dll recomplie,backstory fix,xml copy.weapon component are cut out.

This commit is contained in:
ProjectKoi-Kalo\Kalo 2024-08-09 05:52:09 +08:00
parent 93d0424448
commit b3551f621e
36 changed files with 12509 additions and 12 deletions

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<?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>

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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>
<!--==================================== 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>PNBody</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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@ -75,8 +75,73 @@
</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>PNBody</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>PNBody</li>
</bodyDefBlackList>
</li>
</comps>
</HediffDef>
<ChemicalDef>
<defName>PN_Chemical_Fuel</defName>
<label>Automaton Fuel</label>

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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>
<melaninRange>0</melaninRange>
</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>
<melaninRange>0</melaninRange>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<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

@ -60,7 +60,7 @@
</HediffDef>
<!--==================================== 오토마톤 기본 ====================================-->
<!--<HediffDef>
<HediffDef>
<defName>PanielBaseHediff</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>Automaton base</label>
@ -118,7 +118,7 @@
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>-->
</HediffDef>
<!--==================================== 오토마톤 출혈 ====================================-->
<HediffDef>

View File

@ -0,0 +1,809 @@
<?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_SyncNormal_Base_C">
<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>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="PN_Sync_Base" Abstract="True" Name="PN_SyncGood_Base_C">
<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>
<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>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</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>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.20</MeleeDamageFactor>
<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>-0.35</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.35</MeleeDamageFactor>
<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>PNBody</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_C">
<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>PNBody</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_C">
<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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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_C">
<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>PNBody</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_C">
<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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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>PNBody</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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@ -0,0 +1,142 @@
<?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>

View File

@ -12,7 +12,7 @@
<major>true</major>
</NeedDef>
<!--<NeedDef>
<NeedDef>
<defName>PN_Need_Maintenance</defName>
<needClass>AutomataRace.Need_Maintenance</needClass>
<label>Maintenance</label>
@ -21,5 +21,5 @@
<listPriority>985</listPriority>
<fallPerDay>0.01333</fallPerDay>
<showForCaravanMembers>true</showForCaravanMembers>
</NeedDef>-->
</NeedDef>
</Defs>

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@ -0,0 +1,735 @@
<?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>20</minGenerationAge>
<maxGenerationAge>25</maxGenerationAge>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
<humanPregnancyChance>0</humanPregnancyChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
<inventoryOptions>
<thingDef>PN_AutomatonFuel</thingDef>
<countRange>3~5</countRange>
</inventoryOptions>
<allowOldAgeInjuries>false</allowOldAgeInjuries>
</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>
<humanPregnancyChance>0</humanPregnancyChance>
<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>1~3</initialWillRange>
<initialResistanceRange>6~10</initialResistanceRange>
<humanPregnancyChance>0</humanPregnancyChance>
<useFactionXenotypes>false</useFactionXenotypes>
<xenotypeSet>
<xenotypeChances>
<Pigskin MayRequire="Ludeon.RimWorld.Biotech">0.1</Pigskin>
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0.1</Neanderthal>
<Impid MayRequire="Ludeon.RimWorld.Biotech">0.1</Impid>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0.05</Genie>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0.1</Yttakin>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0.05</Highmate>
</xenotypeChances>
</xenotypeSet>
</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>5~7</initialWillRange>
<initialResistanceRange>26~40</initialResistanceRange>
<humanPregnancyChance>0</humanPregnancyChance>
<useFactionXenotypes>false</useFactionXenotypes>
<xenotypeSet>
<xenotypeChances>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0.2</Yttakin>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0.2</Highmate>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0.2</Genie>
</xenotypeChances>
</xenotypeSet>
</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>8~11</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<useFactionXenotypes>false</useFactionXenotypes>
<xenotypeSet>
<xenotypeChances>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0.2</Yttakin>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0.2</Highmate>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0.2</Genie>
</xenotypeChances>
</xenotypeSet>
</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>
<useFactionXenotypes>false</useFactionXenotypes>
<xenotypeSet>
<xenotypeChances>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0.2</Yttakin>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0.2</Highmate>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0.2</Genie>
</xenotypeChances>
</xenotypeSet>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_SeniorDirector</defName>
<label>senior director</label>
<initialWillRange>10~13</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_VP</defName>
<label>VP</label>
<initialWillRange>11~14</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_SVP</defName>
<label>SVP</label>
<initialWillRange>12~15</initialWillRange>
<initialResistanceRange>25~39</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="PN_NPCBasePawnKind">
<defName>PN_CEO</defName>
<label>CEO</label>
<initialWillRange>13~16</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
</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>
<xenotypeSet>
<xenotypeChances>
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0.25</Neanderthal>
<Impid MayRequire="Ludeon.RimWorld.Biotech">0.25</Impid>
</xenotypeChances>
</xenotypeSet>
</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>
<li>PN_ApparelMilitia</li>
<li>PN_ApparelMilitiaHat</li>
</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>7000~10000</apparelMoney>
<apparelRequired>
<li>PN_EliteSecurityUniform</li>
<li>PN_EliteSecurityHat</li>
</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>
<!--<li>PN_CQCModule</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>
<apparelRequired>
<!--<li>PN_RapidFireModule</li>-->
</apparelRequired>
<weaponMoney>1100~2500</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>
<apparelRequired>
<!--<li>PN_RapidFireModule</li>-->
</apparelRequired>
<weaponMoney>1100~2500</weaponMoney>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
<PawnKindDef ParentName="PN_EliteUnitBase">
<defName>PN_EliteCannonUnit</defName>
<combatPower>170</combatPower>
<weaponTags>
<li>PN_Cannon</li>
</weaponTags>
<apparelTags>
<li>BeltDefensePop</li>
</apparelTags>
<apparelRequired>
<!--<li>PN_RapidFireModule</li>-->
</apparelRequired>
<weaponMoney>1100~2500</weaponMoney>
<disallowedTraits>
<li>Brawler</li>
</disallowedTraits>
</PawnKindDef>
</Defs>

View File

@ -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>

View File

@ -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>

View File

@ -7,14 +7,14 @@
<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>
@ -33,14 +33,15 @@
<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>
@ -64,14 +65,15 @@
<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>

View File

@ -0,0 +1,79 @@
<?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>

View File

@ -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>

View File

@ -0,0 +1,115 @@
<?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>

View File

@ -0,0 +1,141 @@
<?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>
<ingredients Inherit="false"></ingredients>
</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>false</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>false</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>
<isViolation>true</isViolation>
<surgerySuccessChanceFactor>1.0</surgerySuccessChanceFactor>
<developmentalStageFilter>Adult</developmentalStageFilter>
<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>

View File

@ -121,7 +121,7 @@
<!--==================================== 수리 키트 ====================================-->
<!--<ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_SelfRepairKit</defName>
<label>self repair kit</label>
<description>Research how to combine healer mech serum with repair kits.</description>
@ -135,7 +135,7 @@
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>-->
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_ResurrectModule</defName>

View File

@ -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>

View File

@ -0,0 +1,406 @@
<?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>
</apparel>
</ThingDef>
<!--==================================== 기본옷 ====================================-->
<ThingDef ParentName="PN_ApparelBase">
<defName>PN_ApparelBasic</defName>
<label>PnL basic shirt and boots</label>
<recipeMaker>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<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>
<recipeMaker>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<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>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</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>

View File

@ -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>-0.60</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 +1,692 @@
<?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>
</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>
<IncomingDamageFactor>-0.1</IncomingDamageFactor>
<Flammability>-0.60</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>

View File

@ -7,6 +7,21 @@
<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>
@ -296,4 +311,154 @@
</thingSetMakerTags>
</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>2</ComponentIndustrial>
<Steel>30</Steel>
<Chemfuel>10</Chemfuel>
<Leather_Automaton>20</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_UseEffectDestroySelf">
<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>
<isViolation>false</isViolation>
<dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
<surgerySuccessChanceFactor>99999</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</fixedIngredientFilter>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
</Defs>

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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_UseEffectDestroySelf">
<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_UseEffectDestroySelf">
<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_UseEffectDestroySelf">
<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_UseEffectDestroySelf">
<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_UseEffectDestroySelf">
<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_UseEffectDestroySelf">
<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_UseEffectDestroySelf">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</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_MarketValue">
<tradeTag>BasicClothing</tradeTag>
<countRange>7~15</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>Clothing</tradeTag>
<countRange>3~5</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>Armor</tradeTag>
<countRange>8~10</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponRanged</tradeTag>
<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_MarketValue">
<tradeTag>Art</tradeTag>
<countRange>4~8</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 MayRequire="Ludeon.RimWorld.Royalty" Class="StockGenerator_Category">
<!--<categoryDef>PN_WeaponsMeleeBladelink</categoryDef>-->
<thingDefCountRange>1</thingDefCountRange>
<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>