무기 밸런스 변경 / SYS 추가

This commit is contained in:
Cocopomel 2021-08-28 05:57:12 +09:00
parent a00ca25ab3
commit d0d6bfe28e
11 changed files with 346 additions and 57 deletions

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@ -115,6 +115,71 @@
</weaponClasses>
</ThingDef>
<ThingDef Abstract="True" Name="PN_MeleeWeaponUltratech" ParentName="PN_BaseWeapon">
<techLevel>Ultra</techLevel>
<statBases>
<MarketValue>2000</MarketValue>
<Mass>2</Mass>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtWeaponMelee</nameMaker>
<descriptionMaker>ArtDescription_WeaponMelee</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
</li>
<li Class="CompProperties_Biocodable"/>
</comps>
<smeltable>true</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>WeaponsMelee</li>
</thingCategories>
<weaponTags>
<li>PN_UltratechMelee</li>
</weaponTags>
<weaponClasses>
<li>Melee</li>
<li>Ultratech</li>
</weaponClasses>
<thingSetMakerTags>
</thingSetMakerTags>
</ThingDef>
<ThingDef Name="PN_BaseWeapon_Bladelink" ParentName="PN_BaseWeapon" Abstract="True">
<techLevel>Ultra</techLevel>
<tradeNeverStack>true</tradeNeverStack>
<relicChance>0</relicChance>
<weaponTags>
<li>PN_Bladelink</li>
</weaponTags>
<weaponClasses>
<li>Ultratech</li>
</weaponClasses>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_BladelinkWeapon">
<biocodeOnEquip>true</biocodeOnEquip>
</li>
<li Class="CompProperties_GeneratedName">
<nameMaker>NamerWeaponBladelink</nameMaker>
</li>
</comps>
<smeltable>true</smeltable>
<burnableByRecipe>true</burnableByRecipe>
<thingCategories>
<li>WeaponsMeleeBladelink</li>
</thingCategories>
<thingSetMakerTags>
</thingSetMakerTags>
</ThingDef>
<!--==================================== 원거리 베이스 ====================================-->
<ThingDef Name="PN_BaseGun" Abstract="True" ParentName="PN_BaseWeapon">
<techLevel>Industrial</techLevel>
@ -176,7 +241,7 @@
</ThingDef>
<!--==================================== 삽 ====================================-->
<ThingDef ParentName="PN_BaseMeleeWeapon_Sharp">
<ThingDef ParentName="PN_BaseMeleeWeapon_Blunt">
<defName>PN_Shovel</defName>
<label>PnL shovel</label>
<description>...</description>
@ -188,12 +253,12 @@
<weaponTags>
<li>PN_Shovel</li>
</weaponTags>
<costStuffCount>100</costStuffCount>
<costStuffCount>50</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
<WorkToMake>8000</WorkToMake>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
@ -214,7 +279,7 @@
<capacities>
<li>Cut</li>
</capacities>
<power>12</power>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
@ -222,15 +287,19 @@
<capacities>
<li>Blunt</li>
</capacities>
<power>14</power>
<power>16</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
<researchPrerequisite>PNRP_AutomatonWeapons</researchPrerequisite>
<researchPrerequisite>Smithing</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
@ -247,9 +316,9 @@
<weaponTags>
<li>PN_Chainsword</li>
</weaponTags>
<costStuffCount>100</costStuffCount>
<costStuffCount>50</costStuffCount>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>18000</WorkToMake>
@ -259,6 +328,9 @@
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tools>
<li>
<label>handle</label>
@ -273,16 +345,16 @@
<capacities>
<li>Stab</li>
</capacities>
<power>23</power>
<cooldownTime>2.6</cooldownTime>
<power>18</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>23</power>
<cooldownTime>2.6</cooldownTime>
<power>18</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
@ -322,7 +394,7 @@
</weaponTags>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<recipeMaker>
<skillRequirements>
@ -360,9 +432,8 @@
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<power>12</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
@ -422,6 +493,34 @@
<li>
<compClass>AdditionalVerb.Comp_VerbSaveable</compClass>
</li>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRifle_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRifle_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<!--x축 (-서 +동) , 레이어 , y축 (-남 +북)-->
<northOffset>
<position>(0.15,0.3,0)</position>
<angle>-45</angle>
</northOffset>
<southOffset>
<position>(-0.15,-0.3,0)</position>
<angle>-45</angle>
</southOffset>
<eastOffset>
<position>(-0.15,-0.3,0)</position>
<angle>-30</angle>
</eastOffset>
<westOffset>
<position>(0.15,-0.3,0)</position>
<angle>30</angle>
</westOffset>
</li>
</comps>
<verbs>
<li Class="AdditionalVerb.VerbProperties_Custom">
@ -522,26 +621,26 @@
<statBases>
<WorkToMake>60000</WorkToMake>
<Mass>10</Mass>
<AccuracyTouch>0.25</AccuracyTouch>
<AccuracyShort>0.35</AccuracyShort>
<AccuracyMedium>0.35</AccuracyMedium>
<AccuracyLong>0.28</AccuracyLong>
<AccuracyTouch>0.15</AccuracyTouch>
<AccuracyShort>0.25</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>3.0</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>160</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
<Steel>150</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Minigun</defaultProjectile>
<defaultProjectile>PN_Bullet_Machinegun</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>30.9</range>
<burstShotCount>60</burstShotCount>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<soundCast>Shot_Minigun</soundCast>
<burstShotCount>40</burstShotCount>
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
@ -553,25 +652,19 @@
<li>PN_Machinegun</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
<power>11.7</power>
<cooldownTime>2.6</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
@ -621,7 +714,7 @@
<RangedWeapon_Cooldown>5.0</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>120</Steel>
<Steel>150</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<comps>
@ -675,27 +768,18 @@
<li>PN_Cannon</li>
</weaponTags>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<power>15.7</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<equippedAngleOffset>45</equippedAngleOffset>
<equippedStatOffsets>
<MoveSpeed>-0.6</MoveSpeed>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>
<weaponClasses>
<li>RangedHeavy</li>
@ -714,7 +798,6 @@
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>PN_Bomb_Cannon</damageDef>
<!-- damage amount is the damage def default -->
<speed>100</speed>
<explosionRadius>1.9</explosionRadius>
</projectile>
@ -789,6 +872,9 @@
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tools>
<li>
<label>handle</label>
@ -796,23 +882,23 @@
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>26</power>
<cooldownTime>2.6</cooldownTime>
<power>23</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>26</power>
<cooldownTime>2.6</cooldownTime>
<power>23</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<recipeMaker>
@ -974,6 +1060,35 @@
<Plasteel>50</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<comps>
<li Class="SYS.CompProperties_Sheath">
<sheathOnlyGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalRifle_Sheath</texPath>
<graphicClass>Graphic_Single</graphicClass>
</sheathOnlyGraphicData>
<fullGraphicData>
<texPath>Things/Weapons/SYS/PNRoyalRifle_Full</texPath>
<graphicClass>Graphic_Multi</graphicClass>
</fullGraphicData>
<drawPosition>Back</drawPosition>
<northOffset>
<position>(0,0.3,0)</position>
<angle>25</angle>
</northOffset>
<southOffset>
<position>(0,-0.3,0)</position>
<angle>-25</angle>
</southOffset>
<eastOffset>
<position>(-0.05,-0.3,0)</position>
<angle>25</angle>
</eastOffset>
<westOffset>
<position>(0.05,-0.3,0)</position>
<angle>-25</angle>
</westOffset>
</li>
</comps>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
@ -983,7 +1098,7 @@
<range>25.9</range>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
<soundCast>Shot_NeedleGun</soundCast>
<soundCast>Shot_Autocannon</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
@ -1069,7 +1184,7 @@
<ai_AvoidFriendlyFireRadius>8</ai_AvoidFriendlyFireRadius>
<range>54.9</range>
<burstShotCount>1</burstShotCount>
<soundCast>InfernoCannon_Fire</soundCast>
<soundCast>ChargeLance_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<onlyManualCast>true</onlyManualCast>
<targetParams>
@ -1103,7 +1218,7 @@
<defName>PN_Bullet_RailGun</defName>
<label>prototype railgun bullet</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<texPath>Things/Projectile/ChargeLanceShot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
@ -1143,4 +1258,178 @@
<soundExplosion>Explosion_Bomb</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>
<!--==================================== 로열세이버 ====================================-->
<!--<ThingDef ParentName="PN_MeleeWeaponUltratech">
<defName>PN_RoyalSaber</defName>
<label>PnL royal saber</label>
<description>...</description>
<soundInteract>Interact_PlasmaSword</soundInteract>
<meleeHitSound>MeleeHit_PlasmaSword</meleeHitSound>
<equippedAngleOffset>0</equippedAngleOffset>
<relicChance>0</relicChance>
<weaponClasses>
<li>MeleePiercer</li>
</weaponClasses>
<graphicData>
<texPath>Things/Weapons/PNRoyalSaber</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>25</power>
<cooldownTime>2</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>10</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>25</power>
<cooldownTime>2</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>10</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
</tools>
</ThingDef>-->
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_RoyalSaber_Bladelink</defName>
<label>PnL royal saber</label>
<description>...</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>0</equippedAngleOffset>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Weapons/PNRoyalSaber</texPath>
<color>(255,255,255)</color>
</graphicData>
<soundInteract>Interact_BladelinkPlasmaSword</soundInteract>
<meleeHitSound>MeleeHit_BladelinkPlasmaSword</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>25</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>20</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>25</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
<extraMeleeDamages>
<li>
<def>Burn</def>
<amount>20</amount>
<chance>1.0</chance>
</li>
</extraMeleeDamages>
</li>
</tools>
</ThingDef>
<ThingDef ParentName="PN_BaseWeapon_Bladelink">
<defName>PN_PN_Chainsword_Bladelink</defName>
<label>PnL blooded chain sword</label>
<description>...</description>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2</Mass>
</statBases>
<equippedAngleOffset>-65</equippedAngleOffset>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Weapons/PNSwordLink</texPath>
<color>(255,255,255)</color>
</graphicData>
<soundInteract>Interact_BladelinkMonoSword</soundInteract>
<meleeHitSound>MeleeHit_BladelinkMonoSword</meleeHitSound>
<weaponClasses>
<li>Melee</li>
<li>MeleePiercer</li>
</weaponClasses>
<tools>
<li>
<label>handle</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>point</label>
<capacities>
<li>Stab</li>
</capacities>
<power>30</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
</li>
<li>
<label>edge</label>
<capacities>
<li>Cut</li>
</capacities>
<power>30</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.9</armorPenetration>
</li>
</tools>
</ThingDef>
</Defs>

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