ContDamPN 적용

This commit is contained in:
Cocopomel 2022-09-01 00:16:06 +09:00
parent 27479c3130
commit 76bfc67101
7 changed files with 430 additions and 17 deletions

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@ -20,3 +20,4 @@ AutomataWearSetting.dll
[Roo] (Anty Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=2297729625) [Roo] (Anty Race modder : https://steamcommunity.com/sharedfiles/filedetails/?id=2297729625)
TorgueAnty.dll TorgueAnty.dll
ContDamPN.dll

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@ -0,0 +1,110 @@
<?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="ContDamYuran.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="ContDamYuran.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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@ -286,15 +286,15 @@
<capacities> <capacities>
<li>Stab</li> <li>Stab</li>
</capacities> </capacities>
<power>18</power> <power>16</power>
<cooldownTime>2</cooldownTime> <cooldownTime>2</cooldownTime>
</li> </li>
<li> <li>
<label>edge</label> <label>edge</label>
<capacities> <capacities>
<li>Cut</li> <li>PN_ChainCutTool</li>
</capacities> </capacities>
<power>18</power> <power>16</power>
<cooldownTime>2</cooldownTime> <cooldownTime>2</cooldownTime>
</li> </li>
</tools> </tools>

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@ -42,15 +42,15 @@
<capacities> <capacities>
<li>Stab</li> <li>Stab</li>
</capacities> </capacities>
<power>24</power> <power>23</power>
<cooldownTime>2.4</cooldownTime> <cooldownTime>2.4</cooldownTime>
</li> </li>
<li> <li>
<label>edge</label> <label>edge</label>
<capacities> <capacities>
<li>Cut</li> <li>PN_ChainCutTool</li>
</capacities> </capacities>
<power>24</power> <power>23</power>
<cooldownTime>2.4</cooldownTime> <cooldownTime>2.4</cooldownTime>
</li> </li>
</tools> </tools>

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@ -0,0 +1,302 @@
<?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="ContDamYuran.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="ContDamYuran.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="ContDamYuran.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="ContDamYuran.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="ContDamYuran.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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@ -191,16 +191,16 @@
<capacities> <capacities>
<li>Stab</li> <li>Stab</li>
</capacities> </capacities>
<power>28</power> <power>27</power>
<cooldownTime>1.6</cooldownTime> <cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration> <armorPenetration>0.9</armorPenetration>
</li> </li>
<li> <li>
<label>edge</label> <label>edge</label>
<capacities> <capacities>
<li>Cut</li> <li>PN_ChainCutToolMono</li>
</capacities> </capacities>
<power>28</power> <power>27</power>
<cooldownTime>1.6</cooldownTime> <cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration> <armorPenetration>0.9</armorPenetration>
</li> </li>
@ -216,7 +216,7 @@
<ThingDef ParentName="PN_BaseWeapon_Bladelink"> <ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_RoyalHammer_Bladelink</defName> <defName>PN_RoyalHammer_Bladelink</defName>
<label>PnL royal Hammer</label> <label>PnL storm Hammer</label>
<description>...</description> <description>...</description>
<statBases> <statBases>
<MarketValue>3000</MarketValue> <MarketValue>3000</MarketValue>
@ -270,9 +270,9 @@
<label>head</label> <label>head</label>
<labelUsedInLogging>false</labelUsedInLogging> <labelUsedInLogging>false</labelUsedInLogging>
<capacities> <capacities>
<li>Blunt</li> <li>PN_ElectricalBluntTool</li>
</capacities> </capacities>
<power>32</power> <power>31</power>
<cooldownTime>2.2</cooldownTime> <cooldownTime>2.2</cooldownTime>
<extraMeleeDamages> <extraMeleeDamages>
<li> <li>
@ -343,9 +343,9 @@
<label>side</label> <label>side</label>
<labelUsedInLogging>false</labelUsedInLogging> <labelUsedInLogging>false</labelUsedInLogging>
<capacities> <capacities>
<li>Blunt</li> <li>PN_ElectricalBluntTool</li>
</capacities> </capacities>
<power>32</power> <power>31</power>
<cooldownTime>2.2</cooldownTime> <cooldownTime>2.2</cooldownTime>
<armorPenetration>0.9</armorPenetration> <armorPenetration>0.9</armorPenetration>
<extraMeleeDamages> <extraMeleeDamages>
@ -358,9 +358,9 @@
<li> <li>
<label>point</label> <label>point</label>
<capacities> <capacities>
<li>Stab</li> <li>PN_ElectricalStabTool</li>
</capacities> </capacities>
<power>32</power> <power>31</power>
<cooldownTime>2.2</cooldownTime> <cooldownTime>2.2</cooldownTime>
<armorPenetration>0.9</armorPenetration> <armorPenetration>0.9</armorPenetration>
<extraMeleeDamages> <extraMeleeDamages>