어빌리티 추가

This commit is contained in:
Cocopomel 2021-09-17 19:38:17 +09:00
parent 35063f0ff1
commit a6a4fac0b7
10 changed files with 371 additions and 68 deletions

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@ -8,6 +8,26 @@
<cooldownTicks>120000</cooldownTicks> <cooldownTicks>120000</cooldownTicks>
</AbilityGroupDef> </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>
<HediffDef Name="PN_ApparelModuleHediffBase" Abstract="True"> <HediffDef Name="PN_ApparelModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass> <hediffClass>HediffWithComps</hediffClass>
<comps> <comps>

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@ -61,6 +61,9 @@
<texPath>Things/Item/PNModuleIndustrial</texPath> <texPath>Things/Item/PNModuleIndustrial</texPath>
</graphicData> </graphicData>
<techLevel>Industrial</techLevel> <techLevel>Industrial</techLevel>
<statBases>
<WorkToMake>60000</WorkToMake>
</statBases>
</ThingDef> </ThingDef>
<ThingDef Name="PN_ApparelModuleSpacer" ParentName="PN_ApparelModuleBase" Abstract="True"> <ThingDef Name="PN_ApparelModuleSpacer" ParentName="PN_ApparelModuleBase" Abstract="True">
@ -69,6 +72,9 @@
<texPath>Things/Item/PNModuleSpacer</texPath> <texPath>Things/Item/PNModuleSpacer</texPath>
</graphicData> </graphicData>
<techLevel>Spacer</techLevel> <techLevel>Spacer</techLevel>
<statBases>
<WorkToMake>45000</WorkToMake>
</statBases>
</ThingDef> </ThingDef>
<!--<ThingDef ParentName="PN_ApparelModule"> <!--<ThingDef ParentName="PN_ApparelModule">

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@ -0,0 +1,98 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 장교 모듈 ====================================-->
<AbilityDef>
<defName>PN_OfficerCommandAbility</defName>
<label>officer command</label>
<description>...</description>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNOfficerCommand</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNOfficerCommand</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>334</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>9.9</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_OfficerCommand</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 마이스터 모듈 ====================================-->
<AbilityDef>
<defName>PN_meisteradviceAbility</defName>
<label>meister's advice</label>
<description>...</description>
<jobDef>CastAbilityOnThingMelee</jobDef>
<iconPath>UI/Abilities/PNMeisteradvice</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNMeisteradvice</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_3hour</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>2</uiOrder>
<warmupStartSound>WorkDrive_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>42</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>3.0</warmupTime>
<targetParams>
<canTargetAnimals>false</canTargetAnimals>
<canTargetSelf>false</canTargetSelf>
<canTargetBuildings>false</canTargetBuildings>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_meisteradvice</hediffDef>
<onlyBrain>True</onlyBrain>
<applicableToMechs>False</applicableToMechs>
</li>
</comps>
</AbilityDef>
</Defs>

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@ -1,17 +1,20 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Defs> <Defs>
<!--==================================== 장교 모듈 ====================================--> <!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 난사광 모듈 ====================================-->
<AbilityDef> <AbilityDef>
<defName>PN_OfficerCommandAbility</defName> <defName>PN_TriggerhappyAbility</defName>
<label>officer command</label> <label>rapid fire</label>
<description>Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration.</description> <description>...</description>
<jobDef>CastAbilityOnThing</jobDef> <jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired> <targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets> <canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNOfficerCommand</iconPath> <iconPath>UI/Abilities/PNTriggerhappy</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNOfficerCommand</warmupMoteSocialSymbol> <warmupMoteSocialSymbol>UI/Abilities/PNTriggerhappy</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting> <stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects> <showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted> <displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
@ -21,13 +24,12 @@
<uiOrder>3</uiOrder> <uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound> <warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases> <statBases>
<Ability_Duration>333</Ability_Duration> <Ability_Duration>84</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases> </statBases>
<verbProperties> <verbProperties>
<verbClass>Verb_CastAbility</verbClass> <verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime> <warmupTime>0.5</warmupTime>
<range>9.9</range> <range>-1</range>
<drawAimPie>False</drawAimPie> <drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight> <requireLineOfSight>False</requireLineOfSight>
<targetParams> <targetParams>
@ -42,11 +44,11 @@
<comps> <comps>
<li Class="CompProperties_AbilityGiveHediff"> <li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass> <compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_OfficerCommand</hediffDef> <hediffDef>PN_Triggerhappy</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf> <onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting> <replaceExisting>true</replaceExisting>
</li> </li>
</comps> </comps>
</AbilityDef> </AbilityDef>
</Defs> </Defs>

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@ -1,19 +1,7 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Defs> <Defs>
<!--
[모듈 목록]
근접 버프
사격 버프
의료 버프
생산 버프
농업 버프
채굴 버프
-->
<!--==================================== 전투 지휘 모듈 ====================================--> <!--==================================== 전투 지휘 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff"> <HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommand</defName> <defName>PN_OfficerCommand</defName>
<label>module active (officer)</label> <label>module active (officer)</label>
@ -61,32 +49,6 @@
<isBad>false</isBad> <isBad>false</isBad>
</HediffDef> </HediffDef>
<ThingDef ParentName="MoteBase">
<defName>PN_Mote_OfficerCommandBuff</defName>
<thingClass>MoteAttached</thingClass>
<mote>
<fadeInTime>5</fadeInTime>
<solidTime>5</solidTime>
<fadeOutTime>15</fadeOutTime>
<needsMaintenance>True</needsMaintenance>
</mote>
<graphicData>
<texPath>Things/Mote/PNOfficerCommandBuff</texPath>
<shaderType>MoteProximityScannerRadius</shaderType>
<color>(1, 0.1, 0.1, 0.35)</color>
<drawOffset>(0,0,0.5)</drawOffset>
<drawSize>1</drawSize>
<shaderParameters>
<_smokeScrollSpeed>0.1</_smokeScrollSpeed>
<_rotationSpeed>0.05</_rotationSpeed>
<_smokeAmount>0.1</_smokeAmount>
<!--<_MainTex>/Things/Mote/PNOfficerCommandBuff</_MainTex>
<_ScanTex>/Things/Mote/PNOfficerCommandBuff</_ScanTex>
<_SmokeTex>/Things/Mote/PNOfficerCommandBuff</_SmokeTex>-->
</shaderParameters>
</graphicData>
</ThingDef>
<HediffDef ParentName="RoleStatBuff"> <HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommandBuff</defName> <defName>PN_OfficerCommandBuff</defName>
<label>officer command</label> <label>officer command</label>
@ -159,7 +121,7 @@
<hediffClass>HediffWithComps</hediffClass> <hediffClass>HediffWithComps</hediffClass>
<comps> <comps>
<li Class="HediffCompProperties_Disappears"> <li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>100000</disappearsAfterTicks> <disappearsAfterTicks>97500</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime> <showRemainingTime>True</showRemainingTime>
</li> </li>
<li Class="HediffCompProperties_DisappearsOnDeath"/> <li Class="HediffCompProperties_DisappearsOnDeath"/>
@ -171,9 +133,47 @@
<capacity>Consciousness</capacity> <capacity>Consciousness</capacity>
<offset>-0.40</offset> <offset>-0.40</offset>
</li> </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> </capMods>
</li> </li>
</stages> </stages>
</HediffDef> </HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_meisteradvice</defName>
<label>meister's advice</label>
<description>The sense of being got advice from the meister.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statFactors>
<GeneralLaborSpeed>1.20</GeneralLaborSpeed>
<MiningSpeed>1.20</MiningSpeed>
<DeepDrillingSpeed>1.20</DeepDrillingSpeed>
<SmoothingSpeed>1.20</SmoothingSpeed>
<ConstructionSpeed>1.20</ConstructionSpeed>
</statFactors>
</li>
</stages>
</HediffDef>
</Defs> </Defs>

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@ -0,0 +1,88 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
[모듈 목록]
근접 버프
사격 버프
의료 버프
생산 버프
농업 버프
채굴 버프
-->
<!--==================================== 난사광 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_Triggerhappy</defName>
<label>module active (rapid fire)</label>
<description>...</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-5</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.5</AimingDelayFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_TriggerhappyOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_TriggerhappyOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>112500</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<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>
<ShootingAccuracyPawn>-3</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>1.3</AimingDelayFactor>
</statFactors>
</li>
</stages>
</HediffDef>
</Defs>

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@ -0,0 +1,97 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 장교 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_OfficerModule</defName>
<label>officer module</label>
<description>CAUTION: This module can only be installed on (legd) combat model.</description>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<ComponentSpacer>5</ComponentSpacer>
<PN_ComponentRoyal>3</PN_ComponentRoyal>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_OfficerModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelModuleHediffBase">
<defName>PN_OfficerModuleHediff</defName>
<label>officer module</label>
<description>...</description>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_OfficerCommandAbility</abilityDef>
</li>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<createHediff>PN_EMPShock</createHediff>
</li>
</comps>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_MeisterModule</defName>
<label>meister module</label>
<description>CAUTION: This module can only be installed on (legd) engineer model.</description>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<ComponentSpacer>5</ComponentSpacer>
<PN_ComponentRoyal>3</PN_ComponentRoyal>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MeisterModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelModuleHediffBase">
<defName>PN_MeisterModuleHediff</defName>
<label>meister module</label>
<description>...</description>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_meisteradviceAbility</abilityDef>
</li>
</comps>
</HediffDef>
</Defs>

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@ -1,18 +1,14 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Defs> <Defs>
<!--==================================== 장교 모듈 ====================================--> <!--==================================== 난사광 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer"> <ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_OfficerModule</defName> <defName>PN_TriggerhappyModule</defName>
<label>officer module</label> <label>rapid fire module</label>
<description>...</description> <description>CAUTION: This module can only be installed on (exc), (mast), (legd) combat model.</description>
<statBases>
<WorkToMake>14000</WorkToMake>
</statBases>
<costList> <costList>
<ComponentSpacer>5</ComponentSpacer> <ComponentSpacer>3</ComponentSpacer>
<PN_ComponentRoyal>2</PN_ComponentRoyal> <PN_ComponentRoyal>1</PN_ComponentRoyal>
</costList> </costList>
<recipeMaker> <recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite> <researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
@ -27,26 +23,22 @@
</apparel> </apparel>
<comps> <comps>
<li Class="CompProperties_CauseHediff_Apparel"> <li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_OfficerModuleHediff</hediff> <hediff>PN_TriggerhappyModuleHediff</hediff>
<part>PNTorso</part> <part>PNTorso</part>
</li> </li>
</comps> </comps>
</ThingDef> </ThingDef>
<HediffDef ParentName="PN_ApparelModuleHediffBase"> <HediffDef ParentName="PN_ApparelModuleHediffBase">
<defName>PN_OfficerModuleHediff</defName> <defName>PN_TriggerhappyModuleHediff</defName>
<label>officer module</label> <label>rapid fire module</label>
<description>...</description> <description>...</description>
<stages> <stages>
</stages> </stages>
<comps> <comps>
<li Class="HediffCompProperties_GiveAbility"> <li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_OfficerCommandAbility</abilityDef> <abilityDef>PN_TriggerhappyAbility</abilityDef>
</li>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<createHediff>PN_EMPShock</createHediff>
</li> </li>
</comps> </comps>
</HediffDef> </HediffDef>