1.4 준비 준비

This commit is contained in:
Cocopomel 2022-10-22 12:35:29 +09:00
parent dc577b706e
commit 8b23c033a7
94 changed files with 20211 additions and 1 deletions

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

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

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

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

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

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

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

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

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

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

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

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

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@ -0,0 +1,178 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 시체 설정 ====================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Comp_CorpseSelfDestruct_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<defName>Corpse_Paniel_Race</defName>
</li>
</conditions>
<comps>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>PN_ResurrectModule</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
<li Class="AutomataRace.CompProperties_ExplosiveInstant">
<explosiveRadius>1.9</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.5</preExplosionSpawnChance>
<wickTicks>200~750</wickTicks>
<awfulExplosiveMultiplier>5.0</awfulExplosiveMultiplier>
<poorExplosiveMultiplier>2.0</poorExplosiveMultiplier>
</li>
</comps>
</AutomataRace.ThingDefInjectDef>
<!--==================================== 고어 설정 ====================================-->
<ThingDef ParentName="BaseFilth">
<defName>Paniel_Oil</defName>
<label>Oil</label>
<thingClass>LiquidFuel</thingClass>
<useHitPoints>true</useHitPoints>
<tickerType>Normal</tickerType>
<statBases>
<Beauty>-30</Beauty>
<Cleanliness>-15</Cleanliness>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>2.0</Flammability>
</statBases>
<graphicData>
<texPath>Things/Filth/Spatter</texPath>
<color>(51, 51, 51, 180)</color>
</graphicData>
<filth>
<ignoreFilthMultiplierStat>true</ignoreFilthMultiplierStat>
<disappearsInDays>35~40</disappearsInDays>
<rainWashes>true</rainWashes>
<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
<canFilthAttach>true</canFilthAttach>
<maxThickness>1</maxThickness>
<cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
</filth>
</ThingDef>
<ThingCategoryDef>
<defName>PN_CorpseCategory</defName>
<label>Automaton corpses</label>
<parent>Corpses</parent>
</ThingCategoryDef>
<FleshTypeDef>
<defName>PN_Flesh</defName>
<corpseCategory>PN_CorpseCategory</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<!--<genericWounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</genericWounds>
<bandagedWounds>
<li>
<texture>Things/Pawn/Wounds/BandagedA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedC</texture>
</li>
</bandagedWounds>
<hediffWounds>
<li MayRequire="Ludeon.RimWorld.Ideology">
<hediff>Scarification</hediff>
<wounds>
<li>
<texture>Things/Pawn/Wounds/ScarificationA</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationB</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationC</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
</wounds>
</li>
<li>
<hediff>MissingBodyPart</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<tintWithSkinColor>true</tintWithSkinColor>
<missingBodyPartFresh>false</missingBodyPartFresh>
<scale>0.7</scale>
</li>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<missingBodyPartFresh>true</missingBodyPartFresh>
<scale>0.7</scale>
</li>
</wounds>
</li>
<li>
<hediff>BionicEye</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/BionicEye_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/BionicEye_south</textureNorth>
<textureEast>Things/Pawn/Wounds/BionicEye_east</textureEast>
<textureWest>Things/Pawn/Wounds/BionicEye_east</textureWest>
<flipWest>true</flipWest>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<scale>0.85</scale>
</li>
</wounds>
</li>
<li>
<hediff>ArchotechEye</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/ArchotechEye_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/ArchotechEye_south</textureNorth>
<textureEast>Things/Pawn/Wounds/ArchotechEye_east</textureEast>
<textureWest>Things/Pawn/Wounds/ArchotechEye_east</textureWest>
<flipWest>true</flipWest>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<scale>0.85</scale>
</li>
</wounds>
</li>
</hediffWounds>-->
</FleshTypeDef>
</Defs>

View File

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

View File

@ -0,0 +1,949 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AlienRace.ThingDef_AlienRace ParentName="BasePawn">
<defName>Paniel_Race</defName>
<label>Paniel</label>
<description>This pawn is automaton designed by PnL Industry.</description>
<!--하이퍼링크
<descriptionHyperlinks>
<ThingDef></ThingDef>
</descriptionHyperlinks>
-->
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<tradeability>None</tradeability>
<alienRace>
<generalSettings>
<maleGenderProbability>0.00000000001</maleGenderProbability>
<immuneToAge>false</immuneToAge>
<maxDamageForSocialfight>8</maxDamageForSocialfight> <!--사회적 싸움 최대 데미지-->
<minAgeForAdulthood>0</minAgeForAdulthood> <!--성인 배경 최소나이-->
<!--약물 설정-->
<chemicalSettings>
<!--대체-->
<!--<li>
<chemical></chemical>
<reactions>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediff></hediff>
<severity>1</severity>
</li>
</reactions>
</li>-->
<!--금지-->
<li>
<chemical>Psychite</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>GoJuice</chemical>
<ingestible>false</ingestible>
</li>
</chemicalSettings>
<!--특성 강제 부여-->
<forcedRaceTraitEntries>
<!--<li>
<defName>PN_Trait_Automaton</defName>
</li>-->
<li>
<defName>Kind</defName>
</li>
</forcedRaceTraitEntries>
<!--특성 제한-->
<disallowedTraits>
<li>
<defName>ShootingAccuracy</defName>
</li>
<li>
<defName>Tough</defName>
</li>
<li>
<defName>DrugDesire</defName>
</li>
<li>
<defName>Cannibal</defName>
</li>
<li>
<defName>Greedy</defName>
</li>
<li>
<defName>Jealous</defName>
</li>
<li>
<defName>DislikesMen</defName>
</li>
<li>
<defName>DislikesWomen</defName>
</li>
<li>
<defName>Xenophobia</defName>
</li>
<li>
<defName>AnnoyingVoice</defName>
</li>
<li>
<defName>CreepyBreathing</defName>
</li>
<li>
<defName>Wimp</defName>
</li>
<li>
<defName>Nudist</defName>
</li>
<li>
<defName>Abrasive</defName>
</li>
<li>
<defName>Masochist</defName>
</li>
<li>
<defName>Ascetic</defName>
</li>
<li>
<defName>Gay</defName>
</li>
<li>
<defName>Bisexual</defName>
</li>
<li>
<defName>Asexual</defName>
</li>
<li>
<defName>Transhumanist</defName>
</li>
<li>
<defName>BodyPurist</defName>
</li>
<li>
<defName>GreatMemory</defName>
</li>
<li>
<defName>Gourmand</defName>
</li>
<li>
<defName>Beauty</defName>
<degree>-1</degree>
</li>
<li>
<defName>Beauty</defName>
<degree>-2</degree>
</li>
<li>
<defName>Immunity</defName>
</li>
</disallowedTraits>
<additionalTraits>0</additionalTraits>
<immuneToXenophobia>true</immuneToXenophobia>
<alienPartGenerator>
<atlasScale>4</atlasScale>
<borderScale>1</borderScale>
<aliencrowntypes>
<!--<li>PNHead1</li>
<li>PNHead2</li>
<li>PNHead3</li>
<li>PNHead4</li>
<li>PNHead5</li>
<li>PNHead6</li>
<li>PNHead7</li>
<li>PNHead8</li>-->
<li>HeadsAverage_Normal</li>
</aliencrowntypes>
<alienbodytypes>
<li>Female</li>
</alienbodytypes>
<headOffset>(-0.1, 0.0)</headOffset>
<useGenderedHeads>false</useGenderedHeads>
<useGenderedBodies>false</useGenderedBodies>
<customDrawSize>(1, 1)</customDrawSize>
<customPortraitDrawSize>(1, 1)</customPortraitDrawSize>
<headBodyPartDef>PNHead</headBodyPartDef>
<!--색상관련-->
<colorChannels>
<li>
<name>skin</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
<li>
<name>hair</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
</colorChannels>
<!--신체 부착물-->
<bodyAddons>
<li>
<drawSize>1</drawSize>
<path>Paniel/Hairs/Addon/Hair</path>
<bodyPart>PNHead</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>hair</colorChannel>
<drawnInBed>true</drawnInBed>
<drawnDesiccated>true</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.326</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.326</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
<li Class="MoharCustomHAR.MoharBodyAddon">
<drawSize>1</drawSize>
<path>Paniel/Heads/Face/Face</path>
<bodyPart>PNHead</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<drawIfDead>false</drawIfDead>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.325</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.325</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<jobParams>
<hideIfJob>
<li>
<job>LayDown</job>
<postureOrMoving>
<postures>
<li>LayingInBed</li>
<li>LayingOnGroundFaceUp</li>
<li>LayingOnGroundNormal</li>
</postures>
<moving>false</moving>
</postureOrMoving>
</li>
<li>
<job>Wait_Downed</job>
<postureOrMoving>
<postures>
<li>LayingInBed</li>
<li>LayingOnGroundFaceUp</li>
<li>LayingOnGroundNormal</li>
</postures>
<moving>false</moving>
</postureOrMoving>
</li>
</hideIfJob>
</jobParams>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
<hediffGraphics>
<PN_SyncAwful_Failure>Paniel/Heads/Face/RareFace/AwflFace</PN_SyncAwful_Failure>
</hediffGraphics>
</li>
<li Class="MoharCustomHAR.MoharBodyAddon">
<drawSize>1</drawSize>
<path>Paniel/Heads/Face/RareFace/RareFaceBase</path>
<bodyPart>PNHead</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<drawIfDead>true</drawIfDead>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.3245</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.3245</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
<hediffGraphics>
<PN_SyncAwful_Failure>Paniel/Heads/Face/RareFace/AwflSleep</PN_SyncAwful_Failure>
</hediffGraphics>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielLeftEar</path>
<bodyPart>left hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.324</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.327</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielRightEar</path>
<bodyPart>right hearing sensor</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<drawnDesiccated>false</drawnDesiccated>
<alignWithHead>true</alignWithHead>
<angle>0</angle>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.324</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.327</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Tail/PanielTail</path>
<bodyPart>tail</bodyPart>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<defaultOffset>Center</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.309</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.309</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
<hiddenUnderApparelTag>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Burka</li>
</hiddenUnderApparelTag>
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<graphicPaths>
<li>
<body>Paniel/Body/</body>
<head>Paniel/Heads/</head>
<skeleton>Things/Pawn/Humanlike/Bodies/Dessicated/Dessicated_Thin</skeleton>
</li>
</graphicPaths>
<styleSettings>
<!--<li>
<key>HairDef</key>
<value>
<hasStyle>true</hasStyle>
<styleTagsOverride>
<li>PanielHair</li>
</styleTagsOverride>
</value>
</li>-->
<li>
<key>HairDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
<li>
<key>BeardDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
<li>
<key>TattooDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
</styleSettings>
<thoughtSettings>
<replacerList>
<!--오토마톤사망실종-->
<li>
<original>PN_KnowColonyAutomatonDied</original>
<replacer>PN_KnowColonyAutomatonDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionDied</original>
<replacer>PN_AutomatonWithGoodOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionDied</original>
<replacer>PN_AutomatonWithBadOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_ColonyAutomatonLost</original>
<replacer>PN_ColonyAutomatonLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionLost</original>
<replacer>PN_AutomatonWithGoodOpinionLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionLost</original>
<replacer>PN_AutomatonWithBadOpinionLostforPN</replacer>
</li>
<li>
<original>PN_WitnessedDestroyedAlly</original>
<replacer>PN_WitnessedDestroyedAllyforPN</replacer>
</li>
<li>
<original>PN_AutomatonBanished</original>
<replacer>PN_AutomatonBanishedforPN</replacer>
</li>
<li>
<original>PN_AutomatonBanishedToDie</original>
<replacer>PN_AutomatonBanishedToDieforPN</replacer>
</li>
<!--음식-->
<li>
<original>AteLavishMeal</original>
<replacer>PN_AteLavishMeal</replacer>
</li>
<li>
<original>AteFineMeal</original>
<replacer>PN_AteFineMeal</replacer>
</li>
<!--메카클러스터-->
<li>
<original>DefeatedMechCluster</original>
<replacer>PN_DefeatedMechCluster</replacer>
</li>
<!--이데올로기-->
<li MayRequire="Ludeon.RimWorld.Ideology">
<original>PN_OfficerCommandThought</original>
</li>
</replacerList>
<cannotReceiveThoughts>
<!--<li></li>-->
<!--memory death-->
<li>KnowGuestExecuted</li>
<li>KnowPrisonerDiedInnocent</li>
<!--memory eating-->
<li>AteRawFood</li>
<li>AteNutrientPasteMeal</li>
<!--memory misc-->
<li>AteWithoutTable</li>
<li>SleepDisturbed</li>
<li>SleptOutside</li>
<li>SleptOnGround</li>
<li>SleptInCold</li>
<li>SleptInHeat</li>
<li>KnowPrisonerSold</li>
<li>ReleasedHealthyPrisoner</li>
<li>KnowGuestOrganHarvested</li>
<li>SoakingWet</li>
<li>ButcheredHumanlikeCorpse</li>
<li>KnowButcheredHumanlikeCorpse</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>ObservedLayingCorpse</li>
<li>ObservedLayingRottingCorpse</li>
<li>DeniedJoining</li>
<li>PrisonerBanishedToDie</li>
<!--memory roomstat-->
<li>SleptInBarracks</li>
<!--memory social-->
<!--situation general-->
<li>EnvironmentDark</li>
<li>Sick</li>
<li>EnvironmentCold</li>
<li>EnvironmentHot</li>
<!--situation need-->
<li>NeedRoomSize</li>
<li>NeedOutdoors</li>
<li>DrugDesireFascination</li>
<li>DrugDesireFascinationSatisfied</li>
<li>DrugDesireInterest</li>
<li>DrugDesireInterestSatisfied</li>
<!--situation roomstat-->
<li>PrisonBarracks</li>
<!--situation social-->
<li>Incestuous</li>
<li>Disfigured</li>
<li>HardWorkerVsLazy</li>
<li>TeetotalerVsChemicalInterest</li>
<li>TeetotalerVsAddict</li>
<li>ChemicalInterestVsTeetotaler</li>
<li>Drunk</li>
<li>Pretty</li>
<li>Ugly</li>
<li>AnnoyingVoice</li>
<li>CreepyBreathing</li>
<li>Man</li>
<li>Woman</li>
<li>TranshumanistAppreciation</li>
<li>BodyPuristDisgust</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>AteRawHumanlikeMeat</li>
<li>KilledColonyAnimal</li>
<li>NotBondedAnimalMaster</li>
<!--situation special-->
<li>SharedBed</li>
<li>Naked</li>
<li>Pain</li>
<li>Joywire</li>
<li>DoingPassionateWork</li>
<!--situation trait-->
<li>MasochistPain</li>
<li>ProsthophileNoProsthetic</li>
<li>ProsthophileHappy</li>
<li>ProsthophobeUnhappy</li>
<li>ClothedNudist</li>
<li>HappyNude</li>
<li>Greedy</li>
<li>Jealous</li>
<li>Ascetic</li>
<!--Misc-->
<li>PN_Atefuel_nopn</li>
<li>PsychiteWithdrawal</li>
<li>YayoHigh</li>
<li>PsychiteTeaHigh</li>
<li>FlakeHigh</li>
<li>GoJuiceHigh</li>
<li>GoJuiceWithdrawal</li>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--Thoughts_IdeoBuilding-->
<!--Thoughts_IdeoRaiding-->
<!--Thoughts_IdeoRole-->
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleLost</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleEmpty</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentStandard</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentDisapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentHorrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentAbhorrent</li>
<!--Thoughts_Memory_Social-->
<!--Thoughts_Memory_Terror-->
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedTerror</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedGibbetCage</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedSkullspike</li>
<!--Thoughts_Ritual-->
<!--Thoughts_Ritual_Quality-->
<!--Thoughts_Situational-->
<li MayRequire="Ludeon.RimWorld.Ideology">LookChangeDesired</li>
<!--Misc-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommandThought</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdviceThought</li>
</cannotReceiveThoughts>
</thoughtSettings>
<raceRestriction> <!--착용 장비 관련-->
<onlyUseRaceRestrictedApparel>true</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons>
<onlyBuildRaceRestrictedBuildings>false</onlyBuildRaceRestrictedBuildings>
<onlyEatRaceRestrictedFood>false</onlyEatRaceRestrictedFood>
<apparelList>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--의상-->
<li>PN_ApparelBasic</li>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
<li>PN_ApparelMilitia</li>
<li>PN_ApparelMilitiaHat</li>
<li>PN_ApparelSoldier</li>
<li>PN_ApparelSoldierHat</li>
<li>PN_ApparelWorker</li>
<li>PN_ApparelWorkerHat</li>
<li>PN_ApparelMaid</li>
<li>PN_ApparelMaidHat</li>
<li>PN_ApparelRoyalguard</li>
<li>PN_ApparelRoyalguardHat</li>
<li>PN_ApparelRoyalmeister</li>
<li>PN_ApparelRoyalmeisterHat</li>
<li>PN_ApparelRoyalmeisterHatWithMonocle</li>
<li>PN_ApparelRoyalmeisterMonocle</li>
<li>PN_ApparelRoyalmaid</li>
<li>PN_ApparelRoyalmaidHat</li>
<li>PN_EliteSecurityUniform</li>
<li>PN_EliteSecurityHat</li>
<!--모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedicalModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedicModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFireModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQCModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MiningModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_ConstructionModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CraftingModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_PlantsModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CookingModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_NursingModule</li>
</apparelList>
<whiteApparelList>
<!--바닐라-->
<li>Apparel_ShieldBelt</li>
<li>Apparel_PsychicShockLance</li>
<li>Apparel_PsychicInsanityLance</li>
<li>Apparel_SmokepopBelt</li>
<li>OrbitalTargeterBombardment</li>
<li>OrbitalTargeterPowerBeam</li>
<li>TornadoGenerator</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackJump</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackBroadshield</li>
<li MayRequire="Ludeon.RimWorld.Royalty">OrbitalTargeterMechCluster</li>
<!--eccentric-->
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_PhasedShieldBelt</li>
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_ModulatedShieldBelt</li>
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_LayeredShieldBelt</li>
</whiteApparelList>
<weaponList>
<li>PN_Chainsword</li>
<li>PN_Chainlongsword</li>
<li>PN_TwinPistol</li>
<li>PN_RoyalRifle</li>
<li>PN_RoyalHeavySlug</li>
<li>PN_RoyalMachinegun</li>
<li>PN_RoyalLSW</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_RoyalSaber_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_Chainsword_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_RoyalHammer_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_StormLance_Bladelink</li>
</weaponList>
<buildingList>
<!--<li>PN_CryptosleepCasket</li>-->
</buildingList>
<foodList>
<li>PN_AutomatonFuel</li>
<li>PN_antibiotics</li>
</foodList>
</raceRestriction>
<!--관계설정-->
<relationSettings>
<relationChanceModifierChild>0</relationChanceModifierChild>
<relationChanceModifierExLover>0</relationChanceModifierExLover>
<relationChanceModifierExSpouse>0</relationChanceModifierExSpouse>
<relationChanceModifierFiance>0</relationChanceModifierFiance>
<relationChanceModifierLover>0</relationChanceModifierLover>
<relationChanceModifierParent>0</relationChanceModifierParent>
<relationChanceModifierSibling>0</relationChanceModifierSibling>
<relationChanceModifierSpouse>0</relationChanceModifierSpouse>
</relationSettings>
</alienRace>
<statBases>
<!--스펙설정(일반)-->
<MarketValue>2000</MarketValue>
<Mass>70</Mass>
<MoveSpeed>4.6</MoveSpeed>
<Flammability>0.7</Flammability>
<RoyalFavorValue>0</RoyalFavorValue>
<ComfyTemperatureMax>38</ComfyTemperatureMax>
<ComfyTemperatureMin>4</ComfyTemperatureMin>
<RestRateMultiplier>1.00</RestRateMultiplier> <!--수면효율-->
<HungerRateMultiplier>0.25</HungerRateMultiplier>
<EatingSpeed>1</EatingSpeed>
<ImmunityGainSpeed>1.20</ImmunityGainSpeed>
<CarryingCapacity>100</CarryingCapacity>
<PainShockThreshold>0.99</PainShockThreshold>
<ToxicSensitivity>0.2</ToxicSensitivity>
<PsychicSensitivity>0.6</PsychicSensitivity>
<GlobalLearningFactor>0.00</GlobalLearningFactor>
<FoodPoisonChance>0.0</FoodPoisonChance>
<MeatAmount>0</MeatAmount>
<LeatherAmount>0</LeatherAmount>
<!-- 전투 -->
<MeleeDodgeChance>1.0</MeleeDodgeChance>
<MeleeHitChance>1.0</MeleeHitChance>
<AimingDelayFactor>1.0</AimingDelayFactor>
<ShootingAccuracyPawn>1.0</ShootingAccuracyPawn>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
<!-- 사교 -->
<NegotiationAbility>0.8</NegotiationAbility>
<SellPriceFactor>1.0</SellPriceFactor>
<SocialImpact>1.0</SocialImpact>
<MentalBreakThreshold>0.30</MentalBreakThreshold>
<!-- 작업 -->
<WorkSpeedGlobal>1.0</WorkSpeedGlobal>
<MedicalTendSpeed>1.0</MedicalTendSpeed>
<MedicalTendQuality>1.0</MedicalTendQuality>
<MedicalOperationSpeed>1.0</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.0</MedicalSurgerySuccessChance>
<!-- 테크 -->
<ConstructionSpeed>1.0</ConstructionSpeed>
<ResearchSpeed>0.1</ResearchSpeed>
</statBases>
<!--맨손 전투-->
<tools>
<li>
<label>left fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>right fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>teeth</label>
<capacities>
<li>Bite</li>
</capacities>
<power>10.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<chanceFactor>0.07</chanceFactor>
<soundMeleeHit>Pawn_Melee_HumanBite_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_HumanBite_Miss</soundMeleeMiss>
</li>
<li>
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
<chanceFactor>0.2</chanceFactor>
</li>
</tools>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<makesFootprints>true</makesFootprints>
<lifeExpectancy>50</lifeExpectancy>
<!-- Gore -->
<leatherDef>Leather_Automaton</leatherDef>
<useMeatFrom>Human</useMeatFrom>
<bloodDef>Paniel_Oil</bloodDef>
<fleshType>PN_Flesh</fleshType>
<meatMarketValue>0.8</meatMarketValue>
<meatColor>(255, 255, 255)</meatColor>
<!-- Gore -->
<nameCategory>HumanStandard</nameCategory>
<hasGenders>true</hasGenders>
<body>PanielBody</body>
<baseHungerRate>1</baseHungerRate> <!--배고픔-->
<baseBodySize>1</baseBodySize>
<baseHealthScale>1.0</baseHealthScale> <!--몸빵-->
<foodType>OmnivoreHuman</foodType>
<gestationPeriodDays>30</gestationPeriodDays>
<nameGenerator>PN_NamerFemale</nameGenerator>
<nameGeneratorFemale>PN_NamerFemale</nameGeneratorFemale>
<litterSizeCurve>
<points>
<li>(0, 0)</li>
</points>
</litterSizeCurve>
<lifeStageAges>
<li>
<def>HumanlikeAdult</def>
<minAge>0</minAge>
<soundWounded>Pawn_DogSmall_Injured</soundWounded>
<soundDeath>Pawn_DogSmall_Dead</soundDeath>
<soundCall>Pawn_DogSmall_Call</soundCall>
<soundAngry>Pawn_DogSmall_Angry</soundAngry>
</li>
</lifeStageAges>
<soundMeleeHitPawn>Pawn_Melee_SmallScratch_HitPawn</soundMeleeHitPawn>
<soundMeleeHitBuilding>Pawn_Melee_SmallScratch_HitBuilding</soundMeleeHitBuilding>
<soundMeleeMiss>Pawn_Melee_SmallScratch_Miss</soundMeleeMiss>
<specialShadowData>
<volume>(0.3, 0.8, 0.4)</volume>
<offset>(0,0,-0.3)</offset>
</specialShadowData>
<ageGenerationCurve>
<points>
<li>(0,0)</li>
<li>(1,100)</li>
<li>(2,40)</li>
<li>(3,0)</li>
</points>
</ageGenerationCurve>
<hediffGiverSets>
<li>PanielBasicHediffSet</li>
</hediffGiverSets>
</race>
<butcherProducts>
<Steel>75</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
<Leather_Automaton>25</Leather_Automaton>
</butcherProducts>
<recipes>
<li>Anesthetize</li>
<li>PN_Disassemble</li>
<li>PN_Repair</li>
<li>PN_Maintenance</li>
</recipes>
<comps>
<li Class="AutomataRace.CompPropeties_AutomataDataHolder"></li>
</comps>
<modExtensions>
</modExtensions>
</AlienRace.ThingDef_AlienRace>
</Defs>

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

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

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

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

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

View File

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

View File

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

View File

@ -0,0 +1,615 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyDef>
<defName>PanielBody</defName>
<label>Automaton</label>
<corePart>
<!--몸통-->
<def>PNTorso</def>
<customLabel>torso case</customLabel>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>PNRibcage</def>
<customLabel>ribcage frame</customLabel>
<coverage>0.036</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSternum</def>
<customLabel>sternum frame</customLabel>
<coverage>0.015</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNPelvis</def>
<customLabel>pelvis frame</customLabel>
<coverage>0.025</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSpine</def>
<customLabel>spine frame</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNTail</def>
<customLabel>tail</customLabel>
<coverage>0.017</coverage>
<height>Bottom</height>
<groups>
<li>Torso</li>
</groups>
</li>
<!--장기-->
<li>
<def>PNStomach</def>
<customLabel>energy absorbing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNCore</def>
<customLabel>engine core</customLabel>
<coverage>0.020</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>left breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>right breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>left oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>right oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLiver</def>
<customLabel>water filter</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!--머리-->
<li>
<def>PNNeck</def>
<customLabel>neck</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>PNHead</def>
<customLabel>head case</customLabel>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>PNSkull</def>
<customLabel>skull frame</customLabel>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>PNBrain</def>
<customLabel>brain core</customLabel>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>PNEye</def>
<customLabel>left sight sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>LeftEye</woundAnchorTag>
</li>
<li>
<def>PNEye</def>
<customLabel>right sight sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>RightEye</woundAnchorTag>
</li>
<li>
<def>PNEar</def>
<customLabel>left hearing sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNEar</def>
<customLabel>right hearing sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNNose</def>
<customLabel>olfactory sensor</customLabel>
<coverage>0.10</coverage>
<groups>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNJaw</def>
<customLabel>jaw</customLabel>
<coverage>0.15</coverage>
<groups>
<li>Teeth</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<!--왼팔-->
<def>PNShoulder</def>
<customLabel>left shoulder</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<woundAnchorTag>LeftShoulder</woundAnchorTag>
<parts>
<li>
<def>PNClavicle</def>
<customLabel>left clavicle frame</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNArm</def>
<customLabel>left arm</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>PNHumerus</def>
<customLabel>left humerus frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNRadius</def>
<customLabel>left radius frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNHand</def>
<customLabel>left hand</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>PNFinger</def>
<customLabel>left pinky</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left ring finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left middle finger</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
<li>MiddleFingers</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left index finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left thumb</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<!--오른팔-->
<def>PNShoulder</def>
<customLabel>right shoulder</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<woundAnchorTag>RightShoulder</woundAnchorTag>
<parts>
<li>
<def>PNClavicle</def>
<customLabel>right clavicle frame</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNArm</def>
<customLabel>right arm</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>PNHumerus</def>
<customLabel>right humerus frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNRadius</def>
<customLabel>right radius frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNHand</def>
<customLabel>right hand</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>PNFinger</def>
<customLabel>right pinky</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right ring finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right middle finger</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
<li>MiddleFingers</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right index finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right thumb</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>PNWaist</def>
<customLabel>waist</customLabel>
<coverage>0</coverage>
<height>Bottom</height>
<groups>
<li>Waist</li>
</groups>
</li>
<li>
<!--왼다리-->
<def>PNLeg</def>
<customLabel>left leg</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<woundAnchorTag>LeftLeg</woundAnchorTag>
<parts>
<li>
<def>PNFemur</def>
<customLabel>left femur frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNTibia</def>
<customLabel>left tibia frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNFoot</def>
<customLabel>left foot</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>PNToe</def>
<customLabel>left little toe</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left fourth toe</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left middle toe</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left second toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left big toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<!--오른다리-->
<li>
<def>PNLeg</def>
<customLabel>right leg</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<woundAnchorTag>RightLeg</woundAnchorTag>
<parts>
<li>
<def>PNFemur</def>
<customLabel>right femur frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNTibia</def>
<customLabel>right tibia frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNFoot</def>
<customLabel>right foot</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>PNToe</def>
<customLabel>right little toe</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right fourth toe</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right middle toe</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right second toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right big toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>

View File

@ -0,0 +1,405 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyPartDef Abstract="True" Name="PN_BodyPartDefBase">
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<alive>false</alive>
</BodyPartDef>
<!--몸통-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTorso</defName>
<label>torso case</label>
<hitPoints>40</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNRibcage</defName>
<label>ribcage frame</label>
<hitPoints>30</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSourceCage</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNSternum</defName>
<label>sternum frame</label>
<hitPoints>20</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSourceCage</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNPelvis</defName>
<label>pelvis frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>Pelvis</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNSpine</defName>
<label>spine frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>6</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<canSuggestAmputation>false</canSuggestAmputation>
<tags>
<li>Spine</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTail</defName>
<label>tail</label>
<hitPoints>30</hitPoints>
<frostbiteVulnerability>3</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<canSuggestAmputation>true</canSuggestAmputation>
</BodyPartDef>
<!--장기-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNStomach</defName>
<label>energy absorbing part</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>MetabolismSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNCore</defName>
<label>engine core</label>
<hitPoints>15</hitPoints>
<bleedRate>5</bleedRate>
<skinCovered>false</skinCovered>
<tags>
<li>BloodPumpingSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLung</defName>
<label>breathing part</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BreathingSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNKidney</defName>
<label>oil filter</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationKidney</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLiver</defName>
<label>water filter</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationLiver</li>
<li>MetabolismSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<!--머리-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNNeck</defName>
<label>neck</label>
<hitPoints>25</hitPoints>
<bleedRate>4</bleedRate>
<skinCovered>true</skinCovered>
<tags>
<li>BreathingPathway</li>
<li>EatingPathway</li>
<li>TalkingPathway</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNHead</defName>
<label>head case</label>
<hitPoints>25</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>2</bleedRate>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNSkull</defName>
<label>skull frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNBrain</defName>
<label>brain core</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>9999999</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<tags>
<li>ConsciousnessSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNEye</defName>
<label>sight sensor</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>15</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<socketed>true</socketed>
<beautyRelated>true</beautyRelated>
<tags>
<li>SightSource</li>
</tags>
<hitChanceFactors>
<li>
<key>Blunt</key>
<value>0</value>
</li>
</hitChanceFactors>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNEar</defName>
<label>hearing sensor</label>
<hitPoints>12</hitPoints>
<frostbiteVulnerability>5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<tags>
<li>HearingSource</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNNose</defName>
<label>olfactory sensor</label>
<hitPoints>10</hitPoints>
<frostbiteVulnerability>5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<solid>true</solid>
<bleedRate>0</bleedRate>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNJaw</defName>
<label>jaw</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>2</frostbiteVulnerability>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<beautyRelated>true</beautyRelated>
<bleedRate>0</bleedRate>
<tags>
<li>EatingSource</li>
<li>TalkingSource</li>
</tags>
</BodyPartDef>
<!---->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNShoulder</defName>
<label>shoulder</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNClavicle</defName>
<label>clavicle frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNArm</defName>
<label>arm</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNHumerus</defName>
<label>humerus frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNRadius</defName>
<label>radius frame</label>
<hitPoints>20</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNHand</defName>
<label>hand</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNFinger</defName>
<label>finger</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>8</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbDigit</li>
</tags>
</BodyPartDef>
<!--다리-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNWaist</defName>
<label>utility slot</label>
<conceptual>true</conceptual>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLeg</defName>
<label>leg</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNFemur</defName>
<label>femur frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTibia</defName>
<label>tibia frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNFoot</defName>
<label>foot</label>
<hitPoints>25</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNToe</defName>
<label>toe</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>10</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbDigit</li>
</tags>
</BodyPartDef>
</Defs>

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

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

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@ -0,0 +1,208 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_Fuel</defName>
<label>Automaton Fuel</label>
<parent>Drugs</parent>
<iconPath>UI/Icons/PNCT_PNFuel</iconPath>
</ThingCategoryDef>
<!--==================================== 오토마톤 연료 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel</defName>
<label>PnL fuel</label>
<description>Warning: Do not use on humans.\nThis fuel is for automaton only.\n\nThe fuel used by the automaton. Added a large amount of Psychite for mental stability.</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Things/Item/PNFuel</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<uiIconForStackCount>1</uiIconForStackCount>
<stackLimit>150</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<MarketValue>6.1</MarketValue>
<Mass>0.05</Mass>
<Flammability>2.0</Flammability>
<DeteriorationRate>1.0</DeteriorationRate>
</statBases>
<techLevel>Ultra</techLevel>
<ingestible>
<drugCategory>Medical</drugCategory>
<baseIngestTicks>210</baseIngestTicks>
<ingestSound>Ingest_Drink</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Drink {0}</ingestCommandString>
<ingestReportString>Drinking {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>25</chairSearchRadius>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_ateFuel</hediffDef>
<severity>1</severity>
<doToGeneratedPawnIfAddicted>true</doToGeneratedPawnIfAddicted>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_deletFuel</hediffDef>
<severity>1</severity>
<doToGeneratedPawnIfAddicted>true</doToGeneratedPawnIfAddicted>
</li>
</outcomeDoers>
<tasteThought>PN_Atefuel_nopn</tasteThought>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<chemical>PN_Chemical_Fuel</chemical>
<addictiveness>0.000000001</addictiveness>
<needLevelOffset>0.20</needLevelOffset>
<listOrder>1028</listOrder>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.037</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
<tradeTags Inherit="false">
<li>PN_Fuel</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingCategories Inherit="false">
<li>PN_Fuel</li>
</thingCategories>
</ThingDef>
<ThoughtDef>
<defName>PN_Atefuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate PnL fuel</label>
<description>...</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 오토마톤 연료 효과 ====================================-->
<HediffDef>
<defName>PN_ateFuel</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Ate automaton fuel</label>
<labelNoun>Ate Automaton Fuel</labelNoun>
<description>...</description>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<li>
<hediff>PsychiteAddiction</hediff>
</li>
<li>
<hediff>FoodPoisoning</hediff>
</li>
<li>
<hediff>PN_deletFuel</hediff>
</li>
</hediffAndBodypart>
<bodyDefBlackList>
<li>PanielBody</li>
</bodyDefBlackList>
<debug>false</debug>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_deletFuel</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Ate automaton fuel</label>
<labelNoun>Ate Automaton Fuel</labelNoun>
<description>...</description>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<li>PN_AutomatonFuel_Addiction</li>
</hediffToNullify>
<bodyDefBlackList>
<li>PanielBody</li>
</bodyDefBlackList>
</li>
</comps>
</HediffDef>
<ChemicalDef>
<defName>PN_Chemical_Fuel</defName>
<label>Automaton Fuel</label>
<addictionHediff>PN_AutomatonFuel_Addiction</addictionHediff>
<canBinge>false</canBinge>
<onGeneratedAddictedToleranceChance>0</onGeneratedAddictedToleranceChance>
</ChemicalDef>
<HediffDef ParentName="AddictionBase">
<defName>PN_AutomatonFuel_Addiction</defName>
<hediffClass>Hediff_Addiction</hediffClass>
<label>Automaton Fuel</label>
<description>A condition that requires PnL fuel.</description>
<defaultLabelColor>(222,90,90)</defaultLabelColor>
<causesNeed>PN_Need_Fuel</causesNeed>
<scenarioCanAdd>false</scenarioCanAdd>
<everCurableByItem>false</everCurableByItem>
<isBad>false</isBad>
<comps>
</comps>
<stages>
<li>
<label>stable</label>
</li>
<li>
<label>required</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Moving</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Sight</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Manipulation</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
<hungerRateFactor>8.0</hungerRateFactor>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
</Defs>

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--본사(히든)-->
<FactionDef ParentName="FactionBase">
<defName>PN_indistryFaction</defName>
<label>PnL Industry</label>
<pawnSingular>Automaton</pawnSingular>
<pawnsPlural>Automata</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<fixedName>PnL Industry</fixedName>
<factionIconPath>Icon/Paniel_HQ</factionIconPath>
<hidden>true</hidden>
<autoFlee>false</autoFlee>
<techLevel>Spacer</techLevel>
<rescueesCanJoin>false</rescueesCanJoin>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<allowedCultures>
<li>PN_PnLindistryCulture</li>
</allowedCultures>
<allowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</allowedMemes>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</requiredMemes>
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>
</FactionDef>
<!--행성지부(NPC)-->
<FactionDef ParentName="FactionBase">
<defName>PN_SubsidiaryFaction</defName>
<label>PnL Subsidiary Company</label>
<description>It is a subsidiary established by PnL industry to sell more products on the planet's surface. It is composed of rimworld locals and automaton.\n\nIts main job is to set up a logistics center on the planet's surface and receive products from orbit and transport them to settlements on the planet's surface.\n\nThey are concerned with the practical matters of trade, trust.\n\nThis particular group holds civil behavior in high regard.</description>
<pawnSingular>Employee</pawnSingular>
<pawnsPlural>Employees</pawnsPlural>
<listOrderPriority>50</listOrderPriority>
<settlementGenerationWeight>0.20</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<maxCountAtGameStart>1</maxCountAtGameStart>
<canMakeRandomly>true</canMakeRandomly>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>CEO</leaderTitle>
<leaderForceGenerateNewPawn>true</leaderForceGenerateNewPawn>
<fixedLeaderKinds>
<li>PN_CEO</li>
</fixedLeaderKinds>
<factionIconPath>Icon/Paniel_Logi</factionIconPath>
<colorSpectrum>
<li>(1, 1, 1)</li>
<li>(1, 1, 1)</li>
</colorSpectrum>
<classicIdeo>false</classicIdeo>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<configurationListOrderPriority>50</configurationListOrderPriority>
<techLevel>Spacer</techLevel>
<fixedName>PnL Logistics</fixedName>
<settlementNameMaker>NamerSettlementPnLSub</settlementNameMaker>
<allowedCultures>
<li>PN_PnLindistryCulture</li>
</allowedCultures>
<allowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</allowedMemes>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_Structure</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Collectivist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Transhumanist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">HumanPrimacy</li>
</requiredMemes>
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<geneticVariance>0.8</geneticVariance>
<caravanTraderKinds>
<li>PN_Caravan_PnLindustry</li>
</caravanTraderKinds>
<visitorTraderKinds>
<li>Visitor_Outlander_Standard</li>
</visitorTraderKinds>
<baseTraderKinds>
<li>PN_Base_PnLindustry</li>
</baseTraderKinds>
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<raidLootMaker>PN_SubsidiaryRaidLootMaker</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<!--
<PN_AssociateH></PN_AssociateH>
<PN_AssociateP_EngineerA></PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB></PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA></PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB></PN_AssociateP_DomesticB>
<PN_ManagerH></PN_ManagerH>
<PN_ManageUnit_Enginer></PN_ManageUnit_Enginer>
<PN_ManageUnit_Domestic></PN_ManageUnit_Domestic>
<PN_Director></PN_Director>
<PN_SecurityUnit></PN_SecurityUnit>
<PN_GrenadeUnit_Destructive></PN_GrenadeUnit_Destructive>
<PN_GrenadeUnit_EMP></PN_GrenadeUnit_EMP>
<PN_GrenadeUnit_Smoke></PN_GrenadeUnit_Smoke>
<PN_Mid_CloseUnit></PN_Mid_CloseUnit>
<PN_Mid_RangeUnit></PN_Mid_RangeUnit>
<PN_EliteCloseUnit></PN_EliteCloseUnit>
<PN_EliteRangeUnit></PN_EliteRangeUnit>
<PN_EliteHeavyUnit></PN_EliteHeavyUnit>
<PN_EliteCannonUnit></PN_EliteCannonUnit>
-->
<li>
<kindDef>Trader</kindDef>
<traders>
<PN_ManagerH>1</PN_ManagerH>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<PN_AssociateH>6</PN_AssociateH>
<PN_AssociateP_EngineerA>1</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>1</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>1</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>1</PN_AssociateP_DomesticB>
<PN_GrenadeUnit_Destructive>1.5</PN_GrenadeUnit_Destructive>
<Mercenary_Slasher>4</Mercenary_Slasher>
<Mercenary_Gunner>6</Mercenary_Gunner>
<PN_Mid_CloseUnit>3</PN_Mid_CloseUnit>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteRangeUnit>4</PN_EliteRangeUnit>
</guards>
</li>
<li>
<kindDef>Trader</kindDef>
<traders>
<PN_ManageUnit_Domestic>1</PN_ManageUnit_Domestic>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<PN_AssociateH>6</PN_AssociateH>
<PN_AssociateP_EngineerA>1</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>1</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>1</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>1</PN_AssociateP_DomesticB>
<PN_GrenadeUnit_Destructive>1.5</PN_GrenadeUnit_Destructive>
<Mercenary_Slasher>4</Mercenary_Slasher>
<Mercenary_Gunner>6</Mercenary_Gunner>
<PN_Mid_CloseUnit>3</PN_Mid_CloseUnit>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteRangeUnit>4</PN_EliteRangeUnit>
</guards>
</li>
<li>
<kindDef>Settlement</kindDef>
<options>
<PN_AssociateH>12</PN_AssociateH>
<PN_AssociateP_EngineerA>3</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>3</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>3</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>3</PN_AssociateP_DomesticB>
<PN_ManagerH>3</PN_ManagerH>
<PN_ManageUnit_Enginer>3</PN_ManageUnit_Enginer>
<PN_ManageUnit_Domestic>3</PN_ManageUnit_Domestic>
<PN_Director>3</PN_Director>
<PN_SecurityUnit>6</PN_SecurityUnit>
<PN_GrenadeUnit_Destructive>2</PN_GrenadeUnit_Destructive>
<Mercenary_Slasher>4</Mercenary_Slasher>
<Mercenary_Gunner>6</Mercenary_Gunner>
<PN_Mid_CloseUnit>2</PN_Mid_CloseUnit>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteRangeUnit>2</PN_EliteRangeUnit>
<PN_EliteHeavyUnit>2</PN_EliteHeavyUnit>
<PN_EliteCannonUnit>2</PN_EliteCannonUnit>
</options>
</li>
<li>
<kindDef>Peaceful</kindDef>
<options>
<PN_AssociateH>10</PN_AssociateH>
<PN_AssociateP_EngineerA>2</PN_AssociateP_EngineerA>
<PN_AssociateP_EngineerB>1</PN_AssociateP_EngineerB>
<PN_AssociateP_DomesticA>2</PN_AssociateP_DomesticA>
<PN_AssociateP_DomesticB>1</PN_AssociateP_DomesticB>
<PN_ManagerH>1</PN_ManagerH>
<PN_ManageUnit_Enginer>1</PN_ManageUnit_Enginer>
<PN_ManageUnit_Domestic>1</PN_ManageUnit_Domestic>
<PN_Director>1</PN_Director>
<PN_SecurityUnit>10</PN_SecurityUnit>
</options>
</li>
<!--Combat-->
<li>
<kindDef>Combat</kindDef>
<commonality>100</commonality>
<options>
<PN_SecurityGuardH>6</PN_SecurityGuardH>
<PN_SecurityUnit>4</PN_SecurityUnit>
<PN_GrenadeUnit_EMP>0.25</PN_GrenadeUnit_EMP>
<PN_GrenadeUnit_Smoke>0.25</PN_GrenadeUnit_Smoke>
<PN_GrenadeUnit_Destructive>2</PN_GrenadeUnit_Destructive>
<Mercenary_Gunner>6</Mercenary_Gunner>
<Mercenary_Slasher>2</Mercenary_Slasher>
<PN_Mid_RangeUnit>4</PN_Mid_RangeUnit>
<PN_Mid_CloseUnit>2</PN_Mid_CloseUnit>
<Mercenary_Heavy>2</Mercenary_Heavy>
<Mercenary_Sniper>2</Mercenary_Sniper>
<Mercenary_Elite>6</Mercenary_Elite>
<PN_EliteCloseUnit>2</PN_EliteCloseUnit>
<PN_EliteRangeUnit>2</PN_EliteRangeUnit>
<PN_EliteHeavyUnit>2</PN_EliteHeavyUnit>
<PN_EliteCannonUnit>2</PN_EliteCannonUnit>
</options>
</li>
</pawnGroupMakers>
<apparelStuffFilter>
<stuffCategoriesToAllow>
<li>Metallic</li>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategoriesToAllow>
<disallowedThingDefs>
<li>Leather_Thrumbo</li>
<li>Hyperweave</li>
<li>Gold</li>
<li>Silver</li>
</disallowedThingDefs>
</apparelStuffFilter>
<settlementTexturePath>Icon/Paniel_Logi</settlementTexturePath>
</FactionDef>
<ThingSetMakerDef>
<defName>PN_SubsidiaryRaidLootMaker</defName>
<root Class="ThingSetMaker_MarketValue">
<fixedParams>
<filter>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li>
<li>PN_RepairKit</li>
<li>PN_Component</li>
<li>Gold</li>
</thingDefs>
</filter>
</fixedParams>
</root>
</ThingSetMakerDef>
<RulePackDef>
<defName>NamerSettlementPnLSub</defName>
<include>
<li>PN_NamerUtility</li>
</include>
<rulePack>
<rulesStrings>
<li>r_name->[PNAZ][PN09][PN09] logistics center</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<CultureDef>
<defName>PN_PnLindistryCulture</defName>
<label>PnL indistry</label>
<description>The corporate culture of PnL Industry.</description>
<ideoNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerIdeo_PnLindistry</ideoNameMaker>
<deityNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerDeity_PnLindistry</deityNameMaker>
<deityTypeMaker MayRequire="Ludeon.RimWorld.Ideology">DeityTypeMaker_PnLindistry</deityTypeMaker>
<leaderTitleMaker MayRequire="Ludeon.RimWorld.Ideology">LeaderTitleMaker_PnLindistry</leaderTitleMaker>
<festivalNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerFestivalAstropolitan</festivalNameMaker>
<allowedPlaceTags>
<li>OriginSpacer</li>
</allowedPlaceTags>
<iconPath>Icon/Paniel_Icon</iconPath>
<iconColor>(1, 1, 1)</iconColor>
<styleItemTags>
<li>
<tag>Urban</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoBeard</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoTattoo</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
</styleItemTags>
</CultureDef>
<RulePackDef>
<defName>NamerIdeo_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_ideoName->PnL bylaws</li>
<li>r_ideoAdjective->PnL</li>
<li>r_memberName->PnL Employee</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerDeity_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_deityName->PnL</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>DeityTypeMaker_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_deityType->God of Capitalism</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>LeaderTitleMaker_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_leaderTitle->CEO</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>

View File

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

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@ -0,0 +1,304 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 면역 ====================================-->
<HediffDef>
<defName>PN_Immune_System</defName>
<label>Automaton immune system</label>
<description>Automaton immune system</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<makeImmuneTo>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>FibrousMechanites</li>
<li>WoundInfection</li>
<li>GutWorms</li>
<li>Flu</li>
<li>MuscleParasites</li>
</makeImmuneTo>
</li>
</stages>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<!--==================================== 학습 제한 ====================================-->
<HediffDef>
<defName>PN_Learning_Limit_System</defName>
<label>Automaton learning limit system</label>
<description>Automaton learning limit system</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<statFactors>
<GlobalLearningFactor>0</GlobalLearningFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_Ex_filterA</li>
</triggeredHediff>
</li>
</comps>
</HediffDef>
<!--==================================== 오토마톤 기본 ====================================-->
<HediffDef>
<defName>PanielBaseHediff</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Automaton base</label>
<description>This pawn is Automaton.</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<painFactor>0</painFactor>
<foodPoisoningChanceFactor>0</foodPoisoningChanceFactor>
<naturalHealingFactor>0</naturalHealingFactor>
<statFactors>
<InjuryHealingFactor>0</InjuryHealingFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>Plague</li>
<li>CryptosleepSickness</li>
<li>Carcinoma</li>
<li>BadBack</li>
<li>Frail</li>
<li>Cataract</li>
<li>Blindness</li>
<li>HearingLoss</li>
<li>Asthma</li>
<li>HeartArteryBlockage</li>
<li>GutWorms</li>
<li>MuscleParasites</li>
<li>FibrousMechanites</li>
<li>WoundInfection</li>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>TraumaSavant</li>
<li>Cirrhosis</li>
<li>ResurrectionPsychosis</li>
<li>Scaria</li>
<li>FoodPoisoning</li>
<li>ResurrectionSickness</li>
<li>PsychiteAddiction</li>
<li>YayoHigh</li>
<li>PsychiteTolerance</li>
<li>PsychiteTeaHigh</li>
<li>FlakeHigh</li>
<li>GoJuiceHigh</li>
<li>GoJuiceAddiction</li>
<li>GoJuiceTolerance</li>
<li>Pregnant</li>
</hediffToNullify>
<showMessage>true</showMessage>
<nullifyKey>PN_HediffNullifier</nullifyKey>
</li>
</comps>
<modExtensions>
<li Class="YORHG.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<!--==================================== 오토마톤 출혈 ====================================-->
<HediffDef>
<defName>PN_OilLoss</defName>
<label>oil loss</label>
<description>A reduction in the normal oil volume. Minor oil loss has relatively mild effects, but when oil loss becomes severe, internal device becomes badly impaired and the victim loses the ability to move. Extreme oil loss leads to explosion.</description>
<lethalSeverity>1</lethalSeverity>
<stages>
<li>
<label>minor</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<minSeverity>0.15</minSeverity>
<label>minor</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.30</minSeverity>
<label>moderate</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.45</minSeverity>
<label>severe</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.60</minSeverity>
<label>extreme</label>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과열 ====================================-->
<HediffDef>
<defName>PN_Overheating</defName>
<label>overheating</label>
<description>A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, overheating gets worse until death.</description>
<defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HeatstrokeRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과냉 ====================================-->
<HediffDef>
<defName>PN_OverCooling</defName>
<label>overcooling</label>
<description>Dangerously low core body temperature. Unless re-warmed, overcooling gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid overcooling by wearing warm clothes in cold environments.</description>
<defaultLabelColor>(0.8, 0.8, 1)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HypothermiaRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

View File

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

View File

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

View File

@ -0,0 +1,380 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<HediffDef Name="PN_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_Implant</hediffClass>
<defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<HediffDef Name="PN_AddedBodyPartBase" ParentName="PN_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_AddedPart</hediffClass>
<priceImpact>true</priceImpact>
</HediffDef>
<ThingCategoryDef>
<defName>PN_BodyPartsAutomaton</defName>
<label>Automaton</label>
<parent>BodyParts</parent>
<iconPath>Things/Item/Health/HealthItem</iconPath>
</ThingCategoryDef>
<ThingDef Name="PN_BodyPartBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<useHitPoints>true</useHitPoints>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<isTechHediff>true</isTechHediff>
<pathCost>14</pathCost>
<tradeability>Buyable</tradeability>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>0.7</Flammability>
<Beauty>-4</Beauty>
<DeteriorationRate>2.0</DeteriorationRate>
<Mass>1</Mass>
</statBases>
<tradeTags>
<li>PN_BodyParts</li>
</tradeTags>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
</ThingDef>
<ThingDef Name="PN_BodyPartNormalBase" ParentName="PN_BodyPartBase" Abstract="True">
<techLevel>Industrial</techLevel>
<thingCategories>
<li>PN_BodyPartsAutomaton</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(247,180,130)</color>
</graphicData>
<tradeTags>
<li>PN_BodyPartsNormal</li>
</tradeTags>
<statBases>
<WorkToMake>15000</WorkToMake>
</statBases>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<!--<researchPrerequisite>Prosthetics</researchPrerequisite>-->
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef Name="PN_BodyPartRoyalBase" ParentName="PN_BodyPartBase" Abstract="True">
<techLevel>Spacer</techLevel>
<thingCategories>
<li>PN_BodyPartsAutomaton</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(189,169,118)</color>
</graphicData>
<tradeTags>
<li>PN_BodyPartsRoyal</li>
</tradeTags>
<statBases>
<WorkToMake>26000</WorkToMake>
</statBases>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<!--<researchPrerequisite>Bionics</researchPrerequisite>-->
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<RecipeDef Name="PN_SurgeryInstallImplantBase" ParentName="PN_Surgery" Abstract="True">
<workerClass>Recipe_InstallImplant</workerClass>
<workAmount>2500</workAmount>
<skillRequirements>
<Medicine>5</Medicine>
</skillRequirements>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartArtificialBase" ParentName="PN_SurgeryInstallImplantBase" Abstract="True">
<workerClass>Recipe_InstallArtificialBodyPart</workerClass>
</RecipeDef>
<RecipeDef Name="PN_SurgeryInstallBodyPartProstheticBase" ParentName="PN_SurgeryInstallBodyPartArtificialBase" Abstract="True">
<skillRequirements>
<Medicine>4</Medicine>
</skillRequirements>
</RecipeDef>
<RecipeDef Name="PN_SurgeryRemoveImplantBase" ParentName="PN_Surgery" Abstract="True">
<workerClass>Recipe_RemoveImplant</workerClass>
<workAmount>2500</workAmount>
<isViolation>true</isViolation>
<skillRequirements>
<Medicine>5</Medicine>
</skillRequirements>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<!--==================================== 실험적 임플란트 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_ExperimentalModuleHediff</defName>
<label>custom core implant</label>
<description>Warning: This implant is not a PnL licensed implant. When installed, the performance of the Automaton will decrease.\n\n
This implant makes the automaton learn like a human, but makes it mentally unstable.\n\n
This implant cannot be removed after installation.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<PsychicSensitivity>1.0</PsychicSensitivity>
<GlobalLearningFactor>0.80</GlobalLearningFactor>
<MentalBreakThreshold>0.12</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_Learning_Limit_System</li>
</triggeredHediff>
</li>
<li Class="MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>PN_Learning_Limit_System</li>
</hediffToNullify>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_Ex_filterA</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>custom core filter A</label>
<description>This pawn is Automaton.</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<stages>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PanielBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_Ex_filterB</hediff>
</li>
<li>
<hediff>PN_SyncNormal_Modified</hediff>
</li>
</hediffAndBodypart>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_Ex_filterB</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>custom core filter B</label>
<description>This pawn is Automaton.</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<stages>
</stages>
<comps>
<li Class="MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<li>PN_SyncNormal_Combat</li>
<li>PN_SyncGood_Combat</li>
<li>PN_SyncExcellent_Combat</li>
<li>PN_SyncMasterwork_Combat</li>
<li>PN_SyncLegendary_Combat</li>
<li>PN_SyncNormal_Engineer</li>
<li>PN_SyncGood_Engineer</li>
<li>PN_SyncExcellent_Engineer</li>
<li>PN_SyncMasterwork_Engineer</li>
<li>PN_SyncLegendary_Engineer</li>
<li>PN_SyncNormal_Domestic</li>
<li>PN_SyncGood_Domestic</li>
<li>PN_SyncExcellent_Domestic</li>
<li>PN_SyncMasterwork_Domestic</li>
<li>PN_SyncLegendary_Domestic</li>
<li>PN_SyncGood_Testsubject</li>
<li>PN_Learning_Limit_System</li>
</hediffToNullify>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_ExperimentalModule</defName>
<label>automaton custom core implant</label>
<description>Warning: This implant is not a PnL licensed implant. When installed, the performance of the Automaton will decrease.\n\n
This implant makes the automaton learn like a human, but makes it mentally unstable.\n\n
This implant cannot be removed after installation.</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallExperimentalModule</RecipeDef>
</descriptionHyperlinks>
<tradeability>None</tradeability>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<ComponentSpacer>1</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_ExperimentalModule</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallExperimentalModule</defName>
<label>install custom core implant</label>
<description>Install a custom core implant.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalModule</ThingDef>
<HediffDef>PN_ExperimentalModuleHediff</HediffDef>
</descriptionHyperlinks>
<jobString>Installing custom core implant.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ExperimentalModule</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNBrain</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ExperimentalModuleHediff</addsHediff>
</RecipeDef>
<!--==================================== 부활 임플란트 ====================================-->
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_ResurrectModule</defName>
<label>resurrect implant</label>
<labelNoun>a resurrect implant</labelNoun>
<description>This is the implant using resurrector mech serum.\nAn automaton equipped with this implant resurrection after death in a few seconds.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<spawnThingOnRemoved>PN_ResurrectModule</spawnThingOnRemoved>
</HediffDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_ResurrectModule</defName>
<label>automaton resurrect implant</label>
<description>This is the implant using resurrector mech serum.\nAn automaton equipped with this implant resurrection after death in a few seconds.</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallResurrectModule</RecipeDef>
</descriptionHyperlinks>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<MechSerumResurrector>1</MechSerumResurrector>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_ResurrectModule</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallResurrectModule</defName>
<label>install resurrect implant</label>
<description>Install a resurrect implant.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
<HediffDef>PN_ResurrectModule</HediffDef>
</descriptionHyperlinks>
<jobString>Installing resurrect implant.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ResurrectModule</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNCore</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ResurrectModule</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveResurrectModule</defName>
<label>remove resurrect implant</label>
<description>Remove the resurrect implant.</description>
<descriptionHyperlinks>
<ThingDef>PN_ResurrectModule</ThingDef>
<HediffDef>PN_ResurrectModule</HediffDef>
</descriptionHyperlinks>
<jobString>Removing resurrect implant.</jobString>
<removesHediff>PN_ResurrectModule</removesHediff>
</RecipeDef>
<!--==================================== 생체 공학 ====================================-->
</Defs>

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

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

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

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

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

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

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

9
1.4/Defs/PN_MVCF.back Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<MVCF.ModDef>
<defName>PN_MVCF_Ignore</defName>
<label>MVCF Ignore</label>
<description>This function is not used in this mod.</description>
<IgnoreThisMod>true</IgnoreThisMod>
</MVCF.ModDef>
</Defs>

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

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

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@ -0,0 +1,348 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--가챠 일반-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Awful</defName>
<label>Paniel Randombox Awful</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Awful</li>
<li>Paniel_Story_FailureA</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Poor</defName>
<label>Paniel Randombox Poor</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Poor</li>
<li>Paniel_Story_FailureB</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>Paniel_Randombox_Normal</defName>
<label>Paniel Randombox Normal</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>false</forceNormalGearQuality>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_Basic</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--가챠 특화 전투형-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind" Name="PanielSoldierBasePawnKind" Abstract="True">
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<disallowedTraits>
<li>Industriousness</li>
<li>TorturedArtist</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Normal</defName>
<label>Paniel Normal Militia</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MilitiaA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Good</defName>
<label>Paniel Good Militia</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MilitiaB</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Excellent</defName>
<label>Paniel Excellent Soldier</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_SoldierA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Masterwork</defName>
<label>Paniel Masterwork Soldier</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_SoldierB</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielSoldierBasePawnKind">
<defName>Paniel_Soldier_Legendary</defName>
<label>Paniel Legendary Royalguard</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Royalguard</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--가챠 특화 제작형-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind" Name="PanielWorkerBasePawnKind" Abstract="True">
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Normal</defName>
<label>Paniel Normal Apprentice</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_ApprenticeA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Good</defName>
<label>Paniel Good Apprentice</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_ApprenticeB</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Excellent</defName>
<label>Paniel Excellent journeyman</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_journeymanA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Masterwork</defName>
<label>Paniel Masterwork journeyman</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_journeymanB</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielWorkerBasePawnKind">
<defName>Paniel_Worker_Legendary</defName>
<label>Paniel Legendary Meister</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Meister</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<!--가챠 특화 가정형-->
<PawnKindDef ParentName="PanielPlayerBasePawnKind" Name="PanielMaidBasePawnKind" Abstract="True">
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<disallowedTraits>
<li>ShootingAccuracy</li>
<li>Brawler</li>
<li>TorturedArtist</li>
<li>Tough</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Normal</defName>
<label>Paniel Normal Maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Normal</li>
<li>Paniel_Story_MaidA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Good</defName>
<label>Paniel Good Maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Good</li>
<li>Paniel_Story_MaidB</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Excellent</defName>
<label>Paniel Excellent House maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Excellent</li>
<li>Paniel_Story_HousemaidA</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>14~17</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Masterwork</defName>
<label>Paniel Masterwork House maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Masterwork</li>
<li>Paniel_Story_HousemaidB</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>15~18</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PanielMaidBasePawnKind">
<defName>Paniel_Maid_Legendary</defName>
<label>Paniel Legendary Lady's maid</label>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Legendary</li>
<li>Paniel_Story_Ladysmaid</li>
</categories>
</li>
</backstoryFiltersOverride>
<initialWillRange>16~19</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
</Defs>

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

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

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

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

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

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

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

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@ -0,0 +1,163 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- 레버액션 -->
<SoundDef>
<defName>PNRifleSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRifleSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 기관총 -->
<SoundDef>
<defName>PNRoyalMachinegunSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRoyalMachinegunSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 포터블 캐논 -->
<SoundDef>
<defName>PNCannonSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNCannonSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 로열라이플 -->
<SoundDef>
<defName>PNRoyalRifleSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRoyalRifleSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 로열핸드캐논 -->
<SoundDef>
<defName>PNRoyalHCSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNRoyalHCSound</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!-- 체인소드 -->
<SoundDef>
<defName>PNChainswordSound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNChainsword</clipPath>
</li>
</grains>
<pitchRange>
<min>0.9152174</min>
<max>1.042391</max>
</pitchRange>
</li>
</subSounds>
</SoundDef>
<!--일회용 레일건-->
<SoundDef>
<defName>PN_PrototypeRailGun_Warmup_Sound</defName>
<sustain>true</sustain>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<priorityMode>PrioritizeNearest</priorityMode>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNPrototypeRailGun_warmup</clipPath>
</li>
</grains>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>PN_PrototypeRailGun_Fire_Sound</defName>
<eventNames />
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Things/PNPrototypeRailGun_fire</clipPath>
</li>
</grains>
</li>
</subSounds>
</SoundDef>
</Defs>

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@ -0,0 +1,393 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PNApparel</defName>
<label>PnL Apparel</label>
<parent>Apparel</parent>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PNHeadgear</defName>
<label>PnL Headgear</label>
<parent>PNApparel</parent>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_ApparelBase" ParentName="ApparelMakeableBase">
<apparel>
<tags Inherit="false">
<li>PN_Apparel</li>
</tags>
<defaultOutfitTags Inherit="false">
<li>PNApparel</li>
</defaultOutfitTags>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
</apparel>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
<recipeMaker>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
</ThingDef>
<ThingDef Abstract="True" Name="PN_HatBase" ParentName="PN_ApparelBase">
<thingCategories Inherit="False">
<li>PNHeadgear</li>
</thingCategories>
<apparel>
<forceRenderUnderHair>true</forceRenderUnderHair>
</apparel>
</ThingDef>
<!--==================================== 기본옷 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelBasic</defName>
<label>PnL basic shirt and boots</label>
<description>This is a basic paniel costume. It consists of a shirt and boots.</description>
<graphicData>
<texPath>Things/Apparel/PNBasic1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>2800</WorkToMake>
<Mass>0.75</Mass>
<StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.42</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.18</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>2</EquipDelay>
</statBases>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNBasic</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelBasicHat</defName>
<label>PnL basic hat</label>
<description>This is a basic paniel hat.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNbasichat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>25</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<statBases>
<MaxHitPoints>80</MaxHitPoints>
<WorkToMake>1800</WorkToMake>
<Mass>0.14</Mass>
<StuffEffectMultiplierArmor>0.2</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.60</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.50</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>0.8</EquipDelay>
</statBases>
<equippedStatOffsets>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNbasichat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Basic</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 케이프 ====================================-->
<ThingDef ParentName="ApparelMakeableBase">
<defName>PN_ApparelCape</defName>
<description>This is a basic paniel cape. It has excellent performance in heat dissipation and insulation.</description>
<label>PnL cape</label>
<recipeMaker>
<researchPrerequisite>ComplexClothing</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Things/Apparel/PNCape1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<techLevel>Industrial</techLevel>
<costStuffCount>80</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories Inherit="False">
<li>PNApparel</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>10000</WorkToMake>
<Mass>2</Mass>
<StuffEffectMultiplierArmor>0.3</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>2.00</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.85</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNCape</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Basic</li>
<li>Paniel_Militia</li>
<li>Paniel_Engineer</li>
<li>Paniel_Housekeeper</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어A 밀리샤 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelMilitia</defName>
<label>PnL militia uniform</label>
<description>A uniform worn by the militia on automata.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give it a decent defense.</description>
<graphicData>
<texPath>Things/Apparel/PNMilitia1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>60</costStuffCount>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Cloth>80</Cloth>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>5</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierA_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>21000</WorkToMake>
<Mass>3</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.68</StuffEffectMultiplierArmor>
<Insulation_Cold>8.4</Insulation_Cold>
<Insulation_Heat>4.3</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.10</WorkSpeedGlobal>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNMilitia</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<tags>
<li>Paniel_Militia</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_HatBase">
<defName>PN_ApparelMilitiaHat</defName>
<label>PnL militia goggles</label>
<description>A goggles worn by the militia on automata.\n\nThe built-in parts work with the automaton to give it a decent defense.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNMilitiahat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentIndustrial>2</ComponentIndustrial>
<Plasteel>10</Plasteel>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>5</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierA_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>8000</WorkToMake>
<MaxHitPoints>120</MaxHitPoints>
<Mass>1.2</Mass>
<StuffEffectMultiplierArmor>0.68</StuffEffectMultiplierArmor>
<Insulation_Cold>12</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
<li>Eyes</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNMilitiahat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Militia</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
</Defs>

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

View File

@ -0,0 +1,691 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 로열 그레이드 ====================================-->
<ThingCategoryDef>
<defName>PNRoyalApparel</defName>
<label>Royal Apparel</label>
<parent>PNApparel</parent>
</ThingCategoryDef>
<ThingCategoryDef>
<defName>PNRoyalHeadgear</defName>
<label>Royal Headgear</label>
<parent>PNHeadgear</parent>
</ThingCategoryDef>
<ThingDef Abstract="True" Name="PN_RoyalApparelBase" ParentName="ApparelMakeableBase">
<apparel>
<tags Inherit="false">
<li>PN_RoyalApparel</li>
<li>Royal</li>
<li>RoyalTier2</li>
<li>RoyalTier3</li>
<li>RoyalTier4</li>
<li>RoyalTier5</li>
<li>RoyalTier6</li>
<li>RoyalTier7</li>
</tags>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
</apparel>
<thingCategories Inherit="False">
<li>PNRoyalApparel</li>
</thingCategories>
</ThingDef>
<ThingDef Abstract="True" Name="PN_RoyalHatBase" ParentName="PN_RoyalApparelBase">
<thingCategories Inherit="False">
<li>PNRoyalHeadgear</li>
</thingCategories>
<apparel>
<forceRenderUnderHair>true</forceRenderUnderHair>
</apparel>
</ThingDef>
<!--==================================== 티어C 근위대 ====================================-->
<ThingDef ParentName="PN_RoyalApparelBase">
<defName>PN_ApparelRoyalguard</defName>
<label>PnL royal guard uniform</label>
<description>A uniform worn by the royal guards on Automaton.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work with the automaton to provide excellent defense. But it doesn't help in situations other than combat.</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalguard1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>150</costStuffCount>
<costList>
<ComponentSpacer>6</ComponentSpacer>
<PN_Component>2</PN_Component>
<Hyperweave>50</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.93</StuffEffectMultiplierArmor>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>13</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.35</WorkSpeedGlobal>
<MeleeDodgeChance>3</MeleeDodgeChance>
<Flammability>-0.35</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalguard</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Royalguard</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_RoyalHatBase">
<defName>PN_ApparelRoyalguardHat</defName>
<label>PnL royal guard hat</label>
<description>A hat worn by the royal guards on Automaton.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nBuilt-in parts work with the automaton to provide excellent defense. But it doesn't help in situations other than combat.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalguardhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>50</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>25</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.93</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>4</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.15</WorkSpeedGlobal>
<AimingDelayFactor>-0.15</AimingDelayFactor>
<ShootingAccuracyPawn>3</ShootingAccuracyPawn>
<MeleeHitChance>3</MeleeHitChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalguardhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li></li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어C 마이스터 ====================================-->
<ThingDef ParentName="PN_RoyalApparelBase">
<defName>PN_ApparelRoyalmeister</defName>
<label>PnL royal meister uniform</label>
<description>This is the uniform worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalmeister1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<costList>
<ComponentSpacer>4</ComponentSpacer>
<PN_Component>2</PN_Component>
<Hyperweave>30</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>10</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.20</GeneralLaborSpeed>
<MiningYield>0.20</MiningYield>
<ConstructSuccessChance>0.20</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.20</FixBrokenDownBuildingSuccessChance>
<Flammability>-0.20</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalmeister</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_RoyalHatBase">
<defName>PN_ApparelRoyalmeisterHat</defName>
<label>PnL royal meister hat</label>
<description>This is the hat worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmeisterhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmeisterhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_RoyalHatBase">
<defName>PN_ApparelRoyalmeisterHatWithMonocle</defName>
<label>PnL royal meister hat w/monocle</label>
<description>This is the hat with monocle worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmeisterhatwm1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmeisterhatwm</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_RoyalHatBase">
<defName>PN_ApparelRoyalmeisterMonocle</defName>
<label>PnL royal meister monocle</label>
<description>This is the monocle worn by the automaton in the royal Workshop.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmeistermonocle1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<MiningYield>0.10</MiningYield>
<ConstructSuccessChance>0.10</ConstructSuccessChance>
<FixBrokenDownBuildingSuccessChance>0.10</FixBrokenDownBuildingSuccessChance>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmeistermonocle</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Meister</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<!--==================================== 티어C 로열메이드 ====================================-->
<ThingDef ParentName="PN_RoyalApparelBase">
<defName>PN_ApparelRoyalmaid</defName>
<label>PnL royal maid uniform</label>
<description>This is the uniform worn by the automaton in the royal palace.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/PNRoyalmaid1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>1</drawSize>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<costList>
<ComponentSpacer>4</ComponentSpacer>
<PN_Component>2</PN_Component>
<Hyperweave>30</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>75000</WorkToMake>
<MaxHitPoints>400</MaxHitPoints>
<Mass>15</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>36</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>10</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.10</GeneralLaborSpeed>
<ButcheryFleshEfficiency>0.20</ButcheryFleshEfficiency>
<PlantHarvestYield>0.20</PlantHarvestYield>
<MedicalTendQuality>0.30</MedicalTendQuality>
<MedicalSurgerySuccessChance>0.20</MedicalSurgerySuccessChance>
<NegotiationAbility>0.20</NegotiationAbility>
<SocialImpact>0.20</SocialImpact>
<Flammability>-0.20</Flammability>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/PNRoyalmaid</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</layers>
<tags>
<li>Paniel_Royalmaid</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef ParentName="PN_RoyalHatBase">
<defName>PN_ApparelRoyalmaidHat</defName>
<label>PnL royal maid headband</label>
<description>This is the hat worn by the automaton in the royal palace.\n\nThis clothing is made with PnL industry's unique technology that combines metal and fabric.\n\nThe built-in parts work with the automaton to give you excellent defense. It also has a function that assists users in their work.</description>
<graphicData>
<texPath>Things/Apparel/hats/PNRoyalmaidhat1</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>40</costStuffCount>
<costList>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
<Hyperweave>10</Hyperweave>
</costList>
<recipeMaker>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<skillRequirements Inherit="false">
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_TierC_Apparel</researchPrerequisite>
</recipeMaker>
<statBases>
<WorkToMake>26250</WorkToMake>
<MaxHitPoints>180</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.4</Flammability>
<StuffEffectMultiplierArmor>0.81</StuffEffectMultiplierArmor>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>3</EquipDelay>
</statBases>
<equippedStatOffsets>
<GeneralLaborSpeed>0.05</GeneralLaborSpeed>
<ButcheryFleshEfficiency>0.10</ButcheryFleshEfficiency>
<PlantHarvestYield>0.10</PlantHarvestYield>
<MedicalTendQuality>0.15</MedicalTendQuality>
<MedicalSurgerySuccessChance>0.10</MedicalSurgerySuccessChance>
<NegotiationAbility>0.10</NegotiationAbility>
<SocialImpact>0.10</SocialImpact>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>Things/Apparel/hats/PNRoyalmaidhat</wornGraphicPath>
<useWornGraphicMask>true</useWornGraphicMask>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>Paniel_Royalmaid</li>
</tags>
<defaultOutfitTags>
</defaultOutfitTags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>15</weight>
<only>(255,255,255)</only>
</li>
<li>
<weight>20</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
</Defs>

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@ -0,0 +1,146 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 제작대 ====================================-->
<ThingDef ParentName="BenchBase">
<defName>PN_AutomatonBench</defName>
<label>automaton fabrication bench</label>
<description>automaton fabrication bench</description>
<thingClass>Building_WorkTable</thingClass>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>5000</WorkToBuild>
<Flammability>1.0</Flammability>
</statBases>
<minifiedDef />
<thingCategories Inherit="false" />
<size>(5,2)</size>
<costList>
<Steel>200</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
<shortCircuitInRain>true</shortCircuitInRain>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<recipes>
</recipes>
<graphicData>
<texPath>Things/Building/PNAutomatonBench</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(7,4)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<fillPercent>0.5</fillPercent>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Production</designationCategory>
<surfaceType>Item</surfaceType>
<designationHotKey>Misc12</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_Production</li>
</researchPrerequisites>
</ThingDef>
<!--==================================== 오토마톤 동면관 ====================================-->
<!--<ThingDef ParentName="BuildingBase">
<defName>PN_CryptosleepCasket</defName>
<label>Automaton cryptosleep casket</label>
<description>A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.</description>
<thingClass>AutomataRace.Building_AutomatonCryptosleepCasket</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/Ship/ShipCryptosleepCasket</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1, 2)</drawSize>
<shadowData>
<volume>(0.83, 0.3, 1.7)</volume>
</shadowData>
</graphicData>
<researchPrerequisites>
<li>PNRP_CryptosleepCasket</li>
</researchPrerequisites>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<statBases>
<WorkToBuild>3200</WorkToBuild>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>0.5</Flammability>
</statBases>
<tickerType>Normal</tickerType>
<size>(1,2)</size>
<designationCategory>Misc</designationCategory>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(1,0,0)</interactionCellOffset>
<defaultPlacingRot>South</defaultPlacingRot>
<building>
<ai_chillDestination>false</ai_chillDestination>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<costList>
<Steel>180</Steel>
<Uranium>5</Uranium>
<ComponentIndustrial>4</ComponentIndustrial>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>2.66</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
</li>
<li Class="CompProperties_EmptyStateGraphic">
<graphicData>
<texPath>Things/Building/Ship/ShipCryptosleepCasketOpenDoor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1, 2)</drawSize>
</graphicData>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<inspectorTabs>
<li>ITab_ContentsCasket</li>
</inspectorTabs>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
</ThingDef>-->
</Defs>

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

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

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

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

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

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@ -0,0 +1,964 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 베이스 ====================================-->
<ThingDef Abstract="True" Name="PN_BaseWeapon">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawGUIOverlay>true</drawGUIOverlay>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>true</alwaysHaulable>
<tickerType>Never</tickerType>
<equipmentType>Primary</equipmentType>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>1.0</Flammability>
<DeteriorationRate>2</DeteriorationRate>
<Beauty>-3</Beauty>
<SellPriceFactor>0.20</SellPriceFactor>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li>
<compClass>CompEquippable</compClass>
</li>
</comps>
<graphicData>
<onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
</graphicData>
<relicChance>0</relicChance>
</ThingDef>
<!--==================================== 근접 베이스 ====================================-->
<ThingDef Name="PN_BaseMeleeWeapon" Abstract="True" ParentName="PN_BaseWeapon">
<techLevel>Industrial</techLevel>
<smeltable>true</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>WeaponsMelee</li>
</thingCategories>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<weaponTags>
<li>PN_Melee</li>
</weaponTags>
<weaponClasses>
<li>Melee</li>
</weaponClasses>
</ThingDef>
<ThingDef Name="PN_BaseMeleeWeapon_Sharp" ParentName="PN_BaseMeleeWeapon" Abstract="True">
<recipeMaker>
<defaultIngredientFilter>
<categories>
<li>Root</li>
</categories>
<disallowedThingDefs>
<li>Silver</li>
<li>Gold</li>
<li>WoodLog</li>
</disallowedThingDefs>
</defaultIngredientFilter>
</recipeMaker>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
</comps>
<weaponClasses>
<li>MeleePiercer</li>
</weaponClasses>
</ThingDef>
<ThingDef Name="PN_BaseMeleeWeapon_Blunt" ParentName="PN_BaseMeleeWeapon" Abstract="True">
<recipeMaker>
<defaultIngredientFilter>
<categories>
<li>Root</li>
</categories>
<disallowedThingDefs>
<li>Silver</li>
<li>Gold</li>
</disallowedThingDefs>
</defaultIngredientFilter>
</recipeMaker>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
</comps>
<weaponClasses>
<li>MeleeBlunt</li>
</weaponClasses>
</ThingDef>
<!--==================================== 원거리 베이스 ====================================-->
<ThingDef Name="PN_BaseGun" Abstract="True" ParentName="PN_BaseWeapon">
<techLevel>Industrial</techLevel>
<smeltable>true</smeltable>
<thingCategories>
<li>WeaponsRanged</li>
</thingCategories>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<statBases>
<Flammability>0.5</Flammability>
</statBases>
<weaponTags>
<li>PN_Gun</li>
</weaponTags>
<comps>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponGun</nameMaker>
<descriptionMaker>ArtDescription_WeaponGun</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li>
<compClass>CompQuality</compClass>
</li>
</comps>
<weaponClasses>
<li>Ranged</li>
</weaponClasses>
</ThingDef>
<ThingDef Name="PN_BaseMakeableGun" ParentName="PN_BaseGun" Abstract="True">
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
</recipeMaker>
<comps>
</comps>
</ThingDef>
<ThingDef Name="PN_BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useHitPoints>False</useHitPoints>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<shaderType>Transparent</shaderType>
</graphicData>
</ThingDef>
<!--==================================== 삽 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Blunt">
<defName>PN_Shovel</defName>
<label>PnL shovel</label>
<description>It's a small shovel. Useful for farming, mining and construction. It looks powerful even when used as a weapon.</description>
<graphicData>
<texPath>Things/Weapons/PNShovel</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_Shovel</li>
</weaponTags>
<costStuffCount>50</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>8000</WorkToMake>
<Mass>1.2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>shovel blade</label>
<capacities>
<li>Cut</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>shovel head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>Smithing</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
</recipeMaker>
<equippedStatOffsets>
<MiningSpeed>0.15</MiningSpeed>
<PlantWorkSpeed>0.15</PlantWorkSpeed>
<ConstructionSpeed>0.15</ConstructionSpeed>
</equippedStatOffsets>
</ThingDef>
<!--==================================== 체인소드 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_Chainsword</defName>
<label>PnL chainsword</label>
<description>[caution] : Automaton exclusive weapon.\n\nA sword with a rotating chain saw blade. It works by linking with the automaton and receiving power.</description>
<graphicData>
<texPath>Things/Weapons/PNSword</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<meleeHitSound>PNChainswordSound</meleeHitSound>
<weaponTags>
<li>PN_Chainsword</li>
</weaponTags>
<costStuffCount>50</costStuffCount>
<thingSetMakerTags>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>PN_ChainCutTool</li>
</capacities>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<equippedStatOffsets>
<PlantWorkSpeed>0.25</PlantWorkSpeed>
</equippedStatOffsets>
</ThingDef>
<!--==================================== 리볼버 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Revolver</defName>
<label>PnL revolver</label>
<description>A revolver similar to a shotgun that fires from six barrels at once.</description>
<graphicData>
<texPath>Things/Weapons/PNRevolver</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<uiIconScale>1</uiIconScale>
<soundInteract>Interact_Revolver</soundInteract>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>1.6</Mass>
<AccuracyTouch>0.50</AccuracyTouch>
<AccuracyShort>0.35</AccuracyShort>
<AccuracyMedium>0.15</AccuracyMedium>
<AccuracyLong>0.05</AccuracyLong>
<RangedWeapon_Cooldown>1.8</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>PN_Revolver</li>
</weaponTags>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<recipeMaker>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
</recipeMaker>
<comps>
</comps>
<verbs>
<li Class="TorgueAnty.Verb_Properties_ShotGun">
<verbClass>TorgueAnty.Verb_Shoot_ShotGun</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Revolver_Volley</defaultProjectile>
<warmupTime>0.5</warmupTime>
<range>12.9</range>
<burstShotCount>1</burstShotCount>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<pelletCount>6</pelletCount>
</li>
</verbs>
<tools>
<li>
<label>grip</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<weaponClasses>
<li>ShortShots</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Revolver_Volley</defName>
<label>PnL revolver bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>8</damageAmountBase>
<stoppingPower>1</stoppingPower>
<speed>55</speed>
</projectile>
</ThingDef>
<!--==================================== 레버액션 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Rifle</defName>
<label>PnL rifle</label>
<description>Lever action rifle produced by PnL industry. Users can choose between rapid fire mode and accuracy mode.</description>
<graphicData>
<texPath>Things/Weapons/PNRifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>40000</WorkToMake>
<Mass>3.5</Mass>
<AccuracyTouch>0.65</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>0.7</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>75</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRifle_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRifle_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<!--x축 (-서 +동) , 레이어 , y축 (-남 +북)-->
<northOffset>
<position>(0.15,0.3,0)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.15,-0.3,0)</position>
<angle>-45</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0)</position>
<angle>-30</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0)</position>
<angle>30</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Rifle</defaultProjectile>
<warmupTime>0.7</warmupTime>
<range>30.9</range>
<soundCast>PNRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>It fires quickly, but has a low accuracy and range.</desc>
<label>rapid fire</label>
<texPath>UI/Commands/Pew</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.0</accuracyShort>
<accuracyMedium>0.0</accuracyMedium>
<accuracyLong>0.0</accuracyLong>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Rifle</defaultProjectile>
<warmupTime>2.3</warmupTime>
<range>36.9</range>
<soundCast>PNRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>It fires slowly, but has a high accuracy and range.</desc>
<label>accurate fire</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.25</accuracyShort>
<accuracyMedium>0.25</accuracyMedium>
<accuracyLong>0.25</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_Rifle</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Rifle</defName>
<label>PnL rifle bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>16</damageAmountBase>
<stoppingPower>1.0</stoppingPower>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 기관총 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Machinegun</defName>
<label>PnL machine gun</label>
<description>Machine gun produced by PnL industry.</description>
<graphicData>
<texPath>Things/Weapons/PNMachinegun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_MachineGun</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>60000</WorkToMake>
<Mass>10</Mass>
<AccuracyTouch>0.15</AccuracyTouch>
<AccuracyShort>0.25</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
</costList>
<comps>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNMachinegun_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNMachinegun_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_Machinegun</defaultProjectile>
<warmupTime>2.6</warmupTime>
<range>30.9</range>
<burstShotCount>40</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<weaponTags>
<li>PN_Machinegun</li>
</weaponTags>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_Machinegun</defName>
<label>PnL machinegun bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>8</damageAmountBase>
<stoppingPower>1.0</stoppingPower>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 포터블 캐논 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_Cannon</defName>
<label>PnL portable cannon</label>
<description>portable cannon produced by PnL industry. It can fire high-explosive and penetrating rounds.</description>
<graphicData>
<texPath>Things/Weapons/PNCannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_Cannon</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>68000</WorkToMake>
<Mass>9.5</Mass>
<AccuracyTouch>0.65</AccuracyTouch>
<AccuracyShort>0.65</AccuracyShort>
<AccuracyMedium>0.85</AccuracyMedium>
<AccuracyLong>0.75</AccuracyLong>
<RangedWeapon_Cooldown>4.5</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNCannon_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNCannon_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,-0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,-0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,-0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,-0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_AP</defaultProjectile>
<warmupTime>3.5</warmupTime>
<minRange>4.9</minRange>
<range>44.9</range>
<soundCast>PNCannonSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<desc>Single target bullet with high penetration.</desc>
<label>AP</label>
<texPath>UI/Commands/AP</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_HE</defaultProjectile>
<forcedMissRadius>0.01</forcedMissRadius>
<warmupTime>3.5</warmupTime>
<minRange>4.9</minRange>
<range>44.9</range>
<soundCast>PNCannonSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<muzzleFlashScale>14</muzzleFlashScale>
<desc>Creates a small explosion on hit.</desc>
<label>HE</label>
<texPath>UI/Commands/HE</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_Cannon</li>
</weaponTags>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>15.7</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
<li>LongShots</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_HE</defName>
<label>PnL he bullet</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>PN_Bomb_Cannon</damageDef>
<speed>100</speed>
<explosionRadius>1.9</explosionRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_AP</defName>
<label>PnL ap bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>40</damageAmountBase>
<stoppingPower>3</stoppingPower>
<armorPenetrationBase>0.70</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_Bomb_Cannon</defName>
<label>bomb</label>
<defaultDamage>50</defaultDamage>
</DamageDef>
<!--==================================== 일회용 레일건 ====================================-->
<ThingDef ParentName="PN_BaseGun">
<defName>PN_PrototypeRailGun</defName>
<label>PnL prototype rail gun</label>
<description>An experimental railgun that fires powerful explosions in a narrow area.\nOnce fired, it will break down and cannot be used.</description>
<tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Weapons/PNPrototypeRailGun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>1250</MarketValue>
<Mass>8</Mass>
<RangedWeapon_Cooldown>4.5</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>PN_PrototypeRailGun</li>
<li>PN_SingleUse</li>
</weaponTags>
<tradeTags>
<li>ExoticMisc</li>
</tradeTags>
<thingSetMakerTags>
<li>SingleUseWeapon</li>
<li>RewardStandardLowFreq</li>
</thingSetMakerTags>
<verbs>
<li>
<verbClass>Verb_ShootOneUse</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RailGun</defaultProjectile>
<forcedMissRadius>0.1</forcedMissRadius>
<warmupTime>4.5</warmupTime>
<ai_AvoidFriendlyFireRadius>8</ai_AvoidFriendlyFireRadius>
<minRange>4.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
<soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<onlyManualCast>true</onlyManualCast>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<muzzleFlashScale>14</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<comps Inherit="false">
<li Class="CompProperties_Forbiddable"/>
<li>
<compClass>CompEquippable</compClass>
</li>
<li Class="CompProperties_Styleable"></li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>7.8</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNPrototypeRailGun_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNPrototypeRailGun_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<equippedAngleOffset>45</equippedAngleOffset>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_RailGun</defName>
<label>prototype railgun bullet</label>
<graphicData>
<texPath>Things/Projectile/ChargeLanceShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>PN_BombRG</damageDef>
<speed>615</speed>
<explosionRadius>1.9</explosionRadius>
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_BombRG</defName>
<workerClass>DamageWorker_Blunt</workerClass>
<stabChanceOfForcedInternal>1.0</stabChanceOfForcedInternal>
<overkillPctToDestroyPart>0.6~1.0</overkillPctToDestroyPart>
<armorCategory>Sharp</armorCategory>
<defaultDamage>550</defaultDamage>
<minDamageToFragment>700</minDamageToFragment>
<defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>2.00</defaultArmorPenetration>
<buildingDamageFactorImpassable>0.1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>0.1</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor>
<explosionAffectOutsidePartsOnly>true</explosionAffectOutsidePartsOnly>
</DamageDef>
</Defs>

View File

@ -0,0 +1,940 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 체인 롱소드 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_Chainlongsword</defName>
<label>PnL chain longsword</label>
<description>[caution] : Automaton exclusive weapon.\n\nA long sword with a rotating chain saw blade. It works by linking with the automaton and receiving power.</description>
<graphicData>
<texPath>Things/Weapons/PNSwordLong</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_RoyalChainsword</li>
</weaponTags>
<costStuffCount>100</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>4</Mass>
</statBases>
<equippedAngleOffset>45</equippedAngleOffset>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>23</power>
<cooldownTime>2.4</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>PN_ChainCutTool</li>
</capacities>
<power>23</power>
<cooldownTime>2.4</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
<li Class="SYS.CompProperties_WeaponExtention">
<littleDown>True</littleDown>
<northOffset>
<position>(0.2,0,0.25)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.25,0.3,0.2)</position>
<angle>45</angle>
</southOffset>
<eastOffset>
<position>(0.15,0.3,0.2)</position>
<angle>-45</angle>
</eastOffset>
<westOffset>
<position>(-0.15,-0.3,0.2)</position>
<angle>45</angle>
</westOffset>
</li>
</comps>
<weaponClasses>
</weaponClasses>
</ThingDef>
<!--==================================== 워해머 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<defName>PN_WarHammer</defName>
<label>PnL warhammer</label>
<description>A luxurious war hammer made by PnL industry. There is no special function.</description>
<graphicData>
<texPath>Things/Weapons/PNWarHammer</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<weaponTags>
<li>PN_WarHammer</li>
</weaponTags>
<costStuffCount>150</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<Mass>4</Mass>
</statBases>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>11</power>
<cooldownTime>2.6</cooldownTime>
</li>
<li>
<label>head</label>
<labelUsedInLogging>false</labelUsedInLogging>
<capacities>
<li>Blunt</li>
</capacities>
<power>22</power>
<cooldownTime>2.4</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
</comps>
<weaponClasses>
</weaponClasses>
</ThingDef>
<!--==================================== 로열 트윈 피스톨 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_TwinPistol</defName>
<label>PnL twin pistol</label>
<description>[caution] : Automaton exclusive weapon.\n\nA dual pistol that fires a lot of bullets at a close range. Used by the Royal Guard's Special Forces Automaton. In conjunction with the automaton, it enables fast reloading and gives the user high melee combat ability.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNTwinpistol</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>45000</WorkToMake>
<Mass>3.2</Mass>
<AccuracyTouch>0.57</AccuracyTouch>
<AccuracyShort>0.45</AccuracyShort>
<AccuracyMedium>0.14</AccuracyMedium>
<AccuracyLong>0.03</AccuracyLong>
<RangedWeapon_Cooldown>0.85</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>75</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<comps>
<li Class="CompProperties_Styleable"></li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_TwinPistol</defaultProjectile>
<warmupTime>0.35</warmupTime>
<range>12.9</range>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<burstShotCount>12</burstShotCount>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</li>
</weaponTags>
<tools>
<li>
<label>grip</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>1</cooldownTime>
</li>
<li>
<label>kick</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>18</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>Close shot</label>
<capacities>
<li>Poke</li>
</capacities>
<power>20</power>
<cooldownTime>2</cooldownTime>
<armorPenetration>0.09</armorPenetration>
</li>
</tools>
<weaponClasses>
<li>ShortShots</li>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_TwinPistol</defName>
<label>PnL twin pistol bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>4</damageAmountBase>
<stoppingPower>0.5</stoppingPower>
<armorPenetrationBase>0.15</armorPenetrationBase>
<speed>70</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열 라이플 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalRifle</defName>
<label>PnL royal rifle</label>
<description>[caution] : Automaton exclusive weapon.\n\nroyal guard rifle produced by PnL industry. Users can choose between rapid fire mode and accuracy mode.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNRoyalRifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>45000</WorkToMake>
<Mass>4.6</Mass>
<AccuracyTouch>0.65</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>0.7</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>75</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="CompProperties_Styleable"></li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalRifle_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalRifle_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0.15,0.3,0.05)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>-45</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>-30</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>30</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RoyalRifle</defaultProjectile>
<warmupTime>0.7</warmupTime>
<range>30.9</range>
<soundCast>PNRoyalRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>It fires quickly, but has a low accuracy and range.</desc>
<label>rapid fire</label>
<texPath>UI/Commands/Pew</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.0</accuracyShort>
<accuracyMedium>0.0</accuracyMedium>
<accuracyLong>0.0</accuracyLong>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RoyalRifle</defaultProjectile>
<warmupTime>2.3</warmupTime>
<range>36.9</range>
<soundCast>PNRoyalRifleSound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<desc>It fires slowly, but has a high accuracy and range.</desc>
<label>accurate fire</label>
<texPath>UI/Commands/Snipe</texPath>
<accuracyTouch>0.0</accuracyTouch>
<accuracyShort>0.25</accuracyShort>
<accuracyMedium>0.25</accuracyMedium>
<accuracyLong>0.25</accuracyLong>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_RoyalRifle</defName>
<label>PnL rifle bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>22</damageAmountBase>
<stoppingPower>1.5</stoppingPower>
<armorPenetrationBase>0.38</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열 헤비 슬러그 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalHeavySlug</defName>
<label>PnL royal heavy slug rifle</label>
<description>[caution] : Automaton exclusive weapon.\n\nheavy slug rifle produced by PnL industry. They fire huge bullets, but it have a short range.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNRoyalHeavyslug</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>45000</WorkToMake>
<Mass>4.6</Mass>
<AccuracyTouch>0.57</AccuracyTouch>
<AccuracyShort>0.64</AccuracyShort>
<AccuracyMedium>0.55</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>140</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
<PN_Component>2</PN_Component>
</costList>
<comps>
<li Class="CompProperties_Styleable"></li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalHeavyslug_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalHeavyslug_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_HeavySlug</defaultProjectile>
<warmupTime>0.7</warmupTime>
<range>12.9</range>
<soundCast>PNRoyalHCSound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_HeavySlug</defName>
<label>PnL heavy slug bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>40</damageAmountBase>
<stoppingPower>3</stoppingPower>
<armorPenetrationBase>0.38</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열기관총 ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalMachinegun</defName>
<label>PnL royal machine gun</label>
<description>[caution] : Automaton exclusive weapon.\n\nroyal machine gun produced by PnL industry.</description>
<techLevel>Spacer</techLevel>
<relicChance>1</relicChance>
<graphicData>
<texPath>Things/Weapons/PNRoyalMachinegun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>75000</WorkToMake>
<Mass>10</Mass>
<AccuracyTouch>0.15</AccuracyTouch>
<AccuracyShort>0.25</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>150</Plasteel>
<ComponentSpacer>8</ComponentSpacer>
<PN_Component>2</PN_Component>
</costList>
<comps>
<li Class="CompProperties_Styleable"></li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalMachinegun_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalMachinegun_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0.05)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0.05)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0.05)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0.05)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_RoyalMachinegun</defaultProjectile>
<warmupTime>2.6</warmupTime>
<range>30.9</range>
<burstShotCount>20</burstShotCount>
<ticksBetweenBurstShots>9</ticksBetweenBurstShots>
<soundCast>PNRoyalMachinegunSound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<weaponTags>
<li>PN_Machinegun</li>
</weaponTags>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_RoyalMachinegun</defName>
<label>PnL machinegun bullet</label>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>20</damageAmountBase>
<stoppingPower>3.0</stoppingPower>
<armorPenetrationBase>0.38</armorPenetrationBase>
<speed>100</speed>
</projectile>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<!--==================================== 로열 LSW (멀티런쳐) ====================================-->
<ThingDef ParentName="PN_BaseMakeableGun">
<defName>PN_RoyalLSW</defName>
<label>PnL multiple launcher</label>
<description>[caution] : Automaton exclusive weapon.\n\nA launcher that can fire a variety of grenades. Users can fire Frag, Incendiary, EMP, Smoke, and Firefoam grenades.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Weapons/PNRoyalLSW</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisite>PNRP_RoyalWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>75000</WorkToMake>
<Mass>7</Mass>
<RangedWeapon_Cooldown>3.0</RangedWeapon_Cooldown>
</statBases>
<costList>
<Plasteel>100</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
<PN_Component>2</PN_Component>
</costList>
<comps>
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalLSW_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalLSW_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0)</position>
<angle>70</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0)</position>
<angle>-70</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_bomb</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Frag</label>
<texPath>UI/Commands/HE</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_Flame</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Incendiary</label>
<texPath>UI/Commands/Flame</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_EMP</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>EMP</label>
<texPath>UI/Commands/EMP</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_Smoke</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Smoke</label>
<texPath>UI/Commands/Smoke</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
<li Class="AdditionalVerb.VerbProperties_Custom">
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>PN_Bullet_LSW_FF</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>23.9</range>
<forcedMissRadius>0.9</forcedMissRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_IncendiaryLauncher</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>14</muzzleFlashScale>
<label>Firefoam</label>
<texPath>UI/Commands/FF</texPath>
<accuracyTouch>0</accuracyTouch>
<accuracyShort>0</accuracyShort>
<accuracyMedium>0</accuracyMedium>
<accuracyLong>0</accuracyLong>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<weaponTags>
<li>PN_RoyalRifle</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_bomb</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>1.9</explosionRadius>
<damageDef>Bomb</damageDef>
<speed>40</speed>
<ai_IsIncendiary>true</ai_IsIncendiary>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_Flame</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>1.9</explosionRadius>
<damageDef>Flame</damageDef>
<speed>40</speed>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.6</preExplosionSpawnChance>
<ai_IsIncendiary>true</ai_IsIncendiary>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_EMP</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>1.9</explosionRadius>
<damageDef>EMP</damageDef>
<speed>40</speed>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_Smoke</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>2.4</explosionRadius>
<damageDef>Smoke</damageDef>
<speed>40</speed>
<postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet">
<defName>PN_Bullet_LSW_FF</defName>
<label>PnL LSW bullet</label>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<explosionRadius>2.4</explosionRadius>
<damageDef>Extinguish</damageDef>
<speed>40</speed>
<arcHeightFactor>0.2</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
</projectile>
<graphicData>
<texPath>Things/Projectile/LauncherShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>
</Defs>

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

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

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

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

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

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

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

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

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

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1.4/Patches/SOS2.xml Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Save Our Ship 2</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 티어B메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어B워커 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어B솔져 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 시큐리티 유니폼 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C로얄가드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C마이스터 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C로열메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

36
1.4/Patches/Vanilla.xml Normal file
View File

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

View File

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

View File

@ -3,7 +3,14 @@
<v1.3> <v1.3>
<li>1.3</li> <li>1.3</li>
<li>Content</li> <li>Content</li>
<li IfModActive="Ludeon.Rimworld.Royalty">1.3Royalty</li>
<li IfModActive="Ludeon.RimWorld.Ideology">1.3Ideology</li>
</v1.3>
<v1.4>
<li>1.4</li>
<li>Content</li>
<li IfModActive="Ludeon.Rimworld.Royalty">Royalty</li> <li IfModActive="Ludeon.Rimworld.Royalty">Royalty</li>
<li IfModActive="Ludeon.RimWorld.Ideology">Ideology</li> <li IfModActive="Ludeon.RimWorld.Ideology">Ideology</li>
</v1.3> <li IfModActive="Ludeon.RimWorld.Biotech">Biotech</li>
</v1.4>
</loadFolders> </loadFolders>