FactionDialogMaker_FactionDialogFor_Postfix harmony patch fix. copy AutomataWearSetting.dll. copy security&shell things.
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1.5/Core/Assemblies/AutomataWearSetting.dll
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1.5/Core/Assemblies/AutomataWearSetting.dll
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1.5/Core/Defs/ThingDefs/ThingDef_Security.xml
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1.5/Core/Defs/ThingDefs/ThingDef_Security.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--==================================== 곡사포 ====================================-->
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<ThingDef ParentName="BuildingBase">
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<defName>PN_Artillery_Base_Core</defName>
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<label>PnL Howitzer</label>
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<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>
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<!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
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<thingClass>Building_TurretGun</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
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<graphicData>
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<texPath>Things/Building/PN_Artillery_Base</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<drawSize>(3,3)</drawSize>
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</graphicData>
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<minifiedDef />
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<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
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<altitudeLayer>Building</altitudeLayer>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-3)</interactionCellOffset> <!--상호작용 위치-->
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<stealable>false</stealable>
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<size>(3,3)</size>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<fillPercent>0.4</fillPercent>
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<thingCategories Inherit="false" />
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<stuffCategories>
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<li>Metallic</li>
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</stuffCategories>
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<tickerType>Normal</tickerType>
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<designationHotKey>Misc4</designationHotKey>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<designationCategory>Security</designationCategory>
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<costStuffCount>150</costStuffCount>
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<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
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<costList>
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<Steel>150</Steel>
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<ComponentIndustrial>6</ComponentIndustrial>
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<PN_Component>2</PN_Component>
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<PN_BrainCasing>1</PN_BrainCasing>
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</costList>
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<inspectorTabs>
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<li>ITab_Shells</li>
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</inspectorTabs>
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<comps>
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<li Class="CompProperties_Forbiddable"/>
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<li Class="CompProperties_Mannable">
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<manWorkType>Violent</manWorkType>
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</li>
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<li Class="CompProperties_Explosive">
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<wickTicks>240</wickTicks>
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<explosiveRadius>5.9</explosiveRadius>
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<explosiveDamageType>Bomb</explosiveDamageType>
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<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
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</li>
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<li Class="CompProperties_Refuelable">
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<fuelLabel>Shots until core overload</fuelLabel>
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<fuelGizmoLabel>Core overload</fuelGizmoLabel>
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<outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
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<fuelFilter>
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<thingDefs>
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<li>PN_BrainCasing</li>
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</thingDefs>
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</fuelFilter>
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<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
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<fuelCapacity>10</fuelCapacity>
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<fuelMultiplier>10</fuelMultiplier>
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<initialFuelPercent>1</initialFuelPercent>
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<showFuelGizmo>true</showFuelGizmo>
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<minimumFueledThreshold>1</minimumFueledThreshold>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
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<autoRefuelPercent>0</autoRefuelPercent>
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<fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
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</li>
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</comps>
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<statBases>
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<MaxHitPoints>520</MaxHitPoints>
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<Flammability>0.7</Flammability>
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<WorkToBuild>15000</WorkToBuild>
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<Mass>200</Mass>
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<Beauty>-20</Beauty>
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<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
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</statBases>
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<building>
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<turretGunDef>PN_Artillery_Turret</turretGunDef>
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<turretTopDrawSize>3.0</turretTopDrawSize>
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<turretTopOffset>(0, 0.35)</turretTopOffset>
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<turretBurstWarmupTime>1.0</turretBurstWarmupTime>
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<turretBurstCooldownTime>14.0</turretBurstCooldownTime>
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<buildingTags Inherit="false">
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</buildingTags>
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</building>
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<placeWorkers>
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<li>PlaceWorker_TurretTop</li>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<researchPrerequisites>
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<li>PNRP_AutoArtillery</li>
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</researchPrerequisites>
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<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
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<uiIconScale>0.9</uiIconScale>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>PN_Artillery_Turret</defName>
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<label>PnL Howitzer Turret</label>
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<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>
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<graphicData>
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<texPath>Things/Building/PN_Artillery_Turret</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(6.0,6.0)</drawSize>
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</graphicData>
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<recoilPower>30</recoilPower>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<weaponTags Inherit="false">
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</weaponTags>
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<!--<statBases>
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<AccuracyTouch>0.20</AccuracyTouch>
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<AccuracyShort>0.85</AccuracyShort>
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<AccuracyMedium>0.98</AccuracyMedium>
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<AccuracyLong>0.80</AccuracyLong>
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</statBases>-->
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
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<warmupTime>2.0</warmupTime>
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<forcedMissRadius>0</forcedMissRadius>
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<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
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<!--<isMortar>true</isMortar>-->
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<requireLineOfSight>false</requireLineOfSight>
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<minRange>29.9</minRange>
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<range>500</range>
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<burstShotCount>1</burstShotCount>
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<soundCast>PNCannonSound</soundCast>
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<muzzleFlashScale>16</muzzleFlashScale>
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<consumeFuelPerShot>1</consumeFuelPerShot>
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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</li>
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</verbs>
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<comps>
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<li Class="CompProperties_ChangeableProjectile" />
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</comps>
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<building>
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<fixedStorageSettings>
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<filter>
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<thingDefs>
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<li>PN_Shell_HE</li>
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<li>PN_Shell_CI</li>
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<li>PN_Shell_EMP</li>
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<li>PN_Shell_FF</li>
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<li>PN_Shell_Smoke</li>
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<li>PN_Shell_AG</li>
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</thingDefs>
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</filter>
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</fixedStorageSettings>
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<defaultStorageSettings>
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<filter>
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<categories>
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<li>PN_Shell</li>
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</categories>
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<disallowedThingDefs>
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<li>PN_Shell_EMP</li>
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<li>PN_Shell_FF</li>
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<li>PN_Shell_Smoke</li>
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<li>PN_Shell_AG</li>
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</disallowedThingDefs>
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</filter>
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</defaultStorageSettings>
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</building>
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</ThingDef>
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<!--==================================== 레일건 ====================================-->
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<ThingDef ParentName="BuildingBase">
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<defName>PN_Railgun_Base_Core</defName>
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<label>PnL Railgun</label>
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<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>
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<!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
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<thingClass>Building_TurretGun</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
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<graphicData>
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<texPath>Things/Building/PN_Artillery_Base</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<drawSize>(3,3)</drawSize>
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</graphicData>
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<minifiedDef />
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<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
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<altitudeLayer>Building</altitudeLayer>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-3)</interactionCellOffset> <!--상호작용 위치-->
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<stealable>false</stealable>
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<size>(3,3)</size>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<fillPercent>0.4</fillPercent>
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<thingCategories Inherit="false" />
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<stuffCategories>
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<li>Metallic</li>
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</stuffCategories>
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<tickerType>Normal</tickerType>
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<designationHotKey>Misc4</designationHotKey>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<designationCategory>Security</designationCategory>
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<costStuffCount>150</costStuffCount>
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<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
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<costList>
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<Steel>150</Steel>
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<PN_Component>6</PN_Component>
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<ComponentSpacer>6</ComponentSpacer>
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<PN_BrainCasingAntigrain>1</PN_BrainCasingAntigrain>
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</costList>
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<inspectorTabs>
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<li>ITab_Shells</li>
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</inspectorTabs>
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<comps>
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<li Class="CompProperties_Forbiddable"/>
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<li Class="CompProperties_Flickable"/>
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<li Class="CompProperties_Breakdownable"/>
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<li Class="CompProperties_Mannable">
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<manWorkType>Violent</manWorkType>
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</li>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>14.9</explosiveRadius>
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<explosiveDamageType>BombSuper</explosiveDamageType>
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<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
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<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
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<chanceToStartFire>0.22</chanceToStartFire>
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<damageFalloff>true</damageFalloff>
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<explosionEffect>GiantExplosion</explosionEffect>
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<explosionSound>Explosion_GiantBomb</explosionSound>
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<wickTicks>60~120</wickTicks>
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</li>
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<li Class="CompProperties_Refuelable">
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<fuelLabel>Shots until core overload</fuelLabel>
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<fuelGizmoLabel>Core overload</fuelGizmoLabel>
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<outOfFuelMessage>Cannot shoot: Needs new antigrain core</outOfFuelMessage>
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<fuelFilter>
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<thingDefs>
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<li>PN_BrainCasingAntigrain</li>
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</thingDefs>
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</fuelFilter>
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<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
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<fuelCapacity>10</fuelCapacity>
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<fuelMultiplier>10</fuelMultiplier>
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<initialFuelPercent>1</initialFuelPercent>
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<showFuelGizmo>true</showFuelGizmo>
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<minimumFueledThreshold>1</minimumFueledThreshold>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
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<autoRefuelPercent>0</autoRefuelPercent>
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<fuelIconPath>Things/Building/PN_cannonAGcore</fuelIconPath>
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</li>
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</comps>
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<statBases>
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<MaxHitPoints>520</MaxHitPoints>
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<Flammability>0.7</Flammability>
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<WorkToBuild>15000</WorkToBuild>
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<Mass>200</Mass>
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<Beauty>-20</Beauty>
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<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
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</statBases>
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<building>
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<turretGunDef>PN_Railgun_Turret</turretGunDef>
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<turretTopDrawSize>3.0</turretTopDrawSize>
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<turretTopOffset>(0, 0.35)</turretTopOffset>
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<turretBurstWarmupTime>4.5</turretBurstWarmupTime>
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<turretBurstCooldownTime>14.0</turretBurstCooldownTime>
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<buildingTags Inherit="false">
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</buildingTags>
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</building>
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<placeWorkers>
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<li>PlaceWorker_TurretTop</li>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<researchPrerequisites>
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<li>PNRP_Railgun</li>
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</researchPrerequisites>
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<uiIconPath>Things/Building/PN_Railgun_Ui</uiIconPath>
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<uiIconScale>0.9</uiIconScale>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>PN_Railgun_Turret</defName>
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<label>PnL Railgun Turret</label>
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<description>Railgun designed by PnL Industries.</description>
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<graphicData>
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<texPath>Things/Building/PN_Railgun_Turret</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(6.0,6.0)</drawSize>
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</graphicData>
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<recoilPower>30</recoilPower>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<weaponTags Inherit="false">
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</weaponTags>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
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<warmupTime>4.5</warmupTime>
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<forcedMissRadius>0</forcedMissRadius>
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<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
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<!--<isMortar>true</isMortar>-->
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<requireLineOfSight>true</requireLineOfSight>
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<minRange>4.9</minRange>
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<range>500</range>
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<burstShotCount>1</burstShotCount>
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<soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
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<soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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<muzzleFlashScale>16</muzzleFlashScale>
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<consumeFuelPerShot>1</consumeFuelPerShot>
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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</li>
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</verbs>
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<comps>
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<li Class="CompProperties_ChangeableProjectile" />
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</comps>
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<building>
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<fixedStorageSettings>
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<filter>
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<thingDefs>
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<li>PN_Shell_RG</li>
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</thingDefs>
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</filter>
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</fixedStorageSettings>
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<defaultStorageSettings>
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<filter>
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<thingDefs>
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<li>PN_Shell_RG</li>
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</thingDefs>
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</filter>
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</defaultStorageSettings>
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</building>
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</ThingDef>
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</Defs>
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568
1.5/Core/Defs/ThingDefs/ThingDef_Shell.xml
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568
1.5/Core/Defs/ThingDefs/ThingDef_Shell.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--포탄 베이스-->
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<ThingCategoryDef>
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<defName>PN_Shell</defName>
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<label>PnL Shell</label>
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<parent>PN_AutomatonCatagory</parent>
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<iconPath>UI/Icons/PNCT_PNShell</iconPath>
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</ThingCategoryDef>
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<ThingDef ParentName="ResourceBase" Name="PN_ShellBase" Abstract="True">
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<graphicData>
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<graphicClass>Graphic_StackCount</graphicClass>
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<drawSize>1.0</drawSize>
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</graphicData>
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<techLevel>Industrial</techLevel>
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<stackLimit>25</stackLimit>
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<uiIconForStackCount>1</uiIconForStackCount>
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<healthAffectsPrice>false</healthAffectsPrice>
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<soundInteract>Metal_Drop</soundInteract>
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<soundDrop>Standard_Drop</soundDrop>
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<thingCategories>
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<li>PN_Shell</li>
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</thingCategories>
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<tradeability>Buyable</tradeability>
|
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<tickerType>Normal</tickerType>
|
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<recipeMaker>
|
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<effectWorking>Cook</effectWorking>
|
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<soundWorking>Recipe_Machining</soundWorking>
|
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<workAmount>800</workAmount>
|
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<targetCountAdjustment>5</targetCountAdjustment>
|
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<workSkill>Crafting</workSkill>
|
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<recipeUsers Inherit="false">
|
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<li>PN_AutomatonBench</li>
|
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</recipeUsers>
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<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
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<skillRequirements>
|
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<Crafting>4</Crafting>
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</skillRequirements>
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</recipeMaker>
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</ThingDef>
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|
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<ThingDef ParentName="PN_BaseBullet" Name="PN_BaseBullet_Shell" Abstract="True">
|
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<projectile>
|
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<flyOverhead>true</flyOverhead>
|
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</projectile>
|
||||
</ThingDef>
|
||||
|
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<ThingDef ParentName="PN_BaseBullet_Shell" Name="PN_Cl_Shell" Abstract="True">
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<thingClass>TorguePN.Projectile_Torgue_Rocket</thingClass>
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<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>
|
Loading…
x
Reference in New Issue
Block a user