1.3 패치 준비

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Cocopomel
2021-07-10 02:48:16 +09:00
parent 74cb245405
commit 79f473f3bd
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PNApparel</defName>
<label>Paniel Apparel</label>
<parent>Apparel</parent>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PNHeadgear</defName>
<label>Paniel Headgear</label>
<parent>PNApparel</parent>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_ApparelBase" ParentName="ApparelMakeableBase">
<apparel>
<tags Inherit="false">
<li>PN_Apparel</li>
</tags>
</apparel>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
</ThingDef>
<ThingDef Abstract="True" Name="PN_HatBase" ParentName="PN_ApparelBase">
<thingCategories Inherit="False">
<li>PNHeadgear</li>
</thingCategories>
</ThingDef>
<ThingDef Name="PN_ApparelRoyaltyBase" ParentName="ApparelBase" Abstract="True">
<apparel>
<tags Inherit="false">
<li>PN_Apparel</li>
</tags>
</apparel>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
</ThingDef>
<ThingDef Abstract="True" Name="PN_HatRoyaltyBase" ParentName="PN_ApparelRoyaltyBase">
<thingCategories Inherit="False">
<li>PNHeadgear</li>
</thingCategories>
</ThingDef>
<!--==================================== 기본옷 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelBasic</defName>
<label>Paniel basic shirt and boots</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNBasic1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>2800</WorkToMake>
<Mass>0.75</Mass>
<StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.42</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.18</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>2</EquipDelay>
</statBases>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNBasic</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelBasicHat</defName>
<label>Paniel basic hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/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>
<SocialImpact>0.10</SocialImpact>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNbasichat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 케이프 ====================================-->
<ThingDef ParentName="ApparelMakeableBase">
<defName>PN_ApparelCape</defName>
<description>...</description>
<label>Paniel cape</label>
<recipeMaker>
<researchPrerequisite>ComplexClothing</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Things/Apparel/PNCape1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>10000</WorkToMake>
<Mass>2</Mass>
<StuffEffectMultiplierArmor>0.3</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>2.00</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.85</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNCape</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 메이드 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelMaid</defName>
<label>Paniel maid uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNHousekeeper1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Steel>30</Steel>
<DevilstrandCloth>80</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>4</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>7</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<CookSpeed>0.1</CookSpeed>
<ButcheryFleshSpeed>0.1</ButcheryFleshSpeed>
<FoodPoisonChance>-0.05</FoodPoisonChance>
<MedicalTendSpeed>0.1</MedicalTendSpeed>
<MedicalTendQuality>0.1</MedicalTendQuality>
<MedicalOperationSpeed>0.1</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>0.1</MedicalSurgerySuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNHousekeeper</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelMaidHat</defName>
<label>Paniel maid hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNHousekeeperhatA1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<DevilstrandCloth>20</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>120</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<CookSpeed>0.05</CookSpeed>
<ButcheryFleshSpeed>0.05</ButcheryFleshSpeed>
<MedicalTendSpeed>0.05</MedicalTendSpeed>
<MedicalTendQuality>0.05</MedicalTendQuality>
<MedicalOperationSpeed>0.05</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>0.05</MedicalSurgerySuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNHousekeeperhatA</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 작업복 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelWorker</defName>
<label>Paniel worker uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNSimple1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Steel>30</Steel>
<DevilstrandCloth>80</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>4</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>7</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<ConstructSuccessChance>0.1</ConstructSuccessChance>
<GeneralLaborSpeed>0.1</GeneralLaborSpeed>
<PlantWorkSpeed>0.1</PlantWorkSpeed>
<AnimalGatherSpeed>0.1</AnimalGatherSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNSimple</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelWorkerHat</defName>
<label>Paniel worker hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNWorkerhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<DevilstrandCloth>20</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>120</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.38</ArmorRating_Sharp>
<ArmorRating_Blunt>0.36</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<ConstructSuccessChance>0.05</ConstructSuccessChance>
<GeneralLaborSpeed>0.05</GeneralLaborSpeed>
<PlantWorkSpeed>0.05</PlantWorkSpeed>
<AnimalGatherSpeed>0.05</AnimalGatherSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNWorkerhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어B 병사 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelSoldier</defName>
<label>Paniel soldier uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNSoldier1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentIndustrial>3</ComponentIndustrial>
<Steel>50</Steel>
<DevilstrandCloth>100</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>4</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>7</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.76</ArmorRating_Sharp>
<ArmorRating_Blunt>0.42</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.2</GeneralLaborSpeed>
<MoveSpeed>0.2</MoveSpeed>
</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_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelSoldierHat</defName>
<label>Paniel soldier hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNSoldierhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<DevilstrandCloth>30</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierB_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<WorkToMake>14000</WorkToMake>
<Mass>1</Mass>
<Flammability>0.6</Flammability>
<ArmorRating_Sharp>0.76</ArmorRating_Sharp>
<ArmorRating_Blunt>0.42</ArmorRating_Blunt>
<ArmorRating_Heat>0.90</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.1</GeneralLaborSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNSoldierhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어C 근위대 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelRoyalguard</defName>
<label>Paniel royal guard uniform</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalguard1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<costList>
<ComponentSpacer>8</ComponentSpacer>
<Plasteel>50</Plasteel>
<DevilstrandCloth>150</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.9</ArmorRating_Heat>
<Insulation_Cold>40</Insulation_Cold>
<Insulation_Heat>20</Insulation_Heat>
<EquipDelay>17</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.3</GeneralLaborSpeed>
<MoveSpeed>0.2</MoveSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalguard</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelRoyalguardHat</defName>
<label>Paniel royal guard hat</label>
<description>...</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalguardhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<Plasteel>15</Plasteel>
<DevilstrandCloth>35</DevilstrandCloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.6</ArmorRating_Heat>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>6</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>-0.2</GeneralLaborSpeed>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalguardhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
<li>PNApparel</li>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
</Defs>

View File

@@ -0,0 +1,314 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 제작대 ====================================-->
<ThingDef ParentName="BenchBase">
<defName>PN_AutomatonBench</defName>
<label>automaton fabrication bench</label>
<description>...</description>
<thingClass>Building_WorkTable</thingClass>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>5000</WorkToBuild>
<Flammability>1.0</Flammability>
</statBases>
<minifiedDef />
<thingCategories Inherit="false" />
<size>(5,2)</size>
<costList>
<Steel>200</Steel>
<ComponentIndustrial>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>
<li>Make_ComponentIndustrial</li>
<li>Make_ComponentSpacer</li>
</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>
<!--==================================== 오토캐논 ====================================-->
<DesignatorDropdownGroupDef>
<defName>PN_Artillery_Dropdown</defName>
<label>PnL Auto Artillery</label>
</DesignatorDropdownGroupDef>
<ThingDef Abstract="True" Name="PN_Artillery_Base" ParentName="BuildingBase">
<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>
<thingClass>Building_TurretGun</thingClass>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
<damageData>
<rect>(0.2,0.2,0.6,0.6)</rect>
</damageData>
</graphicData>
<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
<altitudeLayer>Building</altitudeLayer>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsSecurity</li>
</thingCategories>
<stealable>false</stealable>
<size>(3,3)</size>
<statBases>
<MaxHitPoints>220</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>100</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>0.996</ShootingAccuracyTurret>
</statBases>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>Shells Remaining</fuelLabel>
<fuelGizmoLabel>Shell</fuelGizmoLabel>
<fuelFilter>
<thingDefs>
<li>PN_Shell_HighExplosive</li>
</thingDefs>
</fuelFilter>
<fuelCapacity>5</fuelCapacity>
<initialFuelPercent>0</initialFuelPercent>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<fuelMultiplier>1</fuelMultiplier>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<outOfFuelMessage>Cannot shoot: No PnL shells</outOfFuelMessage>
<fuelIconPath>Things/Building/PN_shellfuel</fuelIconPath>
</li>
</comps>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.5</fillPercent>
<hasTooltip>true</hasTooltip>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>50</costStuffCount>
<costList>
<Steel>250</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<specialDisplayRadius>29.9</specialDisplayRadius>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<building>
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>PN_Artillery_Turret</turretGunDef>
<turretBurstCooldownTime>10</turretBurstCooldownTime> <!--사격 쿨타임-->
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
</researchPrerequisites>
<uiIconScale>0.6</uiIconScale>
</ThingDef>
<ThingDef ParentName="PN_Artillery_Base">
<defName>PN_Artillery_Base_Brain</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_Brain>1</PN_Brain>
</costList>
</ThingDef>
<ThingDef ParentName="PN_Artillery_Base">
<defName>PN_Artillery_Base_Core</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_BrainCasing>1</PN_BrainCasing>
</costList>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Artillery_Turret</defName>
<label>PnL Auto Artillery Turret</label>
<description>...</description>
<graphicData>
<texPath>Things/Building/PN_Artillery_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<menuHidden>true</menuHidden>
<destroyOnDrop>true</destroyOnDrop>
<tradeability>None</tradeability>
<useHitPoints>false</useHitPoints>
<statBases>
<AccuracyTouch>0.20</AccuracyTouch>
<AccuracyShort>0.30</AccuracyShort>
<AccuracyMedium>0.40</AccuracyMedium>
<AccuracyLong>0.95</AccuracyLong>
<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
<DeteriorationRate>0</DeteriorationRate>
<Mass>40</Mass>
<Flammability>0</Flammability>
</statBases>
<weaponTags Inherit="False">
<li>Artillery</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<defaultProjectile>PN_Bullet_Shell_HighExplosive</defaultProjectile>
<warmupTime>5.0</warmupTime>
<forcedMissRadius>3</forcedMissRadius>
<requireLineOfSight>false</requireLineOfSight>
<minRange>29.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundCast>PNCannonSound</soundCast>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_Shell_HighExplosive</defName>
<label>PnL high-explosive shell</label>
<description>...</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
<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>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<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>
<tickerType>Normal</tickerType>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
<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="BaseBullet">
<defName>PN_Bullet_Shell_HighExplosive</defName>
<label>high-explosive shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<!-- damage amount is the damage def default -->
<speed>100</speed>
<explosionRadius>3.9</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
</Defs>

View File

@@ -0,0 +1,335 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_AutomatonCatagory</defName>
<label>PnL Industry</label>
<parent>Manufactured</parent>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Manufactured</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/Unfinished/UnfinishedTechArmor</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stuffCategories Inherit="false" />
</ThingDef>
<!--==================================== 오토마톤 가죽 ====================================-->
<ThingDef ParentName="LeatherBase">
<defName>Leather_Automaton</defName>
<label>automaton skin</label>
<description>leather made for automaton production. looks like human leather.</description>
<graphicData>
<color>(255,240,227)</color>
</graphicData>
<statBases>
<MarketValue>4.2</MarketValue>
<StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
<StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
</tradeTags>
<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>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Medicine</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainEmpty</defName>
<label>Empty case</label>
<description>...</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>
<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.</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>500</MarketValue>
<Mass>1</Mass>
</statBases>
<isTechHediff>false</isTechHediff>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Lifespan">
<lifespanTicks>240000</lifespanTicks>
<expireEffect>RaisedRock_Collapse</expireEffect>
</li>
</comps>
<tickerType>Normal</tickerType>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasing</defName>
<label>Automaton brain core</label>
<description>...</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>
<statBases>
<MarketValue>500</MarketValue>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<ComponentSpacer>1</ComponentSpacer>
<Steel>15</Steel>
<PN_AutomatonFuel>2</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<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>
<comps>
</comps>
</ThingDef>
<!--==================================== 수리키트 ====================================-->
<ThingCategoryDef>
<defName>PNKit</defName>
<label>Repair kit</label>
<parent>PN_AutomatonCatagory</parent>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Medicine</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_RepairKit</defName>
<label>automaton repair kit</label>
<description>test repair kit</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>18</MarketValue>
<MaxHitPoints>60</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.7</Flammability>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<costList>
<ComponentIndustrial>2</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_Production</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
</comps>
</ThingDef>
<!--==================================== 자가 수리 키트 ====================================-->
<ThingDef ParentName="MechSerumBase">
<defName>PN_SelfRepairKit</defName>
<label>automaton self repair kit</label>
<description>test repair kit</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNSelfRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Spacer</techLevel>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<statBases>
<MarketValue>18</MarketValue>
<Mass>2</Mass>
<MaxHitPoints>60</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToMake>1500</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<costList>
<MechSerumHealer>1</MechSerumHealer>
<ComponentIndustrial>2</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 repair kit</useLabel>
<useDuration>600</useDuration>
</li>
<li Class="AutomataRace.CompProperties_UseEffectRepairKit">
<thingDefs>
<li>Paniel_Race</li>
</thingDefs>
<blockUnnecessaryUse>true</blockUnnecessaryUse>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<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>
</Defs>

View File

@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--=================================== 레시피 설정 ===================================-->
<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>
<!--==================================== 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="CompProperties_Explosive">
<compClass>AutomataRace.CompExplosiveInstant</compClass>
<explosiveRadius>1.5</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<requiredDamageTypeToExplode>Bomb</requiredDamageTypeToExplode>
<wickTicks>200~750</wickTicks>
</li>
</comps>
</AutomataRace.ThingDefInjectDef>
<!--<DamageDef>
<defName>PN_CorpseBomb</defName>
<label>bomb</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<isExplosive>true</isExplosive>
<deathMessage>{0} has died in an explosion.</deathMessage>
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Blunt</impactSoundType>
<armorCategory>Sharp</armorCategory>
<minDamageToFragment>15</minDamageToFragment>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>0.5</defaultStoppingPower>
<defaultArmorPenetration>0.0</defaultArmorPenetration>
<buildingDamageFactor>1</buildingDamageFactor>
<plantDamageFactor>1</plantDamageFactor>
<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<explosionCellMote>Mote_BlastDry</explosionCellMote>
<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
<soundExplosion>Explosion_Bomb</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>-->
<!--==================================== 고어 설정 ====================================-->
<ThingDef ParentName="BaseFilth">
<defName>Paniel_Oil</defName>
<label>Oil</label>
<thingClass>LiquidFuel</thingClass>
<useHitPoints>true</useHitPoints>
<tickerType>Normal</tickerType>
<statBases>
<Beauty>-30</Beauty>
<Cleanliness>-10</Cleanliness>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>2.0</Flammability>
</statBases>
<graphicData>
<texPath>Things/Filth/Spatter</texPath>
<color>(51, 51, 51, 180)</color>
</graphicData>
<filth>
<disappearsInDays>35~40</disappearsInDays>
<rainWashes>true</rainWashes>
<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
<canFilthAttach>true</canFilthAttach>
<maxThickness>1</maxThickness>
<cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
</filth>
</ThingDef>
<ThingCategoryDef>
<defName>PN_CorpseCategory</defName>
<label>Automaton corpses</label>
<parent>Corpses</parent>
</ThingCategoryDef>
<FleshTypeDef>
<defName>PN_Flesh</defName>
<corpseCategory>PN_CorpseCategory</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<wounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</wounds>
</FleshTypeDef>
</Defs>

View File

@@ -0,0 +1,810 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AlienRace.ThingDef_AlienRace ParentName="BasePawn">
<defName>Paniel_Race</defName>
<label>Paniel</label>
<description>Paniel the Automata</description>
<!--하이퍼링크
<descriptionHyperlinks>
<ThingDef></ThingDef>
</descriptionHyperlinks>
-->
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<alienRace>
<generalSettings>
<maleGenderProbability>0.00000000001</maleGenderProbability>
<immuneToAge>false</immuneToAge>
<maxDamageForSocialfight>8</maxDamageForSocialfight> <!--사회적 싸움 최대 데미지-->
<minAgeForAdulthood>0</minAgeForAdulthood> <!--성인 배경 최소나이-->
<!--약물 설정-->
<chemicalSettings>
<!--대체-->
<!--<li>
<chemical></chemical>
<reactions>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediff></hediff>
<severity>1</severity>
</li>
</reactions>
</li>-->
<!--금지-->
<li>
<chemical>Psychite</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>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>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>Bloodlust</defName>
</li>
<li>
<defName>Psychopath</defName>
</li>
<li>
<defName>Abrasive</defName>
</li>
<li>
<defName>Masochist</defName>
</li>
<li>
<defName>NightOwl</defName>
</li>
<li>
<defName>Ascetic</defName>
</li>
<li>
<defName>Gay</defName>
</li>
<li>
<defName>Bisexual</defName>
</li>
<li>
<defName>Asexual</defName>
</li>
<li>
<defName>FastLearner</defName>
</li>
<li>
<defName>SlowLearner</defName>
</li>
<li>
<defName>Undergrounder</defName>
</li>
<li>
<defName>Transhumanist</defName>
</li>
<li>
<defName>BodyPurist</defName>
</li>
<li>
<defName>GreatMemory</defName>
</li>
<li>
<defName>Gourmand</defName>
</li>
<li>
<defName>QuickSleeper</defName>
</li>
<li>
<defName>Beauty</defName>
<degree>-1</degree>
</li>
<li>
<defName>Beauty</defName>
<degree>-2</degree>
</li>
<li>
<defName>Immunity</defName>
</li>
<li>
<defName>TooSmart</defName>
</li>
</disallowedTraits>
<additionalTraits>0</additionalTraits>
<immuneToXenophobia>true</immuneToXenophobia>
<alienPartGenerator>
<aliencrowntypes>
<li>HeadsAverage_Normal</li>
</aliencrowntypes>
<alienbodytypes>
<li>Female</li>
</alienbodytypes>
<headOffset>(-0.09, 0.0)</headOffset>
<useGenderedHeads>false</useGenderedHeads>
<customDrawSize>(1, 1)</customDrawSize>
<customPortraitDrawSize>(1, 1)</customPortraitDrawSize>
<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/Tail/PanielTail</path>
<bodyPart>tail</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<layerOffset>-0.268</layerOffset>
<offsets>
<south>
<bodyTypes>
<Female>(-0.41,0.165)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.5)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.41,0.15)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielLeftEar</path>
<bodyPart>left hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(-0.43,0.565)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielLeftEarSide</path>
<bodyPart>left hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>true</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.885)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.41,0.565)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielRightEar</path>
<bodyPart>right hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(-0.41,0.565)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielRightEarSide</path>
<bodyPart>right hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>true</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<layerOffset>-0.268</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.885)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.41,0.565)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li Class="MoharCustomHAR.MoharBodyAddon">
<drawSize>1</drawSize>
<path>Paniel/Face/Face</path>
<bodyPart>head case</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<drawIfDead>false</drawIfDead>
<layerOffset>-0.326</layerOffset>
<angle>0</angle>
<offsets>
<south>
<bodyTypes>
<Female>(-0.42,0.56)</Female>
</bodyTypes>
</south>
<north>
<bodyTypes>
<Female>(0,0.86)</Female>
</bodyTypes>
</north>
<east>
<bodyTypes>
<Female>(-0.43,0.56)</Female>
</bodyTypes>
</east>
</offsets>
<jobParams>
<hideIfJob>
<li>
<job>LayDown</job>
<postureOrMoving>
<postures>
<li>LayingInBed</li>
<li>LayingOnGroundFaceUp</li>
<li>LayingOnGroundNormal</li>
</postures>
<moving>false</moving>
</postureOrMoving>
</li>
<li>
<job>Wait_Downed</job>
<postureOrMoving>
<postures>
<li>LayingInBed</li>
<li>LayingOnGroundFaceUp</li>
<li>LayingOnGroundNormal</li>
</postures>
<moving>false</moving>
</postureOrMoving>
</li>
</hideIfJob>
</jobParams>
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<graphicPaths>
<li>
<body>Paniel/Body/</body>
<head>Paniel/Head/</head>
<skeleton>Things/Pawn/Humanlike/Bodies/Dessicated/Dessicated_Thin</skeleton>
</li>
</graphicPaths>
<hairSettings>
<hasHair>true</hasHair>
<hairTags>
<li>PanielHair</li>
</hairTags>
</hairSettings>
<thoughtSettings>
<replacerList>
<!--연료-->
<li>
<original>PN_Ateplusfuel_nopn</original>
<replacer>PN_Ateplusfuel_yespn</replacer>
</li>
<li>
<original>PN_Atepremiumfuel_nopn</original>
<replacer>PN_Atepremiumfuel_yespn</replacer>
</li>
<!--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>
</replacerList>
<cannotReceiveThoughts>
<!--<li></li>-->
<!--memory death-->
<li>KnowGuestExecuted</li>
<li>KnowPrisonerDiedInnocent</li>
<li>BondedAnimalDied</li>
<!--memory eating-->
<li>AteLavishMeal</li>
<li>AteFineMeal</li>
<li>AteAwfulMeal</li>
<li>AteRawFood</li>
<li>AteHumanlikeMeatDirect</li>
<li>AteHumanlikeMeatDirectCannibal</li>
<li>AteHumanlikeMeatAsIngredient</li>
<li>AteHumanlikeMeatAsIngredientCannibal</li>
<li>AteInsectMeatDirect</li>
<li>AteInsectMeatAsIngredient</li>
<!--memory lost-->
<li>BondedAnimalLost</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>FreedFromSlavery</li>
<li>ReleasedHealthyPrisoner</li>
<li>KnowGuestOrganHarvested</li>
<li>MyOrganHarvested</li>
<li>SoakingWet</li>
<li>ButcheredHumanlikeCorpse</li>
<li>KnowButcheredHumanlikeCorpse</li>
<li>ObservedLayingCorpse</li>
<li>ObservedLayingRottingCorpse</li>
<li>WitnessedDeathNonAlly</li>
<li>BondedAnimalBanished</li>
<!--memory roomstat-->
<li>SleptInBedroom</li>
<li>SleptInBarracks</li>
<!--memory social-->
<li>SoldMyBondedAnimal</li>
<li>SoldMyBondedAnimalMood</li>
<li>ForcedMeToTakeDrugs</li>
<li>ForcedMeToTakeLuciferium</li>
<li>KilledMyBondedAnimal</li>
<!--situation general-->
<li>EnvironmentDark</li>
<li>WrongApparelGender</li>
<li>DeadMansApparel</li>
<li>HumanLeatherApparelSad</li>
<li>HumanLeatherApparelHappy</li>
<li>Sick</li>
<li>EnvironmentCold</li>
<li>EnvironmentHot</li>
<!--situation need-->
<li>NeedComfort</li>
<li>NeedBeauty</li>
<li>NeedRoomSize</li>
<li>NeedOutdoors</li>
<li>DrugDesireFascination</li>
<li>DrugDesireFascinationSatisfied</li>
<li>DrugDesireInterest</li>
<li>DrugDesireInterestSatisfied</li>
<!--situation roomstat-->
<li>PrisonCell</li>
<li>PrisonBarracks</li>
<!--situation social-->
<li>Incestuous</li>
<li>Disfigured</li>
<li>HardWorkerVsLazy</li>
<li>TeetotalerVsChemicalInterest</li>
<li>TeetotalerVsAddict</li>
<li>ChemicalInterestVsTeetotaler</li>
<li>HoldingMePrisoner</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>BondedAnimalMaster</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>UndergrounderIndoors</li>
<li>UndergrounderUnderground</li>
<li>UndergrounderOutdoors</li>
<li>NightOwlDuringTheDay</li>
<li>NightOwlDuringTheNight</li>
<li>Greedy</li>
<li>Jealous</li>
<li>Ascetic</li>
<!--misc-->
<li>Expectations</li>
<li>PN_Atefuel_nopn</li>
</cannotReceiveThoughts>
</thoughtSettings>
<raceRestriction> <!--착용 장비 관련-->
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons>
<apparelList>
<li>PN_ApparelBasic</li>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
<li>PN_ApparelMaid</li>
<li>PN_ApparelMaidHat</li>
<li>PN_ApparelWorker</li>
<li>PN_ApparelWorkerHat</li>
<li>PN_ApparelSoldier</li>
<li>PN_ApparelSoldierHat</li>
<li>PN_ApparelRoyalguard</li>
<li>PN_ApparelRoyalguardHat</li>
</apparelList>
<whiteApparelList>
</whiteApparelList>
<weaponList>
</weaponList>
</raceRestriction>
<!--관계설정-->
<relationSettings>
<relationChanceModifierChild>0</relationChanceModifierChild>
<relationChanceModifierExLover>0</relationChanceModifierExLover>
<relationChanceModifierExSpouse>0</relationChanceModifierExSpouse>
<relationChanceModifierFiance>0</relationChanceModifierFiance>
<relationChanceModifierLover>0</relationChanceModifierLover>
<relationChanceModifierParent>0</relationChanceModifierParent>
<relationChanceModifierSibling>0</relationChanceModifierSibling>
<relationChanceModifierSpouse>0</relationChanceModifierSpouse>
</relationSettings>
</alienRace>
<statBases>
<!--스펙설정(일반)-->
<MarketValue>2000</MarketValue>
<Mass>70</Mass>
<MoveSpeed>4.6</MoveSpeed>
<Flammability>1.0</Flammability>
<RoyalFavorValue>0</RoyalFavorValue>
<ComfyTemperatureMax>24</ComfyTemperatureMax>
<ComfyTemperatureMin>4</ComfyTemperatureMin>
<RestRateMultiplier>1.25</RestRateMultiplier> <!--수면효율-->
<HungerRateMultiplier>0.25</HungerRateMultiplier>
<EatingSpeed>1</EatingSpeed>
<ImmunityGainSpeed>0</ImmunityGainSpeed>
<CarryingCapacity>100</CarryingCapacity>
<PainShockThreshold>0.99</PainShockThreshold>
<ToxicSensitivity>0.4</ToxicSensitivity>
<PsychicSensitivity>0.2</PsychicSensitivity>
<GlobalLearningFactor>0</GlobalLearningFactor>
<MeatAmount>0</MeatAmount>
<LeatherAmount>0</LeatherAmount>
<!-- 전투 -->
<MeleeDodgeChance>1.0</MeleeDodgeChance>
<MeleeHitChance>1.0</MeleeHitChance>
<AimingDelayFactor>1.0</AimingDelayFactor>
<ShootingAccuracyPawn>1.0</ShootingAccuracyPawn>
<!-- 사교 -->
<NegotiationAbility>1.0</NegotiationAbility>
<SellPriceFactor>0.8</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>0.2</ResearchSpeed>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
</statBases>
<!--맨손 전투-->
<tools>
<li>
<label>left fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10.25</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>10.25</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>6.25</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>Human</leatherDef>
<useMeatFrom>Human</useMeatFrom>
<bloodDef>Paniel_Oil</bloodDef>
<fleshType>PN_Flesh</fleshType>
<meatMarketValue>0.8</meatMarketValue>
<meatColor>(255, 255, 255)</meatColor>
<!-- Gore -->
<nameCategory>HumanStandard</nameCategory>
<hasGenders>true</hasGenders>
<body>PanielBody</body>
<baseHungerRate>1</baseHungerRate> <!--배고픔-->
<baseBodySize>1</baseBodySize>
<baseHealthScale>1.25</baseHealthScale> <!--몸빵-->
<foodType>OmnivoreHuman</foodType>
<gestationPeriodDays>30</gestationPeriodDays>
<litterSizeCurve>
<points>
<li>(0, 0)</li>
</points>
</litterSizeCurve>
<lifeStageAges>
<li>
<def>HumanlikeAdult</def>
<minAge>0</minAge>
<soundWounded>Pawn_DogSmall_Injured</soundWounded>
<soundDeath>Pawn_DogSmall_Dead</soundDeath>
<soundCall>Pawn_DogSmall_Call</soundCall>
<soundAngry>Pawn_DogSmall_Angry</soundAngry>
</li>
</lifeStageAges>
<soundMeleeHitPawn>Pawn_Melee_SmallScratch_HitPawn</soundMeleeHitPawn>
<soundMeleeHitBuilding>Pawn_Melee_SmallScratch_HitBuilding</soundMeleeHitBuilding>
<soundMeleeMiss>Pawn_Melee_SmallScratch_Miss</soundMeleeMiss>
<specialShadowData>
<volume>(0.3, 0.8, 0.4)</volume>
<offset>(0,0,-0.3)</offset>
</specialShadowData>
<ageGenerationCurve>
<points>
<li>(0,0)</li>
<li>(1,100)</li>
<li>(2,40)</li>
<li>(3,0)</li>
</points>
</ageGenerationCurve>
<hediffGiverSets>
<li>PanielBasicHediffSet</li>
</hediffGiverSets>
</race>
<butcherProducts>
<Steel>60</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</butcherProducts>
<recipes>
<li>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>
<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>Paniel_ColonistPawn</li>
</kindDefs>
<chance>100.0</chance>
</li>
</alienslavekinds>
<alienrefugeekinds>
</alienrefugeekinds>
<alienwandererkinds>
</alienwandererkinds>
</pawnKindSettings>
</AlienRace.RaceSettings>
</Defs>

View File

@@ -0,0 +1,409 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="ResourceBase" Name="BasePackagedAutomaton" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<tradeability>None</tradeability>
<stackLimit>1</stackLimit>
<useHitPoints>true</useHitPoints>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Mass>80.0</Mass>
<Flammability>0.2</Flammability>
</statBases>
</ThingDef>
<!--확률:개별weight값/전체weight합-->
<!--==================================== 급조 상자 ====================================-->
<!--<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_ImprovisedAutomaton</defName>
<label>packaged improvised automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Randombox_Awful</pawnKindDefName>
</li>
<li>
<weight>70</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>-->
<!--==================================== 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomaton</defName>
<label>packaged automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li><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"></li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomaton</defName>
<label>packaged noble automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>60</weight>
<pawnKindDefName>Paniel_Randombox_Good</pawnKindDefName>
</li>
<li>
<weight>39</weight>
<pawnKindDefName>Paniel_Randombox_Excellent</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Randombox_MasterworkA</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 로열 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_RoyalAutomaton</defName>
<label>packaged royal automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>9</weight>
<pawnKindDefName>Paniel_Randombox_MasterworkB</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Randombox_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 전투형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonSoldier</defName>
<label>packaged automaton soldier</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>20</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>40</weight>
<pawnKindDefName>Paniel_Soldier_Normal</pawnKindDefName>
</li>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Soldier_Good</pawnKindDefName>
</li>
<li>
<weight>10</weight>
<pawnKindDefName>Paniel_Soldier_Excellent</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 전투형 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomatonSoldier</defName>
<label>packaged noble automaton</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>45</weight>
<pawnKindDefName>Paniel_Soldier_Good</pawnKindDefName>
</li>
<li>
<weight>50</weight>
<pawnKindDefName>Paniel_Soldier_Excellent</pawnKindDefName>
</li>
<li>
<weight>4</weight>
<pawnKindDefName>Paniel_Soldier_MasterworkA</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Soldier_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 제작형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonWorker</defName>
<label>packaged automaton worker</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>20</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>40</weight>
<pawnKindDefName>Paniel_Worker_Normal</pawnKindDefName>
</li>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Worker_Good</pawnKindDefName>
</li>
<li>
<weight>10</weight>
<pawnKindDefName>Paniel_Worker_Excellent</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 제작형 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomatonWorker</defName>
<label>packaged noble automaton worker</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>45</weight>
<pawnKindDefName>Paniel_Worker_Good</pawnKindDefName>
</li>
<li>
<weight>50</weight>
<pawnKindDefName>Paniel_Worker_Excellent</pawnKindDefName>
</li>
<li>
<weight>4</weight>
<pawnKindDefName>Paniel_Worker_MasterworkA</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Worker_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 가정형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NormalAutomatonMaid</defName>
<label>packaged automaton maid</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>20</weight>
<pawnKindDefName>Paniel_Randombox_Poor</pawnKindDefName>
</li>
<li>
<weight>40</weight>
<pawnKindDefName>Paniel_Maid_Normal</pawnKindDefName>
</li>
<li>
<weight>30</weight>
<pawnKindDefName>Paniel_Maid_Good</pawnKindDefName>
</li>
<li>
<weight>10</weight>
<pawnKindDefName>Paniel_Maid_Excellent</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 가정형 고급 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_NobleAutomatonMaid</defName>
<label>packaged noble automaton maid</label>
<description>test item</description>
<statBases>
<MarketValue>60</MarketValue>
</statBases>
<graphicData>
<texPath>Things/Item/Special/AIPersonaCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Unpackage</useLabel>
</li>
<li Class="AutomataRace.CompProperties_UseEffectGeneratePawn">
<samples>
<li>
<weight>45</weight>
<pawnKindDefName>Paniel_Maid_Good</pawnKindDefName>
</li>
<li>
<weight>50</weight>
<pawnKindDefName>Paniel_Maid_Excellent</pawnKindDefName>
</li>
<li>
<weight>4</weight>
<pawnKindDefName>Paniel_Maid_MasterworkA</pawnKindDefName>
</li>
<li>
<weight>1</weight>
<pawnKindDefName>Paniel_Maid_Legendary</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
</Defs>

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