionAffectOutsidePartsOnly>
</DamageDef>
</Defs>

View File

@ -1,940 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 체인 롱소드 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_Chainlongsword</defName>
<label>PnL chain longsword</label>
<description>[caution] : Automaton exclusive weapon.\n\nA long sword with a rotating chain saw blade. It works by linking with the automaton and receiving power.</description>
<graphicData>
<texPath>Things/Weapons/PNSwordLong</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_RoyalChainsword</li>
</weaponTags>
<costStuffCount>100</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>4</Mass>
</statBases>
<equippedAngleOffset>45</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<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>2.4</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>PN_ChainCutTool</li>
</capacities>
<power>23</power>
<cooldownTime>2.4</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
<li Class="SYS.CompProperties_WeaponExtention">
<littleDown>True</littleDown>
<northOffset>
<position>(0.2,0,0.25)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.25,0.3,0.2)</position>
<angle>45</angle>
</southOffset>
<eastOffset>
<position>(0.15,0.3,0.2)</position>
<angle>-45</angle>
</eastOffset>
<westOffset>
<position>(-0.15,-0.3,0.2)</position>
<angle>45</angle>
</westOffset>
</li>
</comps>
<weaponClasses>
</weaponClasses>
</ThingDef>
<!--==================================== 워해머 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_WarHammer</defName>
<label>PnL warhammer</label>
<description>A luxurious war hammer made by PnL industry. There is no special function.</description>
<graphicData>
<texPath>Things/Weapons/PNWarHammer</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_WarHammer</li>
</weaponTags>
<costStuffCount>150</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>4</Mass>
</statBases>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>11</power>
<cooldownTime>2.6</cooldownTime>
</li>
<li>
<label>head</label>
<labelUsedInLogging>false</labelUsedInLogging>
<capacities>
<li>Blunt</li>
</capacities>
<power>22</power>
<cooldownTime>2.4</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
</comps>
<weaponClasses>
</weaponClasses>
</ThingDef>
<!--==================================== 로열 트윈 피스톨 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_TwinPistol</defName>
<label>PnL twin pistol</label>
<description>[caution] : Automaton exclusive weapon.\n\nA dual pistol that fires a lot of bullets at a close range. Used by the Royal Guard's Special Forces Automaton. In conjunction with the automaton, it enables fast reloading and gives the user high melee combat ability.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNTwinpistol</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>45000</WorkToMake>
<Mass>3.2</Mass>
<AccuracyTouch>0.57</AccuracyTouch>
<AccuracyShort>0.45</AccuracyShort>
<AccuracyMedium>0.14</AccuracyMedium>
<AccuracyLong>0.03</AccuracyLong>
<RangedWeapon_Cooldown>0.85</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>75</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<comps>
<li Class="CompProperties_Styleable"></li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_TwinPistol</defaultProjectile>
<warmupTime>0.35</warmupTime>
<range>12.9</range>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<burstShotCount>12</burstShotCount>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</li>
</weaponTags>
<tools>
<li>
<label>grip</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>1</cooldownTime>
</li>
<li>
<label>kick</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>18</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>Close shot</label>
<capacities>
<li>Poke</li>
</capacities>
<power>20</power>
<cooldownTime>2</cooldownTime>
<armorPenetration>0.09</armorPenetration>
</li>
</tools>
<weaponClasses>
<li>ShortShots</li>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_TwinPistol</defName>
<label>PnL twin pistol bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>4</damageAmountBase>
<stoppingPower>0.5</stoppingPower>
<armorPenetrationBase>0.15</armorPenetrationBase>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열 라이플 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalRifle</defName>
<label>PnL royal rifle</label>
<description>[caution] : Automaton exclusive weapon.\n\nroyal guard rifle produced by PnL industry. Users can choose between rapid fire mode and accuracy mode.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNRoyalRifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>45000</WorkToMake>
<Mass>4.6</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>
<Plasteel>75</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="CompProperties_Styleable"></li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalRifle_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalRifle_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0.15,0.3,0.05)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>-45</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>-30</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>30</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RoyalRifle</defaultProjectile>
<warmupTime>0.7</warmupTime>
<range>30.9</range>
<soundCast>PNRoyalRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>It fires quickly, but has a low accuracy and range.</desc>
<label>rapid fire</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_RoyalRifle</defaultProjectile>
<warmupTime>2.3</warmupTime>
<range>36.9</range>
<soundCast>PNRoyalRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>It fires slowly, but has a high accuracy and range.</desc>
<label>accurate fire</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.25</accuracyShort>
<accuracyMedium>0.25</accuracyMedium>
<accuracyLong>0.25</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</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>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_RoyalRifle</defName>
<label>PnL rifle bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>22</damageAmountBase>
<stoppingPower>1.5</stoppingPower>
<armorPenetrationBase>0.38</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열 헤비 슬러그 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalHeavySlug</defName>
<label>PnL royal heavy slug rifle</label>
<description>[caution] : Automaton exclusive weapon.\n\nheavy slug rifle produced by PnL industry. They fire huge bullets, but it have a short range.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNRoyalHeavyslug</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>45000</WorkToMake>
<Mass>4.6</Mass>
<AccuracyTouch>0.57</AccuracyTouch>
<AccuracyShort>0.64</AccuracyShort>
<AccuracyMedium>0.55</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>140</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
<PN_Component>2</PN_Component>
</costList>
<comps>
<li Class="CompProperties_Styleable"></li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalHeavyslug_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalHeavyslug_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_HeavySlug</defaultProjectile>
<warmupTime>0.7</warmupTime>
<range>12.9</range>
<soundCast>PNRoyalHCSound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</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>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_HeavySlug</defName>
<label>PnL heavy slug bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>40</damageAmountBase>
<stoppingPower>3</stoppingPower>
<armorPenetrationBase>0.38</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열기관총 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalMachinegun</defName>
<label>PnL royal machine gun</label>
<description>[caution] : Automaton exclusive weapon.\n\nroyal machine gun produced by PnL industry.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNRoyalMachinegun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>75000</WorkToMake>
<Mass>10</Mass>
<AccuracyTouch>0.15</AccuracyTouch>
<AccuracyShort>0.25</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>150</Plasteel>
<ComponentSpacer>8</ComponentSpacer>
<PN_Component>2</PN_Component>
</costList>
<comps>
<li Class="CompProperties_Styleable"></li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalMachinegun_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalMachinegun_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RoyalMachinegun</defaultProjectile>
<warmupTime>2.6</warmupTime>
<range>30.9</range>
<burstShotCount>20</burstShotCount>
<ticksBetweenBurstShots>9</ticksBetweenBurstShots>
<soundCast>PNRoyalMachinegunSound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<weaponTags>
<li>PN_Machinegun</li>
</weaponTags>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_RoyalMachinegun</defName>
<label>PnL machinegun bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>20</damageAmountBase>
<stoppingPower>3.0</stoppingPower>
<armorPenetrationBase>0.38</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열 LSW (멀티런쳐) ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalLSW</defName>
<label>PnL multiple launcher</label>
<description>[caution] : Automaton exclusive weapon.\n\nA launcher that can fire a variety of grenades. Users can fire Frag, Incendiary, EMP, Smoke, and Firefoam grenades.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Weapons/PNRoyalLSW</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>75000</WorkToMake>
<Mass>7</Mass>
<RangedWeapon_Cooldown>3.0</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>100</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
<PN_Component>2</PN_Component>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalLSW_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalLSW_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_bomb</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Frag</label>
<texPath>UI/Commands/HE</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_Flame</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Incendiary</label>
<texPath>UI/Commands/Flame</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_EMP</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>EMP</label>
<texPath>UI/Commands/EMP</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_Smoke</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Smoke</label>
<texPath>UI/Commands/Smoke</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_FF</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Firefoam</label>
<texPath>UI/Commands/FF</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</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>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_bomb</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>1.9</explosionRadius>
<damageDef>Bomb</damageDef>
<speed>40</speed>
<ai_IsIncendiary>true</ai_IsIncendiary>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_Flame</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>1.9</explosionRadius>
<damageDef>Flame</damageDef>
<speed>40</speed>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.6</preExplosionSpawnChance>
<ai_IsIncendiary>true</ai_IsIncendiary>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_EMP</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>1.9</explosionRadius>
<damageDef>EMP</damageDef>
<speed>40</speed>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_Smoke</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>2.4</explosionRadius>
<damageDef>Smoke</damageDef>
<speed>40</speed>
<postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_FF</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>2.4</explosionRadius>
<damageDef>Extinguish</damageDef>
<speed>40</speed>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
</Defs>

View File

@ -1,93 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 테스트 워해머 ====================================-->
<!--<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_RoyalWarhammer</defName>
<label>PnL royal warhammer</label>
<description>[caution] : Automaton exclusive weapon.\n\nA long sword with a rotating chain saw blade. It works by linking with the automaton and receiving power.</description>
<graphicData Class="AutomataRace.GraphicData_Sprite">
<texPath>Things/Weapons/PNPersonaHammer</texPath>
<graphicClass>AutomataRace.Graphic_Sprite</graphicClass>
<totalFrameLength>170</totalFrameLength>
<keyFrames>
<li>
<frame>0</frame>
<index>0</index>
</li>
<li>
<frame>120</frame>
<index>1</index>
</li>
<li>
<frame>125</frame>
<index>2</index>
</li>
<li>
<frame>130</frame>
<index>0</index>
</li>
<li>
<frame>165</frame>
<index>1</index>
</li>
</keyFrames>
</graphicData>
<weaponTags>
<li>PN_Chainsword</li>
</weaponTags>
<costStuffCount>100</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>4</Mass>
</statBases>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>23</power>
<cooldownTime>2.4</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>23</power>
<cooldownTime>2.4</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
</comps>
<weaponClasses>
</weaponClasses>
</ThingDef>-->
</Defs>

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@ -1,203 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 파니엘 파괴 ====================================-->
<ThoughtDef>
<defName>PN_KnowColonyAutomatonDied</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>our automaton destroyed</label>
<description>One of our automaton destroyed. That automaton was our property.</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithGoodOpinionDied</defName>
<durationDays>20</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>my friend {0} destroyed</label>
<description>Such a wonderful automaton, gone forever. The universe gets darker every day.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithBadOpinionDied</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>my rival {0} destroyed</label>
<description>That scrap was finally destroyed.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_WitnessedDestroyedAlly</defName>
<icon>Things/Mote/ThoughtSymbol/Skull</icon>
<showBubble>true</showBubble>
<durationDays>2</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>witnessed ally's destroyed</label>
<description>I saw one of our automaton destroyed. That automaton was our property.</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 실종 ====================================-->
<ThoughtDef>
<defName>PN_ColonyAutomatonLost</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>our automaton lost</label>
<description>One of our automaton lost. That automaton was our property.</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithGoodOpinionLost</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>my friend {0} lost</label>
<description>Such a wonderful automaton, lost. The universe gets darker every day.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithBadOpinionLost</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>my rival {0} lost</label>
<description>That scrap was finally disappeared.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 분해 ====================================-->
<ThoughtDef>
<defName>PN_ColonyAutomatondisassemble</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>our automaton disassembled</label>
<description>One of our automaton disassembled. it's a pity we won't be able to see it again.</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithGoodOpiniondisassemble</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>my friend {0} disassemble</label>
<description>Such a wonderful automaton, disassembled. It was a colony decision, but I can't stand the disappointment.</description>
<baseMoodEffect>-3</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithBadOpiniondisassemble</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>my rival {0} disassemble</label>
<description>That scrap was finally disassembled.</description>
<baseMoodEffect>3</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 추방 ====================================-->
<ThoughtDef>
<defName>PN_AutomatonBanished</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>automaton banished</label>
<description>We just banished automaton. I hope they can meet their new master.</description>
<baseMoodEffect>-1</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonBanishedToDie</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>automaton banished to destroy</label>
<description>We banished automaton in such a way that there's almost no way they'll survive.</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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@ -1,244 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 파니엘 파괴 for 파니엘 ====================================-->
<ThoughtDef>
<defName>PN_KnowColonyAutomatonDiedforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>our automaton destroyed</label>
<description>My colleague was destroyed. Did she fulfill her duties?</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithGoodOpinionDiedforPN</defName>
<durationDays>20</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>my friend {0} destroyed</label>
<description>My friend was destroyed. It's so sad that we can't carry out our duties with her.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonWithBadOpinionDiedforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>my rival {0} destroyed</label>
<description>That scrap was finally destroyed.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_WitnessedDestroyedAllyforPN</defName>
<icon>Things/Mote/ThoughtSymbol/Skull</icon>
<showBubble>true</showBubble>
<durationDays>2</durationDays>
<stackLimit>5</stackLimit>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
</nullifyingTraits>
<stages>
<li>
<label>witnessed ally's destroyed</label>
<description>I saw one of our colleague destroyed. Did she fulfill her duties?</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 실종 for 파니엘 ====================================-->
<ThoughtDef>
<defName>PN_ColonyAutomatonLostforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>our automaton lost</label>
<description>My colleague was lost. Did she do her duty?</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithGoodOpinionLostforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>my friend {0} lost</label>
<description>My friend was lost. It's so sad that we can't carry out our duties with her.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithBadOpinionLostforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>my rival {0} lost</label>
<description>That scrap was finally disappeared.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 분해 for 파니엘 ====================================-->
<ThoughtDef>
<defName>PN_ColonyAutomatondisassembleforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>our automaton disassembled</label>
<description>My colleague was disassembled. Did she do her duty?</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithGoodOpiniondisassembleforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>my friend {0} disassemble</label>
<description>My friend was disassemble. It's so sad that we can't carry out our duties with her.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef ParentName="LostMemory">
<defName>PN_AutomatonWithBadOpiniondisassembleforPN</defName>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stackLimitForSameOtherPawn>1</stackLimitForSameOtherPawn>
<stages>
<li>
<label>my rival {0} disassemble</label>
<description>That scrap was finally disassembled.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 파니엘 추방 for 파니엘 ====================================-->
<ThoughtDef>
<defName>PN_AutomatonBanishedforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>automaton banished</label>
<description>We just banished colleague. I hope they can meet their new master.</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AutomatonBanishedToDieforPN</defName>
<durationDays>6</durationDays>
<stackLimit>5</stackLimit>
<showBubble>true</showBubble>
<nullifyingTraits>
<li>Psychopath</li>
</nullifyingTraits>
<stages>
<li>
<label>automaton banished to destroy</label>
<description>We banished colleague in such a way that there's almost no way they'll survive.</description>
<baseMoodEffect>-3</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 음식 ====================================-->
<ThoughtDef>
<defName>PN_AteLavishMeal</defName>
<durationDays>2</durationDays>
<stages>
<li>
<label>ate lavish meal</label>
<description>I've heard that lavish meal feels like nourished body and soul. I'm not sure, but it feels like something good!</description>
<baseMoodEffect>12</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_AteFineMeal</defName>
<durationDays>2</durationDays>
<stages>
<li>
<label>ate fine meal</label>
<description>I heard that fine meal is delicious. Yum?</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 메카클러스터 ====================================-->
<ThoughtDef>
<defName>PN_DefeatedMechCluster</defName>
<icon>Things/Mote/ThoughtSymbol/Skull</icon>
<showBubble>true</showBubble>
<durationDays>10</durationDays>
<stackLimit>5</stackLimit>
<stages>
<li>
<label>defeated mech cluster</label>
<description>Stupid murder cans who know neither duty nor honor!</description>
<baseMoodEffect>4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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@ -1,243 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PN_Base_PnLindustry</defName>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>2000~4000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>20~70</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>1~6</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>100~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Uranium</thingDef>
<countRange>40~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>50~100</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineIndustrial</thingDef>
<countRange>25~50</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Hyperweave</thingDef>
<countRange>10~25</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>DevilstrandCloth</thingDef>
<countRange>10~25</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodRaw</categoryDef>
<excludedCategories>
<li>EggsFertilized</li>
</excludedCategories>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodMeals</categoryDef>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>12~50</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>ResourcesRaw</categoryDef>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Textiles</categoryDef>
<thingDefCountRange>1~2</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
</li>
<li Class="StockGenerator_ReinforcedBarrels">
<countRange>1~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>MortarShell</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>20~40</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PN_Shell</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>3~6</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chocolate</thingDef>
<countRange>-30~70</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Beer</thingDef>
<countRange>-40~100</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_antibiotics</thingDef>
<countRange>2~6</countRange>
</li>
<!-- Automaton -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_RepairKit</thingDef>
<countRange>10~20</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_BrainCasing</thingDef>
<countRange>3~6</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Leather_Automaton</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_Component</thingDef>
<countRange>4~8</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonSoldier</thingDef>
<countRange>0~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonWorker</thingDef>
<countRange>0~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonMaid</thingDef>
<countRange>0~1</countRange>
</li>
<!-- Apparel -->
<li Class="StockGenerator_Clothes">
<countRange>10~16</countRange>
</li>
<li Class="StockGenerator_Armor">
<countRange>2~4</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_WeaponsRanged">
<countRange>3~6</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>WeaponsMelee</categoryDef>
<thingDefCountRange>3~4</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Implants -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_ResurrectModule</thingDef>
<countRange>-1~1</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>TechHediff</tradeTag>
<thingDefCountRange>2~4</thingDefCountRange>
<countRange>1~1</countRange>
</li>
<!-- Buildings -->
<li Class="StockGenerator_Category">
<categoryDef>BuildingsFurniture</categoryDef>
<thingDefCountRange>3~4</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_Art">
<countRange>5~10</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>Television</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Telescope</thingDef>
<countRange>0~1</countRange>
</li>
<!-- Techprints -->
<li Class="StockGenerator_Techprints">
<countChances>
<li>
<count>2</count>
<chance>0.5</chance>
</li>
<li>
<count>3</count>
<chance>0.5</chance>
</li>
</countChances>
</li>
<!-- Exotic -->
<li Class="StockGenerator_Tag">
<tradeTag>Artifact</tradeTag>
<thingDefCountRange>1~4</thingDefCountRange>
<countRange>1~1</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ExoticMisc</tradeTag>
<thingDefCountRange>1~4</thingDefCountRange>
<countRange>1~2</countRange>
<excludedThingDefs>
<li>ComponentSpacer</li> <!-- already handled by single def -->
</excludedThingDefs>
<customCountRanges>
<MedicineUltratech>2~15</MedicineUltratech>
<Hyperweave>50~200</Hyperweave>
<Luciferium>3~4</Luciferium>
</customCountRanges>
</li>
<!-- Animals -->
<li Class="StockGenerator_Animals">
<tradeTagsSell>
<li>AnimalFarm</li>
<li>AnimalPet</li>
</tradeTagsSell>
<tradeTagsBuy>
<li>AnimalUncommon</li>
<li>AnimalExotic</li>
</tradeTagsBuy>
<kindCountRange>2~4</kindCountRange>
<countRange>3~8</countRange>
<createMatingPair>
<li>AnimalFarm</li>
</createMatingPair>
</li>
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
</stockGenerators>
</TraderKindDef>
</Defs>

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@ -1,74 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PN_Caravan_PnLindustry</defName>
<label>PnL salesman</label>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>750~1200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>-1~2</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>75~150</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>50~150</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>50~150</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_antibiotics</thingDef>
<countRange>1~2</countRange>
</li>
<!-- Automaton -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_RepairKit</thingDef>
<countRange>2~6</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_BrainCasing</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Leather_Automaton</thingDef>
<countRange>20~60</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_OTPCard</thingDef>
<countRange>-3~1</countRange>
</li>
<!-- Weapons -->
<!-- Apparel -->
<!-- Implants -->
<!-- Buildings -->
<!-- Animals -->
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
</stockGenerators>
</TraderKindDef>
</Defs>

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@ -1,132 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PN_Orbital_PnLindustry</defName>
<label>PnL trader ship</label>
<orbital>true</orbital>
<faction>PN_SubsidiaryFaction</faction>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>2000~4000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>15~30</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>100~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Uranium</thingDef>
<countRange>40~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>50~100</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineIndustrial</thingDef>
<countRange>10~15</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Hyperweave</thingDef>
<countRange>10~25</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>DevilstrandCloth</thingDef>
<countRange>10~25</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_antibiotics</thingDef>
<countRange>2~6</countRange>
</li>
<!-- Automaton -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_RepairKit</thingDef>
<countRange>10~20</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_BrainCasing</thingDef>
<countRange>3~6</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Leather_Automaton</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_Component</thingDef>
<countRange>4~8</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonSoldier</thingDef>
<countRange>0~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonWorker</thingDef>
<countRange>0~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonMaid</thingDef>
<countRange>0~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_PrototypeRailGun</thingDef>
<countRange>-3~1</countRange>
</li>
<li Class="StockGenerator_WeaponsMelee">
<weaponTag>PN_Bladelink</weaponTag>
<countRange>-4~1</countRange>
</li>
<!-- Apparel -->
<!-- Implants -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_ResurrectModule</thingDef>
<countRange>-1~1</countRange>
</li>
<!-- Techprints (Royalty) -->
<li MayRequire="Ludeon.RimWorld.Royalty" Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-4~1</countRange>
</li>
<li MayRequire="Ludeon.RimWorld.Royalty" Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-4~1</countRange>
</li>
<!-- Buildings -->
<!-- Animals -->
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
</stockGenerators>
</TraderKindDef>
</Defs>

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@ -1,44 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Ideology</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!--헤어패치-->
<!--<li Class="PatchOperationAdd">
<xpath>/Defs/CultureDef[defName = *]/styleItemTags</xpath>
<value>
<li>
<tag>PanielHair</tag>
<baseWeight>0.0001</baseWeight>
<weightFactor>0.0001</weightFactor>
</li>
</value>
</li>-->
<!--부르카 애드온 문제 해결-->
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel/tags</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel</xpath>
<value>
<tags>
<li>PN_Burka</li>
</tags>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel/tags</xpath>
<value>
<li>PN_Burka</li>
</value>
</match>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>MedPod</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="MedPodBedBase"]/comps/li[@Class="MedPod.CompProperties_TreatmentRestrictions"]/neverTreatableHediffs</xpath>
<value>
<li>PN_AutomatonFuel_Addiction</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,208 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 오토마톤 면역 -->
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = "PanielBaseHediff"]/comps/li[@Class = "MoharHediffs.HediffCompProperties_HediffNullifier"]/hediffToNullify</xpath>
<value>
<!--<li>BloodRot</li>
<li>Abasia</li>-->
<li>PsychicLove</li>
<li>Joyfuzz</li>
</value>
</li>
<!-- 제국 우호도 -->
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "Empire"]/permanentEnemyToEveryoneExcept</xpath>
<value>
<li>Paniel_PlayerFaction</li>
<li>PN_indistryFaction</li>
<li>PN_SubsidiaryFaction</li>
</value>
</li>
<!-- 연구 -->
<li Class="PatchOperationReplace">
<xpath>/Defs/ResearchProjectDef[defName = "PNRP_TierC_Apparel"]/baseCost</xpath>
<value>
<baseCost>500</baseCost>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>/Defs/ResearchProjectDef[defName = "PNRP_TierC_Apparel"]/prerequisites</xpath>
<value>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
<li>CataphractArmor</li>
</prerequisites>
</value>
</li>
<!--상선청사진-->
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName = "PN_Orbital_PnLindustry"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-2~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-2~1</countRange>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName = "PN_Base_PnLindustry"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-1~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-1~1</countRange>
</li>
</value>
</li>
<!--작위관련-->
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "PN_SubsidiaryFaction"]</xpath>
<value>
<royalTitleTags>
<li>PN_PnLCareerTitleTag</li>
</royalTitleTags>
<royalTitleInheritanceWorkerClass>RoyalTitleInheritanceWorker</royalTitleInheritanceWorkerClass>
<royalTitleInheritanceRelations>
</royalTitleInheritanceRelations>
<royalFavorLabel>PnL result point</royalFavorLabel>
<royalFavorIconPath>Icon/Paniel_PlayerIcon</royalFavorIconPath>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "PN_SubsidiaryFaction"]/caravanTraderKinds</xpath>
<value>
<li>PN_Caravan_TributeCollector</li>
</value>
</li>
<!--퀘스트 관련-->
<!-- Guests -->
<li Class="PatchOperationAdd">
<xpath>/Defs/QuestScriptDef[defName="Util_ChooseRandomQuestLodgerKind"]/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_IsSet"]/node[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>PN_SubsidiaryFaction</factionDef>
<pawnKinds>
<li>PN_AssociateH</li>
<li>PN_AssociateP_EngineerA</li>
<li>PN_AssociateP_EngineerB</li>
<li>PN_AssociateP_DomesticA</li>
<li>PN_AssociateP_DomesticB</li>
</pawnKinds>
</li>
</value>
</li>
<!-- Mercenaries -->
<li Class="PatchOperationAdd">
<xpath>/Defs/QuestScriptDef[defName="Util_ChooseRandomQuestHelperKind"]/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>PN_SubsidiaryFaction</factionDef>
<pawnKinds>
<li>PN_Mid_CloseUnit</li>
<li>PN_Mid_RangeUnit</li>
<li>PN_EliteCloseUnit</li>
<li>PN_EliteRangeUnit</li>
</pawnKinds>
</li>
</value>
</li>
<!--폰카인드 직위-->
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_AssociateH"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Associate</li>
<li>PN_Title_Senior</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_ManagerH"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Manager</li>
<li>PN_Title_SeniorManager</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_Director"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Director</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_SeniorDirector"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_SeniorDirector</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_VP"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleVP</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_SVP"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleSVP</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_CEO"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleCEO</li>
</titleSelectOne>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,364 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Save Our Ship 2</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 티어B메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어B워커 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어B솔져 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 시큐리티 유니폼 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C로얄가드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C마이스터 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C로열메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

View File

@ -1,36 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>*/WorkGiverDef[defName="DoBillsFabricationBench"]/fixedBillGiverDefs</xpath>
<value>
<li>PN_AutomatonBench</li>
</value>
</Operation>
<!--<Operation Class="PatchOperationConditional">
<xpath>Defs/FactionDef[defName = "OutlanderCivil"]/caravanTraderKinds</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/FactionDef[defName = "OutlanderCivil"]</xpath>
<value>
<caravanTraderKinds>
<li>PN_Caravan_PnLindustry</li>
</caravanTraderKinds>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>Defs/FactionDef[defName = "OutlanderCivil"]/caravanTraderKinds</xpath>
<value>
<li>PN_Caravan_PnLindustry</li>
</value>
</match>
</Operation>-->
<!--<Operation Class="PatchOperationAdd">
<xpath>*/FactionDef[defName="OutlanderRough"]/caravanTraderKinds</xpath>
<value>
<li>PN_Caravan_PnLindustry</li>
</value>
</Operation>-->
</Patch>

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@ -1,36 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Yayo's Combat 3</li>
<li>Yayo's Combat 3 [Adopted]</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!--체인롱소드 SYS-->
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_Chainlongsword"]/equippedAngleOffset</xpath>
<value>
<equippedAngleOffset>0</equippedAngleOffset>
</value>
</li>
<li Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName = "PN_Chainlongsword"]/comps</xpath>
</li>
<!--스톰랜스 SYS-->
<li Class="PatchOperationReplace" MayRequire="Ludeon.RimWorld.Ideology">
<xpath>Defs/ThingDef[defName = "PN_StormLance_Bladelink"]/equippedAngleOffset</xpath>
<value>
<equippedAngleOffset>0</equippedAngleOffset>
</value>
</li>
<li Class="PatchOperationRemove" MayRequire="Ludeon.RimWorld.Ideology">
<xpath>Defs/ThingDef[defName = "PN_StormLance_Bladelink"]/comps</xpath>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -1,106 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 난사광 모듈 ====================================-->
<AbilityDef>
<defName>PN_RapidFireAbility</defName>
<label>rapid fire</label>
<description>This ability allows users to shoot quickly, but lowers the shooting accuracy.</description>
<descriptionHyperlinks>
<HediffDef>PN_RapidFire</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNTriggerHappy</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNTriggerHappy</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>84</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_RapidFire</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 근접전 모듈 ====================================-->
<AbilityDef>
<defName>PN_CQCAbility</defName>
<label>CQC mode</label>
<description>This ability increases users to close quarters combat stat, but lowers the shooting accuracy.</description>
<descriptionHyperlinks>
<HediffDef>PN_CQC</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNCQC</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNCQC</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>84</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_CQC</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
</Defs>

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@ -1,291 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 장교 모듈 ====================================-->
<AbilityDef>
<defName>PN_OfficerCommandAbility</defName>
<label>officer command</label>
<description>Create an aura that boosts the combat skills of everyone nearby. The effect lasts 6 hours and remains attached to the user for the duration.</description>
<descriptionHyperlinks>
<HediffDef>PN_OfficerCommandBuff</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNOfficerCommand</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNOfficerCommand</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>9.9</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_OfficerCommand</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 마이스터 모듈 ====================================-->
<AbilityDef>
<defName>PN_MeisterAdviceAbility</defName>
<label>meister's advice</label>
<description>Create an aura that boosts the engineer skills of everyone nearby. The effect lasts 12 hours and remains attached to the user for the duration.</description>
<descriptionHyperlinks>
<HediffDef>PN_MeisterAdviceBuff</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNMeisterAdvice</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNMeisterAdvice</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>500</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>9.9</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_MeisterAdvice</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<AbilityDef>
<defName>PN_IntensiveMedicalAbility</defName>
<label>intensive medical mode</label>
<description>This ability makes users more proficient in medical work.</description>
<descriptionHyperlinks>
<HediffDef>PN_IntensiveMedical</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNIntensiveMedical</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNIntensiveMedical</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>84</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_IntensiveMedical</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--면역증진-->
<AbilityDef>
<defName>PN_ImmunityDriveAbility</defName>
<label>Immunity drive</label>
<description>Offer module support that energizes the body, boosting someone's immunity gain for one day.</description>
<descriptionHyperlinks>
<HediffDef>PN_ImmunityDrive</HediffDef>
<AbilityDef>PN_ImmunityDriveAbility</AbilityDef>
</descriptionHyperlinks>
<groupDef>PNModule_rightoff</groupDef>
<iconPath>UI/Abilities/PNImmunityDrive</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNImmunityDrive</warmupMoteSocialSymbol>
<hotKey>Misc12</hotKey>
<jobDef>CastAbilityOnThingMelee</jobDef>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<warmupSound>ImmunityDrive_Resolve</warmupSound>
<statBases>
<Ability_Duration>1000</Ability_Duration>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_ImmunityDrive</hediffDef>
<replaceExisting>true</replaceExisting>
</li>
</comps>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>1.5</warmupTime>
<targetParams>
<canTargetBuildings>False</canTargetBuildings>
<neverTargetHostileFaction>True</neverTargetHostileFaction>
</targetParams>
</verbProperties>
</AbilityDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<AbilityDef>
<defName>PN_FieldMedicAbility</defName>
<label>field medic mode</label>
<description>This ability enables users to provide rapid medical support in the field.</description>
<descriptionHyperlinks>
<HediffDef>PN_FieldMedic</HediffDef>
<AbilityDef>PN_StimPackAbility</AbilityDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNFieldMedic</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNFieldMedic</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_FieldMedic</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--스팀팩-->
<AbilityDef>
<defName>PN_StimPackAbility</defName>
<label>injection stim pack</label>
<description>Inject drugs that increase physical stat into the target. It is not addictive, but side effects occur when the effect is over.</description>
<descriptionHyperlinks>
<HediffDef>PN_StimPack</HediffDef>
<HediffDef>PN_StimPackSideEffect</HediffDef>
</descriptionHyperlinks>
<groupDef>PNModule_rightoff</groupDef>
<iconPath>UI/Abilities/PNStimPack</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNStimPack</warmupMoteSocialSymbol>
<hotKey>Misc12</hotKey>
<jobDef>CastAbilityOnThingMelee</jobDef>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<warmupSound>ImmunityDrive_Resolve</warmupSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_StimPack</hediffDef>
<replaceExisting>true</replaceExisting>
</li>
</comps>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>1.5</warmupTime>
<targetParams>
<canTargetBuildings>False</canTargetBuildings>
<neverTargetHostileFaction>True</neverTargetHostileFaction>
</targetParams>
</verbProperties>
</AbilityDef>
</Defs>

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@ -1,144 +0,0 @@
<?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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@ -1,500 +0,0 @@
<?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>

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@ -1,40 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 모듈 ====================================-->
<ResearchProjectDef>
<defName>PNRP_TierB_Module</defName>
<label>Specialization module</label>
<description>Research the ability modules available for (lged), (mast), (exc) model.</description>
<tab>PN_technology</tab>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>2.8</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierC_Module</defName>
<label>royal module</label>
<description>Research the ability modules available for (lged) model.</description>
<tab>PN_technology</tab>
<baseCost>3250</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>PNRP_TierC_Apparel</li>
<li>PNRP_TierB_Module</li>
</prerequisites>
<researchViewX>5.0</researchViewX>
<researchViewY>2.8</researchViewY>
</ResearchProjectDef>
</Defs>

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@ -1,111 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Structure-->
<MemeDef>
<defName>PN_Structure</defName>
<label>PnL bylaws</label>
<description>Bylaws of PnL industry. An exemplary PnL employee would not break bylaws.</description>
<category>Structure</category>
<iconPath>Icon/Paniel_bylaw</iconPath>
<impact>0</impact>
<worshipRoomLabel>Conference room</worshipRoomLabel>
<deityCount>0</deityCount>
<generalRules>
<rulesStrings>
<li>memeLeaderNoun->CEO</li>
<li>memeMoralist->Personnel Manager</li>
</rulesStrings>
</generalRules>
<descriptionMaker>
<rules>
<rulesStrings>
<li>episode(tag=meme_PN_Structure) ->...PnL Industry, founded by Paul and Lauren, has evolved from a small industrial company in Glitterworld to a giant interstellar company.\n\n...\n\nEven though we were kicked out of Rimworld for an "unfortunate incident," we're going back to Glitterworld.</li>
</rulesStrings>
</rules>
<patterns>
<li>
<def>PN_IdeoStoryPattern</def>
</li>
</patterns>
<constants>
<li>
<key>PN_Structure</key>
<value>true</value>
</li>
</constants>
</descriptionMaker>
<symbolPacks>
<li>
<ideoName>PnL bylaws</ideoName>
<theme>PnL</theme>
<adjective>PnL</adjective>
<member>PnL Employee</member>
</li>
</symbolPacks>
<requireOne>
<li>
<li>BodyMod_Approved</li>
</li>
<li>
<li>OrganUse_Acceptable</li>
</li>
<li>
<li>DrugUse_MedicalOrSocial</li>
</li>
<li>
<li>Apostasy_Abhorrent</li>
</li>
<li>
<li>IdeoDiversity_Abhorrent</li>
</li>
<li>
<li>Nudity_Female_UncoveredGroinOrChestDisapproved</li>
</li>
<li>
<li>Nudity_Male_UncoveredGroinOrChestDisapproved</li>
</li>
<li>
<li>Execution_DontCare</li>
</li>
<li>
<li>Scarification_Horrible</li>
</li>
<li>
<li>Slavery_Abhorrent</li>
</li>
<li>
<li>HAR_AlienSlavery_Abhorrent</li>
</li>
<li>
<li>Cannibalism_Horrible</li>
</li>
<li>
<li>NutrientPasteEating_DontMind</li>
</li>
</requireOne>
</MemeDef>
<IdeoStoryPatternDef>
<defName>PN_IdeoStoryPattern</defName>
<segments>
<li>episode</li>
</segments>
<rules>
<include>
<li>IdeoDescriptionGlobal</li>
</include>
</rules>
</IdeoStoryPatternDef>
<IdeoIconDef>
<defName>PN_IdeoIcon</defName>
<iconPath>Icon/Paniel_Icon</iconPath>
<memes>
<li>PN_Structure</li>
</memes>
</IdeoIconDef>
</Defs>

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@ -1,452 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 난사광 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_RapidFireModule</defName>
<label>rapid fire module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd), (mast), (exc)\n\nThis module allows automaton to use rapid fire ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_RapidFireAbility</AbilityDef>
<HediffDef>PN_RapidFireModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_RapidFireModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_RapidFireModuleHediff</defName>
<label>rapid fire module</label>
<description>The hediff created by installing rapid fire module.</description>
<descriptionHyperlinks>
<ThingDef>PN_RapidFireModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-2</ShootingAccuracyPawn>
<AimingDelayFactor>-0.10</AimingDelayFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_RapidFireAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 근접전 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CQCModule</defName>
<label>CQC module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd), (mast), (exc)\n\nThis module increases the automaton's close quarters combat stat, and allows automaton to use CQC ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_CQCAbility</AbilityDef>
<HediffDef>PN_CQCModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CQCModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CQCModuleHediff</defName>
<label>CQC module</label>
<description>The hediff created by installing close quarters combat module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CQCModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MeleeHitChance>2</MeleeHitChance>
<MeleeDodgeChance>2</MeleeDodgeChance>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 채굴 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_MiningModule</defName>
<label>mining module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's miner speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_MiningModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MiningModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_MiningModuleHediff</defName>
<label>mining module</label>
<description>The hediff created by installing mining module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MiningModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>1.20</MiningSpeed>
<DeepDrillingSpeed>1.20</DeepDrillingSpeed>
<GeneralLaborSpeed>0.70</GeneralLaborSpeed>
<ConstructionSpeed>0.70</ConstructionSpeed>
<DrugCookingSpeed>0.70</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 건설 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ConstructionModule</defName>
<label>construction module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's construction speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_ConstructionModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ConstructionModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ConstructionModuleHediff</defName>
<label>construction module</label>
<description>The hediff created by installing construction module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ConstructionModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>0.70</MiningSpeed>
<DeepDrillingSpeed>0.70</DeepDrillingSpeed>
<GeneralLaborSpeed>0.70</GeneralLaborSpeed>
<ConstructionSpeed>1.20</ConstructionSpeed>
<DrugCookingSpeed>0.70</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 제작 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CraftingModule</defName>
<label>crafting module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's general labor speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_CraftingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CraftingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CraftingModuleHediff</defName>
<label>crafting module</label>
<description>The hediff created by installing crafting module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CraftingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>0.70</MiningSpeed>
<DeepDrillingSpeed>0.70</DeepDrillingSpeed>
<GeneralLaborSpeed>1.20</GeneralLaborSpeed>
<ConstructionSpeed>0.70</ConstructionSpeed>
<DrugCookingSpeed>1.20</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 농부 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_PlantsModule</defName>
<label>plants module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's plant work speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_PlantsModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_PlantsModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_PlantsModuleHediff</defName>
<label>plants module</label>
<description>The hediff created by installing plants module.</description>
<descriptionHyperlinks>
<ThingDef>PN_PlantsModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>1.20</PlantWorkSpeed>
<MedicalTendSpeed>0.70</MedicalTendSpeed>
<MedicalOperationSpeed>0.70</MedicalOperationSpeed>
<ButcheryFleshSpeed>0.70</ButcheryFleshSpeed>
<CookSpeed>0.70</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 셰프 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CookingModule</defName>
<label>cooking module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's cooking speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_CookingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CookingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CookingModuleHediff</defName>
<label>cooking module</label>
<description>The hediff created by installing cooking module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CookingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>0.70</PlantWorkSpeed>
<MedicalTendSpeed>0.70</MedicalTendSpeed>
<MedicalOperationSpeed>0.70</MedicalOperationSpeed>
<ButcheryFleshSpeed>1.20</ButcheryFleshSpeed>
<CookSpeed>1.20</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 간호 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_NursingModule</defName>
<label>nursing module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's medical speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_NursingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_NursingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_NursingModuleHediff</defName>
<label>nursing module</label>
<description>The hediff created by installing nursing module.</description>
<descriptionHyperlinks>
<ThingDef>PN_NursingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>0.70</PlantWorkSpeed>
<MedicalTendSpeed>1.20</MedicalTendSpeed>
<MedicalOperationSpeed>1.20</MedicalOperationSpeed>
<ButcheryFleshSpeed>0.70</ButcheryFleshSpeed>
<CookSpeed>0.70</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
</Defs>

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@ -1,211 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 장교 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_OfficerModule</defName>
<label>officer module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd)\n\nThis module allows automaton to use officer command ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_OfficerCommandAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_OfficerModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_OfficerModuleHediff</defName>
<label>officer module</label>
<description>The hediff created by installing officer module.</description>
<descriptionHyperlinks>
<ThingDef>PN_OfficerModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_OfficerCommandAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_MeisterModule</defName>
<label>meister module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd)\n\nThis module allows automaton to use meister's advice ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_MeisterAdviceAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MeisterModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_MeisterModuleHediff</defName>
<label>meister module</label>
<description>The hediff created by installing meister module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MeisterModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_MeisterAdviceAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_IntensiveMedicalModule</defName>
<label>intensive medical module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd)\n\nThis module allows automaton to use intensive medical mode ability.\nAnd if automaton activates intensive medical mode, immunity drive ability can be used.</description>
<descriptionHyperlinks>
<AbilityDef>PN_IntensiveMedicalAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_IntensiveMedicalModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_IntensiveMedicalModuleHediff</defName>
<label>intensive medical module</label>
<description>The hediff created by installing intensive medical module.</description>
<descriptionHyperlinks>
<ThingDef>PN_IntensiveMedicalModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_IntensiveMedicalAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_FieldMedicModule</defName>
<label>field medic module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd)\nCombat model (legd)\n\nThis module allows automaton to use field medic mode ability.\nAnd if automaton activates field medic mod, injection stim pack ability can be used.</description>
<descriptionHyperlinks>
<AbilityDef>PN_FieldMedicAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_FieldMedicModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_FieldMedicModuleHediff</defName>
<label>field medical module</label>
<description>The hediff created by installing intensive field medical module.</description>
<descriptionHyperlinks>
<ThingDef>PN_FieldMedicModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_FieldMedicAbility</abilityDef>
</li>
</comps>
</HediffDef>
</Defs>

View File

@ -1,418 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--직원상선 거래-->
<RoyalTitlePermitDef>
<defName>PN_TradeBenefit</defName>
<label>trade with benefit ship</label>
</RoyalTitlePermitDef>
<!-- 허가증 : 쿨타임 다 차면 공짜, 쿨타임 중엔 신임장 소모 -->
<RoyalTitlePermitDef Name="PN_BenefitBase" Abstract="True">
<faction>PN_SubsidiaryFaction</faction>
<permitPointCost>1</permitPointCost>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--자원 드랍 베이스-->
<RoyalTitlePermitDef ParentName="PN_BenefitBase" Name="PN_DropResourcesBase" Abstract="True">
<workerClass>RoyalTitlePermitWorker_DropResources</workerClass>
<usableOnWorldMap>true</usableOnWorldMap>
<royalAid>
<targetingRange>39.9</targetingRange>
</royalAid>
</RoyalTitlePermitDef>
<!--연봉-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_AnnualSalary_A</defName>
<label>annual salary class A</label>
<description>This is the annual salary (800 Silver) paid to PnL Logistics employees. can use PnL result point to receive advance salary.</description>
<minTitle>PN_Title_Associate</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,0)</uiPosition>
<royalAid>
<itemsToDrop>
<Silver>800</Silver>
</itemsToDrop>
<favorCost>1</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_AnnualSalary_B</defName>
<label>annual salary class B</label>
<description>This is the annual salary (3200 Silver) paid to PnL Logistics employees. can use PnL result point to receive advance salary.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_AnnualSalary_A</prerequisite>
<uiPosition>(1,0)</uiPosition>
<royalAid>
<itemsToDrop>
<Silver>3200</Silver>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--전투니엘 지원 (근접)-->
<RoyalTitlePermitDef>
<defName>PN_RequestSecurityUnitClose</defName>
<label>request security unit (melee)</label>
<description>Request 4 melee combat security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,1)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_Mid_CloseUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitClose</defName>
<label>request elite security unit (melee)</label>
<description>Request 4 melee combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestSecurityUnitClose</prerequisite>
<uiPosition>(1,1)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteCloseUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--전투니엘 지원 (원거리)-->
<RoyalTitlePermitDef>
<defName>PN_RequestSecurityUnitRange</defName>
<label>request security unit (range)</label>
<description>Request 4 range combat security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,2)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_Mid_RangeUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitRange</defName>
<label>request elite security unit (rifle)</label>
<description>Request 4 rifle combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestSecurityUnitRange</prerequisite>
<uiPosition>(1,2)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteRangeUnit</pawnKindDef>
<pawnCount>4</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitHeavy</defName>
<label>request elite security unit (heavy)</label>
<description>Request 2 heavy combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,3)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteHeavyUnit</pawnKindDef>
<pawnCount>2</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteSecurityUnitCannon</defName>
<label>request elite security unit (cannon)</label>
<description>Request 2 cannon combat elite security unit to aid in your battle.</description>
<workerClass>RoyalTitlePermitWorker_CallAid</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,4)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_EliteCannonUnit</pawnKindDef>
<pawnCount>2</pawnCount>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--제작니엘 지원-->
<RoyalTitlePermitDef>
<defName>PN_RequestEngineerUnit</defName>
<label>request engineer unit</label>
<description>Request a group of 4 engineer units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,5)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_AssociateP_EngineerB</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteEngineerUnit</defName>
<label>request elite engineer unit</label>
<description>Request a group of 4 elite engineer units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestEngineerUnit</prerequisite>
<uiPosition>(1,5)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_ManageUnit_Enginer</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--가정니엘 지원-->
<RoyalTitlePermitDef>
<defName>PN_RequestDomesticUnit</defName>
<label>request domestic unit</label>
<description>Request a group of 4 domestic units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_Senior</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,6)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>2</favorCost>
<pawnKindDef>PN_AssociateP_DomesticB</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef>
<defName>PN_RequestEliteDomesticUnit</defName>
<label>request elite domestic unit</label>
<description>Request a group of 4 elite domestic units to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe.</description>
<workerClass>RoyalTitlePermitWorker_CallLaborers</workerClass>
<minTitle>PN_Title_SeniorManager</minTitle>
<permitPointCost>1</permitPointCost>
<prerequisite>PN_RequestDomesticUnit</prerequisite>
<uiPosition>(1,6)</uiPosition>
<faction>PN_SubsidiaryFaction</faction>
<royalAid>
<favorCost>4</favorCost>
<pawnKindDef>PN_ManageUnit_Domestic</pawnKindDef>
<pawnCount>4</pawnCount>
<aidDurationDays>4</aidDurationDays>
<targetingRange>39.9</targetingRange>
</royalAid>
<cooldownDays>60</cooldownDays>
</RoyalTitlePermitDef>
<!--OTP 지급-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropOTPCard</defName>
<label>request PnL OTP card</label>
<description>Request for a drop of PnL OTP card.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(0,7)</uiPosition>
<royalAid>
<itemsToDrop>
<PN_OTPCard>1</PN_OTPCard>
</itemsToDrop>
<favorCost>2</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--전투 오토마톤 상자-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonSoldier</defName>
<label>request PnL automaton™ (Combat)</label>
<description>Request for a drop of PnL automaton™ (Combat) box.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<uiPosition>(0,8)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_NormalAutomatonSoldier>1</Packaged_NormalAutomatonSoldier>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonSoldierPremium</defName>
<label>request PnL automaton™ Pro (Combat)</label>
<description>Request for a drop of PnL automaton™ Pro (Combat) box.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<prerequisite>PN_DropPackagedAutomatonSoldier</prerequisite>
<uiPosition>(1,8)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_PremiumAutomatonSoldier>1</Packaged_PremiumAutomatonSoldier>
</itemsToDrop>
<favorCost>10</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--제작 오토마톤 상자-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonWorker</defName>
<label>request PnL automaton™ (Engineer)</label>
<description>Request for a drop of PnL automaton™ (Engineer) box.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<uiPosition>(0,9)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_NormalAutomatonWorker>1</Packaged_NormalAutomatonWorker>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonWorkerPremium</defName>
<label>request PnL automaton™ Pro (Engineer)</label>
<description>Request for a drop of PnL automaton™ Pro (Engineer) box.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<prerequisite>PN_DropPackagedAutomatonWorker</prerequisite>
<uiPosition>(1,9)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_PremiumAutomatonWorker>1</Packaged_PremiumAutomatonWorker>
</itemsToDrop>
<favorCost>10</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--가정 오토마톤 상자-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonMaid</defName>
<label>request PnL automaton™ (Domestic)</label>
<description>Request for a drop of PnL automaton™ (Domestic) box.</description>
<minTitle>PN_Title_Manager</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<uiPosition>(0,10)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_NormalAutomatonMaid>1</Packaged_NormalAutomatonMaid>
</itemsToDrop>
<favorCost>4</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPackagedAutomatonMaidPremium</defName>
<label>request PnL automaton™ Pro (Domestic)</label>
<description>Request for a drop of PnL automaton™ Pro (Domestic) box.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<cooldownDays>300</cooldownDays>
<prerequisite>PN_DropPackagedAutomatonMaid</prerequisite>
<uiPosition>(1,10)</uiPosition>
<royalAid>
<itemsToDrop>
<Packaged_PremiumAutomatonMaid>1</Packaged_PremiumAutomatonMaid>
</itemsToDrop>
<favorCost>10</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--셔틀-->
<RoyalTitlePermitDef>
<defName>PN_RequestTransportShuttle</defName>
<label>request transport shuttle</label>
<description>request a shuttle for your own use. It will transport colonists, items, and animals anywhere you like within 70 world tiles.</description>
<workerClass>RoyalTitlePermitWorker_CallShuttle</workerClass>
<minTitle>PN_Title_Manager</minTitle>
<faction>PN_SubsidiaryFaction</faction>
<permitPointCost>1</permitPointCost>
<cooldownDays>60</cooldownDays>
<usableOnWorldMap>true</usableOnWorldMap>
<uiPosition>(0,11)</uiPosition>
<royalAid>
<favorCost>4</favorCost>
<targetingRange>44.9</targetingRange>
<targetingRequireLOS>false</targetingRequireLOS>
</royalAid>
</RoyalTitlePermitDef>
<!--PnL 부품 지급-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropPnLComponent</defName>
<label>request PnL Component</label>
<description>Request for a drop of 3 PnL Component.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,11)</uiPosition>
<royalAid>
<itemsToDrop>
<PN_Component>3</PN_Component>
</itemsToDrop>
<favorCost>3</favorCost>
</royalAid>
</RoyalTitlePermitDef>
<!--두뇌코어 지급-->
<RoyalTitlePermitDef ParentName="PN_DropResourcesBase">
<defName>PN_DropBrainCore</defName>
<label>request automaton brain core</label>
<description>Request for a drop of 3 automaton brain core.</description>
<minTitle>PN_Title_Director</minTitle>
<permitPointCost>1</permitPointCost>
<uiPosition>(1,12)</uiPosition>
<royalAid>
<itemsToDrop>
<PN_BrainCasing>3</PN_BrainCasing>
</itemsToDrop>
<favorCost>3</favorCost>
</royalAid>
</RoyalTitlePermitDef>
</Defs>

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@ -1,36 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--승진-->
<ThoughtDef>
<defName>PN_TitlePromotion</defName>
<durationDays>7</durationDays>
<thoughtClass>Thought_MemoryRoyalTitle</thoughtClass>
<nullifyingTraits>
<li>Ascetic</li>
</nullifyingTraits>
<stages>
<li>
<label>promoted to {TITLE}</label>
<description>I was promoted to {TITLE}. I love the recognition!</description>
<baseMoodEffect>8</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--해고-->
<ThoughtDef>
<defName>PN_TitleDemotion</defName>
<durationDays>7</durationDays>
<thoughtClass>Thought_MemoryRoyalTitle</thoughtClass>
<nullifyingTraits>
<li>Ascetic</li>
</nullifyingTraits>
<stages>
<li>
<label>demoted to {TITLE}</label>
<description>I demoted to {TITLE}.</description>
<baseMoodEffect>-8</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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@ -1,272 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--베이스-->
<RoyalTitleDef Abstract="True" Name="PN_TitleBase">
<tags>
<li>PN_PnLCareerTitleTag</li>
</tags>
<commonality>1</commonality>
<awardThought>PN_TitlePromotion</awardThought>
<lostThought>PN_TitleDemotion</lostThought>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
</RoyalTitleDef>
<!--Intern 인턴-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Intern</defName>
<label>Intern</label>
<description>Intern of PnL Logistics.</description>
<seniority>0</seniority>
<favorCost>1</favorCost>
<permitPointsAwarded>0</permitPointsAwarded>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
</RoyalTitleDef>
<!--Associate 사원-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Associate</defName>
<label>Associate</label>
<description>Associate of PnL Logistics.</description>
<seniority>1</seniority>
<favorCost>6</favorCost>
<permitPointsAwarded>1</permitPointsAwarded>
<changeHeirQuestPoints>1200</changeHeirQuestPoints>
<recruitmentResistanceOffset>10</recruitmentResistanceOffset>
</RoyalTitleDef>
<!--Senior 대리-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Senior</defName>
<label>Senior</label>
<description>Senior of PnL Logistics.</description>
<seniority>2</seniority>
<favorCost>8</favorCost>
<permitPointsAwarded>2</permitPointsAwarded>
<changeHeirQuestPoints>1600</changeHeirQuestPoints>
<recruitmentResistanceOffset>25</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--Manager 과장-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Manager</defName>
<label>Manager</label>
<description>Manager of PnL Logistics.</description>
<seniority>3</seniority>
<favorCost>18</favorCost>
<permitPointsAwarded>3</permitPointsAwarded>
<minExpectation>Moderate</minExpectation>
<changeHeirQuestPoints>2200</changeHeirQuestPoints>
<recruitmentResistanceOffset>40</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>16</area>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealSimple</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Senior Manager 부장-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_SeniorManager</defName>
<label>Senior Manager</label>
<description>Senior Manager of PnL Logistics.</description>
<seniority>4</seniority>
<favorCost>24</favorCost>
<permitPointsAwarded>4</permitPointsAwarded>
<permits>
<li>PN_TradeBenefit</li>
</permits>
<minExpectation>Moderate</minExpectation>
<changeHeirQuestPoints>2800</changeHeirQuestPoints>
<recruitmentResistanceOffset>60</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>24</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>40</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealSimple</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Director 이사-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Director</defName>
<label>Director</label>
<description>Director of PnL Logistics.</description>
<seniority>500</seniority>
<favorCost>54</favorCost>
<permitPointsAwarded>5</permitPointsAwarded>
<permits>
<li>PN_TradeBenefit</li>
</permits>
<minExpectation>High</minExpectation>
<changeHeirQuestPoints>3500</changeHeirQuestPoints>
<recruitmentResistanceOffset>75</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>24</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>50</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealFine</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--NPC Only-->
<RoyalTitleDef ParentName="PN_TitleBase" Abstract="True" Name="PN_TitleBaseNPC">
<permits>
<li>PN_TradeBenefit</li>
</permits>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>30</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>70</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFineFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealFine</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Senior Director 상무-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_Title_SeniorDirector</defName>
<label>Senior Director</label>
<description>Senior Director of PnL Logistics.</description>
<seniority>600</seniority>
<commonality>1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>125</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--VP 전무-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleVP</defName>
<label>VP</label>
<description>VP of PnL Logistics.</description>
<seniority>700</seniority>
<commonality>1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>150</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--SVP 부사장-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleSVP</defName>
<label>SVP</label>
<description>SVP of PnL Logistics.</description>
<seniority>800</seniority>
<commonality>0.6</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>200</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--CEO-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleCEO</defName>
<label>CEO</label>
<description>CEO of PnL Logistics.</description>
<seniority>900</seniority>
<commonality>0.1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>300</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
</Defs>

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@ -1,172 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraderKindDef>
<defName>PN_Caravan_TributeCollector</defName>
<label>PnL result appraiser</label>
<requestable>True</requestable>
<commonality>1</commonality>
<tradeCurrency>Favor</tradeCurrency>
<faction>PN_SubsidiaryFaction</faction>
<hideThingsNotWillingToTrade>True</hideThingsNotWillingToTrade>
<stockGenerators>
<!-- Buying -->
<li Class="StockGenerator_BuySingleDef">
<thingDef>Gold</thingDef>
</li>
<li Class="StockGenerator_BuySingleDef">
<thingDef>PN_SilverCase</thingDef>
</li>
</stockGenerators>
</TraderKindDef>
<!--benefit ship-->
<TraderKindDef>
<defName>PN_Orbital_PnLbenefit</defName>
<label>PnL benefit ship</label>
<orbital>true</orbital>
<faction>PN_SubsidiaryFaction</faction>
<permitRequiredForTrading>PN_TradeBenefit</permitRequiredForTrading>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>2000~4000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>30~60</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Uranium</thingDef>
<countRange>60~300</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>5~30</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>100~500</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Hyperweave</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>DevilstrandCloth</thingDef>
<countRange>50~200</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>200~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_antibiotics</thingDef>
<countRange>6~18</countRange>
</li>
<!-- Automaton -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_RepairKit</thingDef>
<countRange>20~40</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_SelfRepairKit</thingDef>
<countRange>2~5</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_BrainCasing</thingDef>
<countRange>6~10</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Leather_Automaton</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>PN_Component</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonSoldier</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonWorker</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_NormalAutomatonMaid</thingDef>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_PremiumAutomatonSoldier</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_PremiumAutomatonWorker</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Packaged_PremiumAutomatonMaid</thingDef>
<countRange>1</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_PrototypeRailGun</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_WeaponsMelee">
<weaponTag>PN_Bladelink</weaponTag>
<countRange>1~2</countRange>
</li>
<!-- Apparel -->
<!-- Implants -->
<li Class="StockGenerator_SingleDef">
<thingDef>PN_ResurrectModule</thingDef>
<countRange>1~3</countRange>
</li>
<!-- Techprints -->
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>1</countRange>
</li>
<!-- Buildings -->
<!-- Animals -->
<!-- Buying -->
</stockGenerators>
</TraderKindDef>
</Defs>

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@ -1,99 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 뉴로링크 ====================================-->
<ThingDef>
<defName>PN_PsychicAmplifier</defName>
<label>automaton psylink neuroformer</label>
<description>A consumable archotech-created device that forms or upgrades a psylink in the user's mind.\n\nThe user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash.</description>
<descriptionHyperlinks>
<HediffDef>PsychicAmplifier</HediffDef>
</descriptionHyperlinks>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>BodyPartsArchotech</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>2600</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
</statBases>
<graphicData>
<texPath>Things/Item/Special/PsylinkNeuroformer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tradeTags>
<li>PsylinkNeuroformer</li>
</tradeTags>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Use neuroformer to form psylink</useLabel>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>PsychicAmplifier</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
<li Class="CompProperties_UseEffectPlaySound">
<soundOnUsed>PsyAmpInstalled</soundOnUsed>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
<li Class="CompProperties_Forbiddable"/>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PsychicAmplifier_Automaton</defName>
<label>make automaton psylink</label>
<description>make automaton psylink</description>
<jobString>Making automaton psylink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychicAmplifier</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_PsychicAmplifier>1</PN_PsychicAmplifier>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_PsychicAmplifier</researchPrerequisite>
</RecipeDef>
</Defs>

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@ -1,525 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 드릴암 -->
<RecipeDef ParentName="PN_SurgeryInstallBodyPartProstheticBase">
<defName>PN_InstallDrillArm</defName>
<label>install drill arm</label>
<description>Install a drill arm.</description>
<descriptionHyperlinks>
<ThingDef>DrillArm</ThingDef>
<HediffDef>DrillArm</HediffDef>
</descriptionHyperlinks>
<jobString>Installing drill arm.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>DrillArm</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>DrillArm</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNArm</li>
</appliedOnFixedBodyParts>
<addsHediff>DrillArm</addsHediff>
</RecipeDef>
<!-- 농업손 -->
<RecipeDef ParentName="PN_SurgeryInstallBodyPartProstheticBase">
<defName>PN_InstallFieldHand</defName>
<label>install field hand</label>
<description>Install a field hand.</description>
<descriptionHyperlinks>
<ThingDef>FieldHand</ThingDef>
<HediffDef>FieldHand</HediffDef>
</descriptionHyperlinks>
<jobString>Installing field hand.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>FieldHand</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>FieldHand</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNHand</li>
</appliedOnFixedBodyParts>
<addsHediff>FieldHand</addsHediff>
</RecipeDef>
<!--파워클로-->
<RecipeDef ParentName="PN_SurgeryInstallBodyPartProstheticBase">
<defName>PN_InstallPowerClaw</defName>
<label>install power claw</label>
<description>Install a power claw.</description>
<descriptionHyperlinks>
<ThingDef>PowerClaw</ThingDef>
<HediffDef>PowerClaw</HediffDef>
</descriptionHyperlinks>
<jobString>Installing power claw.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PowerClaw</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PowerClaw</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNHand</li>
</appliedOnFixedBodyParts>
<addsHediff>PowerClaw</addsHediff>
</RecipeDef>
<!-- 핸드 탈론 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallHandTalon</defName>
<label>install hand talon</label>
<description>Install a hand talon.</description>
<descriptionHyperlinks>
<ThingDef>HandTalon</ThingDef>
<HediffDef>HandTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Installing hand talon.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>HandTalon</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>HandTalon</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNHand</li>
</appliedOnFixedBodyParts>
<addsHediff>HandTalon</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveHandTalon</defName>
<label>remove hand talon</label>
<description>Remove hand talon.</description>
<descriptionHyperlinks>
<ThingDef>HandTalon</ThingDef>
<HediffDef>HandTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Removing hand talon.</jobString>
<removesHediff>HandTalon</removesHediff>
</RecipeDef>
<!-- 엘보 블레이드 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallElbowBlade</defName>
<label>install elbow blade</label>
<description>Install an elbow blade.</description>
<descriptionHyperlinks>
<ThingDef>ElbowBlade</ThingDef>
<HediffDef>ElbowBlade</HediffDef>
</descriptionHyperlinks>
<jobString>Installing elbow blade.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ElbowBlade</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>ElbowBlade</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNArm</li>
</appliedOnFixedBodyParts>
<addsHediff>ElbowBlade</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveElbowBlade</defName>
<label>remove elbow blade</label>
<description>Remove elbow blade.</description>
<descriptionHyperlinks>
<ThingDef>ElbowBlade</ThingDef>
<HediffDef>ElbowBlade</HediffDef>
</descriptionHyperlinks>
<jobString>Removing elbow blade.</jobString>
<removesHediff>ElbowBlade</removesHediff>
</RecipeDef>
<!-- 무릎 스파이크 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallKneeSpike</defName>
<label>install knee spike</label>
<description>Install a knee spike.</description>
<descriptionHyperlinks>
<ThingDef>KneeSpike</ThingDef>
<HediffDef>KneeSpike</HediffDef>
</descriptionHyperlinks>
<jobString>Installing knee spike.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>KneeSpike</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>KneeSpike</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNLeg</li>
</appliedOnFixedBodyParts>
<addsHediff>KneeSpike</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveKneeSpike</defName>
<label>remove knee spike</label>
<description>Remove knee spike.</description>
<descriptionHyperlinks>
<ThingDef>KneeSpike</ThingDef>
<HediffDef>KneeSpike</HediffDef>
</descriptionHyperlinks>
<jobString>Removing knee spike.</jobString>
<removesHediff>KneeSpike</removesHediff>
</RecipeDef>
<!-- 독니 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallVenomFangs</defName>
<label>install venom fangs</label>
<description>Install venom fangs.</description>
<descriptionHyperlinks>
<ThingDef>VenomFangs</ThingDef>
<HediffDef>VenomFangs</HediffDef>
</descriptionHyperlinks>
<jobString>Installing venom fangs.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>VenomFangs</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>VenomFangs</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyPartGroups>
<li>Teeth</li>
</appliedOnFixedBodyPartGroups>
<addsHediff>VenomFangs</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveVenomFangs</defName>
<label>remove venom fangs</label>
<description>Remove venom fangs.</description>
<descriptionHyperlinks>
<ThingDef>VenomFangs</ThingDef>
<HediffDef>VenomFangs</HediffDef>
</descriptionHyperlinks>
<jobString>Removing venom fangs.</jobString>
<removesHediff>VenomFangs</removesHediff>
</RecipeDef>
<!-- 베놈 탈론 -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallVenomTalon</defName>
<label>install venom talon</label>
<description>Install a venom talon.</description>
<descriptionHyperlinks>
<ThingDef>VenomTalon</ThingDef>
<HediffDef>VenomTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Installing venom talon.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>VenomTalon</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>VenomTalon</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyPartGroups>
<li>MiddleFingers</li>
</appliedOnFixedBodyPartGroups>
<addsHediff>VenomTalon</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveVenomTalon</defName>
<label>remove venom talon</label>
<description>Remove venom talon.</description>
<descriptionHyperlinks>
<ThingDef>VenomTalon</ThingDef>
<HediffDef>VenomTalon</HediffDef>
</descriptionHyperlinks>
<jobString>Removing venom talon.</jobString>
<removesHediff>VenomTalon</removesHediff>
</RecipeDef>
<!-- neurocalculator -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallNeurocalculator</defName>
<label>install neurocalculator</label>
<description>Install a neurocalculator.</description>
<descriptionHyperlinks>
<ThingDef>Neurocalculator</ThingDef>
<HediffDef>Neurocalculator</HediffDef>
</descriptionHyperlinks>
<jobString>Installing neurocalculator.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Neurocalculator</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Neurocalculator</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>Neurocalculator</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveNeurocalculator</defName>
<label>remove neurocalculator</label>
<description>Remove neurocalculator.</description>
<descriptionHyperlinks>
<ThingDef>Neurocalculator</ThingDef>
<HediffDef>Neurocalculator</HediffDef>
</descriptionHyperlinks>
<jobString>Removing neurocalculator.</jobString>
<removesHediff>Neurocalculator</removesHediff>
</RecipeDef>
<!-- Circadian assistant -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallCircadianAssistant</defName>
<label>install circadian assistant</label>
<description>Install a circadian assistant.</description>
<descriptionHyperlinks>
<ThingDef>CircadianAssistant</ThingDef>
<HediffDef>CircadianAssistant</HediffDef>
</descriptionHyperlinks>
<jobString>Installing circadian assistant.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>CircadianAssistant</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>CircadianAssistant</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>CircadianAssistant</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveCircadianAssistant</defName>
<label>remove circadian assistant</label>
<description>Remove circadian assistant.</description>
<descriptionHyperlinks>
<ThingDef>CircadianAssistant</ThingDef>
<HediffDef>CircadianAssistant</HediffDef>
</descriptionHyperlinks>
<jobString>Removing circadian assistant.</jobString>
<removesHediff>CircadianAssistant</removesHediff>
</RecipeDef>
<!-- Circadian half-cycler -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallCircadianHalfCycler</defName>
<label>install circadian half-cycler</label>
<description>Install a circadian half-cycler.</description>
<descriptionHyperlinks>
<ThingDef>CircadianHalfCycler</ThingDef>
<HediffDef>CircadianHalfCycler</HediffDef>
</descriptionHyperlinks>
<jobString>Installing circadian half-cycler.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>CircadianHalfCycler</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>CircadianHalfCycler</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>CircadianHalfCycler</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveCircadianHalfCycler</defName>
<label>remove circadian half-cycler</label>
<description>Remove circadian half-cycler.</description>
<descriptionHyperlinks>
<ThingDef>CircadianHalfCycler</ThingDef>
<HediffDef>CircadianHalfCycler</HediffDef>
</descriptionHyperlinks>
<jobString>Removing circadian half-cycler.</jobString>
<removesHediff>CircadianHalfCycler</removesHediff>
</RecipeDef>
<!-- Psychic sensitizer -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallPsychicSensitizer</defName>
<label>install psychic sensitizer</label>
<description>Install a psychic sensitizer.</description>
<descriptionHyperlinks>
<ThingDef>PsychicSensitizer</ThingDef>
<HediffDef>PsychicSensitizer</HediffDef>
</descriptionHyperlinks>
<jobString>Installing psychic sensitizer.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychicSensitizer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PsychicSensitizer</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PsychicSensitizer</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemovePsychicSensitizer</defName>
<label>remove psychic sensitizer</label>
<description>Remove psychic sensitizer.</description>
<descriptionHyperlinks>
<ThingDef>PsychicSensitizer</ThingDef>
<HediffDef>PsychicSensitizer</HediffDef>
</descriptionHyperlinks>
<jobString>Removing psychic sensitizer.</jobString>
<removesHediff>PsychicSensitizer</removesHediff>
</RecipeDef>
<!-- Psychic reader -->
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallPsychicReader</defName>
<label>install psychic reader</label>
<description>Install a psychic reader.</description>
<descriptionHyperlinks>
<ThingDef>PsychicReader</ThingDef>
<HediffDef>PsychicReader</HediffDef>
</descriptionHyperlinks>
<jobString>Installing psychic reader.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PsychicReader</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PsychicReader</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PsychicReader</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemovePsychicReader</defName>
<label>remove psychic reader</label>
<description>Remove psychic reader.</description>
<descriptionHyperlinks>
<ThingDef>PsychicReader</ThingDef>
<HediffDef>PsychicReader</HediffDef>
</descriptionHyperlinks>
<jobString>Removing psychic reader.</jobString>
<removesHediff>PsychicReader</removesHediff>
</RecipeDef>
</Defs>

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@ -1,302 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--blooded chain sword-->
<ManeuverDef>
<defName>PN_ChainCutManeuverMono</defName>
<requiredCapacity>PN_ChainCutToolMono</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ChainCutDamageMono</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ChainCutToolMono</defName>
<label>chainsword cut</label>
</ToolCapacityDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamageMono</defName>
<hediff>PN_ChainCutHediffMono</hediff>
<hediffSkin>PN_ChainCutHediffMono</hediffSkin>
<hediffSolid>PN_ChainCrackHediffMono</hediffSolid>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCutHediffMono</defName>
<label>cut</label>
<labelNoun>a cut</labelNoun>
<description>a cut.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>cut scar</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCutDamage_ConMono</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>18</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut off</destroyedOutLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage_ConMono</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCrackHediffMono</defName>
<label>crack</label>
<labelNoun>a crack wound</labelNoun>
<description>A crack.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>set</labelTendedWell>
<labelTendedWellInner>set</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>permanent crack</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCrackDamage_ConMono</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>2</damageAmount>
<endTicks>12</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.01</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<destroyedLabel>Shattered</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCrackDamage_ConMono</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<!--electrical blunt-->
<ManeuverDef>
<defName>PN_ElectricalBluntManeuver</defName>
<requiredCapacity>PN_ElectricalBluntTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ElectricalBluntDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Smash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Smash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Smash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Smash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ElectricalBluntTool</defName>
<label>electrical blunt</label>
</ToolCapacityDef>
<DamageDef ParentName="BluntBase">
<defName>PN_ElectricalBluntDamage</defName>
<hediff>PN_ElectricalCrushHediff</hediff>
<hediffSkin>PN_ElectricalBruiseHediff</hediffSkin>
<hediffSolid>Crack</hediffSolid>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalCrushHediff</defName>
<label>crush</label>
<labelNoun>a crush wound</labelNoun>
<description>A crushing wound.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>mangled scar</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ElectricalBurnDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>18</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.01</bleedRate>
<canMerge>true</canMerge>
<destroyedLabel>Crushed</destroyedLabel>
</injuryProps>
</HediffDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalBruiseHediff</defName>
<label>bruise</label>
<labelNoun>a bruise</labelNoun>
<description>A bruise.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>tended</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ElectricalBurnDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>18</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<canMerge>false</canMerge>
<destroyedLabel>Destroyed</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="Flame">
<defName>PN_ElectricalBurnDamage_Con</defName>
<label>electrical burn</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<hediff>PN_ElectricalBurn</hediff>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalBurn</defName>
<label>electrical burn</label>
<labelNoun>a electrical burn</labelNoun>
<description>A electrical burn.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>tended</labelTendedWellInner>
<labelSolidTendedWell>tended</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.30</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>burn scar</permanentLabel>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.01875</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<canMerge>false</canMerge>
<destroyedLabel>Burned off</destroyedLabel>
<destroyedOutLabel>Burned out</destroyedOutLabel>
</injuryProps>
</HediffDef>
<!--electrical Stab-->
<ManeuverDef>
<defName>PN_ElectricalStabManeuver</defName>
<requiredCapacity>PN_ElectricalStabTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ElectricalStabDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ElectricalStabTool</defName>
<label>electrical stab</label>
</ToolCapacityDef>
<DamageDef>
<defName>PN_ElectricalStabDamage</defName>
<label>stab</label>
<workerClass>DamageWorker_Stab</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} has been stabbed to death.</deathMessage>
<hediff>PN_ElectricalStabHediff</hediff>
<hediffSolid>Crack</hediffSolid>
<impactSoundType>Slice</impactSoundType>
<armorCategory>Sharp</armorCategory>
<stabChanceOfForcedInternal>0.6</stabChanceOfForcedInternal>
<overkillPctToDestroyPart>0.4~1.0</overkillPctToDestroyPart>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ElectricalStabHediff</defName>
<label>stab</label>
<labelNoun>a stab wound</labelNoun>
<description>A stab wound.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>stab scar</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ElectricalBurnDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>4</damageAmount>
<endTicks>12</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut out</destroyedOutLabel>
</injuryProps>
</HediffDef>
</Defs>

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@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectDef>
<defName>PNRP_PsychicAmplifier</defName>
<label>automaton psylink</label>
<description>Research how to modify psylink for use by the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>300</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>1.4</researchViewY>
<tags>
</tags>
</ResearchProjectDef>
</Defs>

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@ -1,99 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--PnL shuttle-->
<!--<ThingDef ParentName="ShuttleBase">
<defName>PN_Shuttle</defName>
<label>PnL shuttle</label>
<description>A spacer-tech shuttle designed for transit between surface and orbit, or between moons of a planetary system.</description>
<graphicData>
<texPath>Things/Building/Misc/Shuttle</texPath>
<color>(162,164,149)</color>
</graphicData>
</ThingDef>-->
<!--==================================== 상납용 은 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_SilverCase</defName>
<label>PnL silver case</label>
<description>the case of 800 silvers. can get a result point by submitting it to PnL result appraiser.\n\nIt is locked with a special security device that even the maker cannot open. It takes a lot of effort to unlock, so the merchant will try to cut the price of it.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNSilverCase</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<soundInteract>Silver_Drop</soundInteract>
<soundDrop>Silver_Drop</soundDrop>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>800</MarketValue>
<Mass>6.4</Mass>
<RoyalFavorValue>1</RoyalFavorValue>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_SilverChest</li>
</tradeTags>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
<costList>
<Silver>80</Silver>
<Steel>15</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef>
<defName>PN_UnlockSilverCase</defName>
<label>Unlock PnL silver case</label>
<description>unlock PnL silver case. can't get the perfect result by forcibly breaking the security device.</description>
<jobString>unlocking PnL silver case.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>1600</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_SilverCase</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<Silver>480</Silver>
<Steel>5</Steel>
</products>
<skillRequirements>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite></researchPrerequisite>
</RecipeDef>
</Defs>

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@ -1,396 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<RulePackDef>
<defName>PN_NamerChainSwordfirst</defName>
<rulePack>
<rulesFiles>
<li>PNof->Names/Weapon/PNof</li>
<li>PNChainSword->Names/Weapon/PNChainSword</li>
</rulesFiles>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>PN_NamerChainSword</defName>
<include>
<li>PN_NamerFirst</li>
<li>PN_NamerChainSwordfirst</li>
</include>
<rulePack>
<rulesStrings>
<li>r_weapon_name->[PNChainSword] [PNof] [PNFirstNamer]</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<ThingDef Abstract="True" Name="PN_MeleeWeaponUltratech" ParentName="PN_BaseWeapon">
<techLevel>Ultra</techLevel>
<statBases>
<MarketValue>2000</MarketValue>
<Mass>2</Mass>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li Class="CompProperties_Biocodable"/>
</comps>
<smeltable>true</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>WeaponsMelee</li>
</thingCategories>
<weaponTags>
<li>PN_UltratechMelee</li>
</weaponTags>
<weaponClasses>
<li>Melee</li>
<li>Ultratech</li>
</weaponClasses>
<thingSetMakerTags>
</thingSetMakerTags>
</ThingDef>
<ThingDef Name="PN_BaseWeapon_Bladelink" ParentName="PN_BaseWeapon" Abstract="True">
<techLevel>Ultra</techLevel>
<tradeNeverStack>true</tradeNeverStack>
<relicChance>1</relicChance>
<weaponTags>
<li>PN_Bladelink</li>
</weaponTags>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_BladelinkWeapon">
<biocodeOnEquip>true</biocodeOnEquip>
</li>
<li Class="CompProperties_Styleable"></li>
</comps>
<smeltable>true</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>WeaponsMeleeBladelink</li>
</thingCategories>
<thingSetMakerTags>
</thingSetMakerTags>
</ThingDef>
<!--==================================== 로열세이버 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_RoyalSaber_Bladelink</defName>
<label>PnL royal saber</label>
<description>[caution] : Automaton exclusive weapon.\n\nA sword that uses the Royal Guard Automaton. It can cut anything with its sharp cutting power. It also uses the power of the automaton to inflict additional burn damage with the heated blade.\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>0</equippedAngleOffset>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Weapons/PNRoyalSaber</texPath>
<color>(255,255,255)</color>
</graphicData>
<soundInteract>Interact_BladelinkPlasmaSword</soundInteract>
<meleeHitSound>MeleeHit_BladelinkPlasmaSword</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>24</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>20</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>24</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>20</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
</tools>
</ThingDef>
<!--==================================== 블러디드 체인소드 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_Chainsword_Bladelink</defName>
<label>PnL blooded chain sword</label>
<description>[caution] : Automaton exclusive weapon.\n\nA bloody chain sword that seems to have many stories. For some reason, it has a much better performance than a normal chain sword.\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Weapons/PNSwordLink</texPath>
<color>(255,255,255)</color>
</graphicData>
<soundInteract>Interact_BladelinkMonoSword</soundInteract>
<meleeHitSound>PNChainswordSound</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>27</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
</li>
<li>
<label>edge</label>
<capacities>
<li>PN_ChainCutToolMono</li>
</capacities>
<power>27</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
</li>
</tools>
<comps>
<li Class="CompProperties_GeneratedName">
<nameMaker>PN_NamerChainSword</nameMaker>
</li>
</comps>
</ThingDef>
<!--==================================== 로열해머 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_RoyalHammer_Bladelink</defName>
<label>PnL storm Hammer</label>
<description>[caution] : Automaton exclusive weapon.\n\nWarhammer used by the Automaton RoyalGuards. It has a built-in overcharge core that electrocutes when attacking an enemy, causing electrical burns.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>4</Mass>
</statBases>
<equippedAngleOffset>0</equippedAngleOffset>
<graphicData Class="AutomataRace.GraphicData_Sprite">
<texPath>Things/Weapons/PNPersonaHammer</texPath>
<graphicClass>AutomataRace.Graphic_Sprite</graphicClass>
<color>(255,255,255)</color>
<totalFrameLength>170</totalFrameLength>
<keyFrames>
<li>
<frame>0</frame>
<index>0</index>
</li>
<li>
<frame>120</frame>
<index>1</index>
</li>
<li>
<frame>125</frame>
<index>2</index>
</li>
<li>
<frame>130</frame>
<index>0</index>
</li>
<li>
<frame>165</frame>
<index>1</index>
</li>
</keyFrames>
</graphicData>
<soundInteract>Interact_BladelinkZeusHammer</soundInteract>
<meleeHitSound>MeleeHit_BladelinkZeusHammer</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleeBlunt</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>15</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>head</label>
<labelUsedInLogging>false</labelUsedInLogging>
<capacities>
<li>PN_ElectricalBluntTool</li>
</capacities>
<power>31</power>
<cooldownTime>2.2</cooldownTime>
<extraMeleeDamages>
<li>
<def>EMP</def>
<amount>10</amount>
</li>
</extraMeleeDamages>
</li>
</tools>
</ThingDef>
<!--==================================== 스톰랜스 ====================================-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_StormLance_Bladelink</defName>
<label>PnL storm lance</label>
<description>[caution] : Automaton exclusive weapon.\n\nlance used by the Automaton RoyalGuards. It has a built-in overcharge core that electrocutes when attacking an enemy, causing electrical burns.</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>4</Mass>
</statBases>
<equippedAngleOffset>45</equippedAngleOffset>
<graphicData Class="AutomataRace.GraphicData_Sprite">
<texPath>Things/Weapons/PNStormLance</texPath>
<graphicClass>AutomataRace.Graphic_Sprite</graphicClass>
<color>(255,255,255)</color>
<totalFrameLength>170</totalFrameLength>
<keyFrames>
<li>
<frame>0</frame>
<index>0</index>
</li>
<li>
<frame>120</frame>
<index>1</index>
</li>
<li>
<frame>125</frame>
<index>2</index>
</li>
<li>
<frame>130</frame>
<index>0</index>
</li>
<li>
<frame>165</frame>
<index>1</index>
</li>
</keyFrames>
</graphicData>
<soundInteract>Interact_BladelinkZeusHammer</soundInteract>
<meleeHitSound>MeleeHit_BladelinkZeusHammer</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleeBlunt</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>15</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>side</label>
<labelUsedInLogging>false</labelUsedInLogging>
<capacities>
<li>PN_ElectricalBluntTool</li>
</capacities>
<power>31</power>
<cooldownTime>2.2</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>EMP</def>
<amount>10</amount>
</li>
</extraMeleeDamages>
</li>
<li>
<label>point</label>
<capacities>
<li>PN_ElectricalStabTool</li>
</capacities>
<power>31</power>
<cooldownTime>2.2</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>EMP</def>
<amount>10</amount>
</li>
</extraMeleeDamages>
</li>
</tools>
<comps>
<li Class="SYS.CompProperties_WeaponExtention">
<littleDown>True</littleDown>
<northOffset>
<position>(0.2,0,0.25)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.25,0.3,0.2)</position>
<angle>45</angle>
</southOffset>
<eastOffset>
<position>(0.15,0.3,0.2)</position>
<angle>-45</angle>
</eastOffset>
<westOffset>
<position>(-0.15,-0.3,0.2)</position>
<angle>45</angle>
</westOffset>
</li>
</comps>
</ThingDef>
</Defs>

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@ -1,530 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--오토마톤 메크링크-->
<ThingDef ParentName="MechanitorImplantBase">
<defName>PN_Mechlink</defName>
<label>automaton mechlink</label>
<description>This is a modified mechlink for automaton.</description>
<thingClass>Mechlink</thingClass>
<descriptionHyperlinks>
<HediffDef>MechlinkImplant</HediffDef>
</descriptionHyperlinks>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>500</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
</statBases>
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/Mechlink</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.65</drawSize>
</graphicData>
<comps>
<li Class="CompProperties_Forbiddable" />
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>InstallMechlink</useJob>
<useLabel>Install {0_label} to become mechanitor</useLabel>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<compClass>CompUseEffect_InstallImplantMechlink</compClass>
<hediffDef>MechlinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<requiresPsychicallySensitive>true</requiresPsychicallySensitive>
</li>
<li Class="CompProperties_UseEffectPlaySound">
<soundOnUsed>MechlinkInstalled</soundOnUsed>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_Mechlink_Automaton</defName>
<label>make automaton mechlink</label>
<description>make automaton mechlink</description>
<jobString>Making automaton mechlink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Mechlink</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_Mechlink>1</PN_Mechlink>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!--오토마톤 서브링크-->
<ThingDef Abstract="True" Name="PN_MechanitorImplantBase" ParentName="MechanitorImplantBase">
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>1200</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
<WorkToMake>3200</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(247,180,130)</color>
</graphicData>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
<tradeability>None</tradeability>
</ThingDef>
<ThingDef Abstract="True" Name="PN_ControlSublinkBase" ParentName="PN_MechanitorImplantBase">
<descriptionHyperlinks>
<HediffDef>ControlSublinkImplant</HediffDef>
</descriptionHyperlinks>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
</ThingDef>
<ThingDef ParentName="PN_ControlSublinkBase">
<defName>PN_ControlSublink</defName>
<label>automaton control sublink (standard)</label>
<description>This is a modified control sublink (standard) for automaton.</description>
<costList>
<SignalChip>1</SignalChip>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant sublink</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>ControlSublinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
<maxSeverity>3</maxSeverity>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="PN_ControlSublinkBase">
<defName>PN_ControlSublinkHigh</defName>
<label>automaton control sublink (high)</label>
<description>This is a modified control sublink (high) for automaton.</description>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>3</ComponentIndustrial>
<ComponentSpacer>3</ComponentSpacer>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant high sublink</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>ControlSublinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
<requiresExistingHediff>true</requiresExistingHediff>
<minSeverity>3</minSeverity>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_ControlSublink_Automaton</defName>
<label>make automaton sublink (standard)</label>
<description>make automaton sublink</description>
<jobString>Making automaton sublink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ControlSublink</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_ControlSublink>1</PN_ControlSublink>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_PN_ControlSublinkHigh_Automaton</defName>
<label>make automaton sublink (high)</label>
<description>make automaton sublink</description>
<jobString>Making automaton sublink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ControlSublinkHigh</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_ControlSublinkHigh>1</PN_ControlSublinkHigh>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Remote repairer -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RemoteRepairer</defName>
<label>automaton remote repairer</label>
<description>This is a modified remote repairer for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RemoteRepairerImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RemoteRepairerImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RemoteRepairer_Automaton</defName>
<label>make automaton remote repairer</label>
<description>make automaton remote repairer</description>
<jobString>Making automaton remote repairer.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RemoteRepairer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RemoteRepairer>1</PN_RemoteRepairer>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Mech gestation processorr -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_MechFormfeeder</defName>
<label>automaton mech gestation processor</label>
<description>This is a modified mech gestation processor for automaton.</description>
<descriptionHyperlinks>
<HediffDef>MechFormfeederImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<SignalChip>1</SignalChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>6</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>MechFormfeederImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_MechFormfeeder_Automaton</defName>
<label>make automaton mech gestation processor</label>
<description>make automaton mech gestation processor</description>
<jobString>Making automaton mech gestation processor.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>MechFormfeeder</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_MechFormfeeder>1</PN_MechFormfeeder>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Remote shielder -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RemoteShielder</defName>
<label>automaton remote shielder</label>
<description>This is a modified remote shielder for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RemoteShielderImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RemoteShielderImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RemoteShielder_Automaton</defName>
<label>make automaton remote shielder</label>
<description>make automaton remote shielder</description>
<jobString>Making automaton remote shielder.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RemoteShielder</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RemoteShielder>1</PN_RemoteShielder>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Repair probe -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RepairProbe</defName>
<label>automaton repair probe</label>
<description>This is a modified repair probe for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RepairProbeImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<NanostructuringChip>1</NanostructuringChip>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<statBases>
<MaxInstallCount>6</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RepairProbeImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RepairProbe_Automaton</defName>
<label>make automaton repair probe</label>
<description>make automaton repair probe</description>
<jobString>Making automaton repair probe.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RepairProbe</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RepairProbe>1</PN_RepairProbe>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
</Defs>

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@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ResearchProjectDef>
<defName>PNRP_Mechlink</defName>
<label>automaton mechlink</label>
<description>Research how to modify mechlink and sublink for use by the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>300</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>4.9</researchViewY>
<tags></tags>
</ResearchProjectDef>
</Defs>

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@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--메카나이터 모듈-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ArrayModule</defName>
<label>array module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nAny model (legd), (mast), (exc)\n\nThis module increases the automaton's MechBandwidth and MechControlGroups stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_ArrayModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>20</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags></tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ArrayModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ArrayModuleHediff</defName>
<label>array module</label>
<description>The hediff created by installing array module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ArrayModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MechBandwidth>6</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
</stages>
<comps></comps>
</HediffDef>
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_IntegratorModule</defName>
<label>integrator module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nAny model (legd)\n\nThis module increases the automaton's MechBandwidth and MechControlGroups stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_IntegratorModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Plasteel>45</Plasteel>
<ComponentIndustrial>12</ComponentIndustrial>
<ComponentSpacer>9</ComponentSpacer>
<PN_Component>3</PN_Component>
<SignalChip>2</SignalChip>
<PowerfocusChip>1</PowerfocusChip>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags></tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_IntegratorModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_IntegratorModuleHediff</defName>
<label>integrator module</label>
<description>The hediff created by installing integrator module.</description>
<descriptionHyperlinks>
<ThingDef>PN_IntegratorModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MechBandwidth>18</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
</stages>
<comps></comps>
</HediffDef>
</Defs>

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@ -1,21 +0,0 @@
[gguake] (Do Something for Idle modder : https://steamcommunity.com/sharedfiles/filedetails/?id=1896806569)
1_CustomizableRecipe.dll
2_AutomataRace.dll
[NukaFrog] (Ratkin Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=1578693166)
AdditionalVerb.dll
SYS.dll
[SutSutMan] (Mincho Slime Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=2477501851)
AutomataWearSetting.dll
[Roo] (Anty Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=2297729625)
RooAssemblies.dll
PN_ItemFormChange

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