FactionDialogMaker_FactionDialogFor_Postfix harmony patch fix. copy AutomataWearSetting.dll. copy security&shell things.

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ProjectKoi-Kalo\Kalo 2024-08-13 04:29:04 +08:00
parent 9da78a9a6c
commit 7d607b1b87
5 changed files with 910 additions and 0 deletions

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<?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>1.0</turretBurstWarmupTime>
<turretBurstCooldownTime>14.0</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>

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<?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>TorguePN.Projectile_Torgue_Rocket</thingClass>
<projectile Class="TorguePN.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="TorguePN.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>TorguePN.TorguePN_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="TorguePN.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="TorguePN.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="TorguePN.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>
<postExplosionGasType>BlindSmoke</postExplosionGasType>
<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="TorguePN.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>
<postExplosionGasType>BlindSmoke</postExplosionGasType>
</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>