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Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
bd32d509a1 1.6全烂了版 2025-07-04 13:14:41 +08:00
ProjectKoi-Kalo\Kalo
1574d92416 1.6 2025-07-03 17:50:31 +08:00
107 changed files with 24896 additions and 4 deletions

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@ -128,7 +128,7 @@
<label>Maintenance (required)</label>
<description>I can't move my body well.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</li>
<li>
<visible>false</visible>
</li>
@ -136,7 +136,7 @@
<label>Maintenance (flawless)</label>
<description>I feel like I'm made new!</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</li>
</stages>
</ThoughtDef>
</Defs>

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@ -0,0 +1,530 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--오토마톤 메크링크-->
<ThingDef ParentName="MechanitorImplantBase">
<defName>PN_Mechlink</defName>
<label>automaton mechlink</label>
<description>This is a modified mechlink for automaton.</description>
<thingClass>Mechlink</thingClass>
<descriptionHyperlinks>
<HediffDef>MechlinkImplant</HediffDef>
</descriptionHyperlinks>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>500</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
</statBases>
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/Mechlink</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.65</drawSize>
</graphicData>
<comps>
<li Class="CompProperties_Forbiddable" />
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>InstallMechlink</useJob>
<useLabel>Install {0_label} to become mechanitor</useLabel>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<compClass>CompUseEffect_InstallImplantMechlink</compClass>
<hediffDef>MechlinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<requiresPsychicallySensitive>true</requiresPsychicallySensitive>
</li>
<li Class="CompProperties_UseEffectPlaySound">
<soundOnUsed>MechlinkInstalled</soundOnUsed>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_Mechlink_Automaton</defName>
<label>make automaton mechlink</label>
<description>make automaton mechlink</description>
<jobString>Making automaton mechlink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Mechlink</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_Mechlink>1</PN_Mechlink>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!--오토마톤 서브링크-->
<ThingDef Abstract="True" Name="PN_MechanitorImplantBase" ParentName="MechanitorImplantBase">
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>1200</MarketValue>
<DeteriorationRate>0</DeteriorationRate>
<WorkToMake>3200</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
<color>(247,180,130)</color>
</graphicData>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
<tradeability>None</tradeability>
</ThingDef>
<ThingDef Abstract="True" Name="PN_ControlSublinkBase" ParentName="PN_MechanitorImplantBase">
<descriptionHyperlinks>
<HediffDef>ControlSublinkImplant</HediffDef>
</descriptionHyperlinks>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
</ThingDef>
<ThingDef ParentName="PN_ControlSublinkBase">
<defName>PN_ControlSublink</defName>
<label>automaton control sublink (standard)</label>
<description>This is a modified control sublink (standard) for automaton.</description>
<costList>
<SignalChip>1</SignalChip>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant sublink</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>ControlSublinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
<maxSeverity>3</maxSeverity>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="PN_ControlSublinkBase">
<defName>PN_ControlSublinkHigh</defName>
<label>automaton control sublink (high)</label>
<description>This is a modified control sublink (high) for automaton.</description>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>3</ComponentIndustrial>
<ComponentSpacer>3</ComponentSpacer>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant high sublink</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>ControlSublinkImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
<requiresExistingHediff>true</requiresExistingHediff>
<minSeverity>3</minSeverity>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_ControlSublink_Automaton</defName>
<label>make automaton sublink (standard)</label>
<description>make automaton sublink</description>
<jobString>Making automaton sublink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ControlSublink</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_ControlSublink>1</PN_ControlSublink>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Make_PN_ControlSublinkHigh_Automaton</defName>
<label>make automaton sublink (high)</label>
<description>make automaton sublink</description>
<jobString>Making automaton sublink.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>ControlSublinkHigh</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_ControlSublinkHigh>1</PN_ControlSublinkHigh>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Remote repairer -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RemoteRepairer</defName>
<label>automaton remote repairer</label>
<description>This is a modified remote repairer for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RemoteRepairerImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RemoteRepairerImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RemoteRepairer_Automaton</defName>
<label>make automaton remote repairer</label>
<description>make automaton remote repairer</description>
<jobString>Making automaton remote repairer.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RemoteRepairer</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RemoteRepairer>1</PN_RemoteRepairer>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Mech gestation processorr -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_MechFormfeeder</defName>
<label>automaton mech gestation processor</label>
<description>This is a modified mech gestation processor for automaton.</description>
<descriptionHyperlinks>
<HediffDef>MechFormfeederImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<SignalChip>1</SignalChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>6</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>MechFormfeederImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_MechFormfeeder_Automaton</defName>
<label>make automaton mech gestation processor</label>
<description>make automaton mech gestation processor</description>
<jobString>Making automaton mech gestation processor.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>MechFormfeeder</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_MechFormfeeder>1</PN_MechFormfeeder>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Remote shielder -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RemoteShielder</defName>
<label>automaton remote shielder</label>
<description>This is a modified remote shielder for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RemoteShielderImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<PowerfocusChip>1</PowerfocusChip>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<statBases>
<MaxInstallCount>3</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RemoteShielderImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RemoteShielder_Automaton</defName>
<label>make automaton remote shielder</label>
<description>make automaton remote shielder</description>
<jobString>Making automaton remote shielder.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RemoteShielder</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RemoteShielder>1</PN_RemoteShielder>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
<!-- Repair probe -->
<ThingDef ParentName="PN_MechanitorImplantBase">
<defName>PN_RepairProbe</defName>
<label>automaton repair probe</label>
<description>This is a modified repair probe for automaton.</description>
<descriptionHyperlinks>
<HediffDef>RepairProbeImplant</HediffDef>
</descriptionHyperlinks>
<costList>
<NanostructuringChip>1</NanostructuringChip>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<statBases>
<MaxInstallCount>6</MaxInstallCount>
</statBases>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>Implant {0_label}</useLabel>
<userMustHaveHediff>MechlinkImplant</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>RepairProbeImplant</hediffDef>
<bodyPart>PNBrain</bodyPart>
<canUpgrade>true</canUpgrade>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RepairProbe_Automaton</defName>
<label>make automaton repair probe</label>
<description>make automaton repair probe</description>
<jobString>Making automaton repair probe.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>2000</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RepairProbe</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<PN_RepairProbe>1</PN_RepairProbe>
</products>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Mechlink</researchPrerequisite>
</RecipeDef>
</Defs>

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ResearchProjectDef>
<defName>PNRP_Mechlink</defName>
<label>automaton mechlink</label>
<description>Research how to modify mechlink and sublink for use by the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>300</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>4.9</researchViewY>
<tags></tags>
</ResearchProjectDef>
</Defs>

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@ -0,0 +1,102 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--메카나이터 모듈-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ArrayModule</defName>
<label>array module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nAny model (legd), (mast), (exc)\n\nThis module increases the automaton's MechBandwidth and MechControlGroups stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_ArrayModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>20</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags></tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ArrayModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ArrayModuleHediff</defName>
<label>array module</label>
<description>The hediff created by installing array module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ArrayModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MechBandwidth>6</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
</stages>
<comps></comps>
</HediffDef>
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_IntegratorModule</defName>
<label>integrator module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nAny model (legd)\n\nThis module increases the automaton's MechBandwidth and MechControlGroups stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_IntegratorModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Plasteel>45</Plasteel>
<ComponentIndustrial>12</ComponentIndustrial>
<ComponentSpacer>9</ComponentSpacer>
<PN_Component>3</PN_Component>
<SignalChip>2</SignalChip>
<PowerfocusChip>1</PowerfocusChip>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags></tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_IntegratorModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_IntegratorModuleHediff</defName>
<label>integrator module</label>
<description>The hediff created by installing integrator module.</description>
<descriptionHyperlinks>
<ThingDef>PN_IntegratorModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MechBandwidth>18</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
</stages>
<comps></comps>
</HediffDef>
</Defs>

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@ -0,0 +1,70 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef ParentName="PN_AddedBodyPartBase">
<defName>PN_DetoxifierOilFilter</defName>
<label>detoxifier Oil Filter</label>
<labelNoun>a detoxifier oil filter</labelNoun>
<description>An advanced Oil Filter. Using PNL Industry technology, it can rapidly remove a vast range of toxins from the fuel, making it effective against environmental toxins, venoms, and injected poisons.</description>
<descriptionHyperlinks>
<ThingDef>DetoxifierKidney</ThingDef>
</descriptionHyperlinks>
<spawnThingOnRemoved>DetoxifierKidney</spawnThingOnRemoved>
<addedPartProps>
<solid>true</solid>
<partEfficiency>1.1</partEfficiency>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<statOffsets>
<ToxicResistance>0.5</ToxicResistance>
</statOffsets>
</li>
</stages>
</HediffDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallDetoxifierOilFilter</defName>
<label>install detoxifier Oil Filter</label>
<description>Install a detoxifier oil filter.</description>
<descriptionHyperlinks>
<ThingDef>DetoxifierKidney</ThingDef>
<HediffDef>PN_DetoxifierOilFilter</HediffDef>
</descriptionHyperlinks>
<jobString>Installing detoxifier oil filter.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>DetoxifierKidney</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>DetoxifierKidney</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNKidney</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_DetoxifierOilFilter</addsHediff>
<deathOnFailedSurgeryChance>0</deathOnFailedSurgeryChance>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveDetoxifierOilFilter</defName>
<label>remove detoxifier Oil Filter</label>
<description>Remove detoxifier Oil Filter.</description>
<descriptionHyperlinks>
<ThingDef>DetoxifierKidney</ThingDef>
<HediffDef>PN_DetoxifierOilFilter</HediffDef>
</descriptionHyperlinks>
<jobString>Removing detoxifier Oil Filter.</jobString>
<removesHediff>PN_DetoxifierOilFilter</removesHediff>
</RecipeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AbilityGroupDef>
<defName>PNModule_2day</defName>
<cooldownTicks>120000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_1day</defName>
<cooldownTicks>60000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_12hour</defName>
<cooldownTicks>30000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_6hour</defName>
<cooldownTicks>15000</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_3hour</defName>
<cooldownTicks>7500</cooldownTicks>
</AbilityGroupDef>
<AbilityGroupDef>
<defName>PNModule_rightoff</defName>
<cooldownTicks>120</cooldownTicks>
</AbilityGroupDef>
</Defs>

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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.AutomataRaceSettings>
<defName>Paniel_Race</defName>
<needBlacklists> <!--Need def-->
<li>Outdoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
<li>Comfort</li>
<li MayRequire="Dubwise.DubsBadHygiene">Bladder</li>
</needBlacklists> <!--false 가 적용 / true 가 꺼짐-->
<socialActivated>true</socialActivated>
<skillDecayActivated>false</skillDecayActivated>
<infectionActivated>false</infectionActivated>
<medicineTendable>false</medicineTendable>
<deadThoughtOverrides>
<li>
<source>KnowColonistDied</source>
<overwrite>PN_KnowColonyAutomatonDied</overwrite>
</li>
<li>
<source>PawnWithGoodOpinionDied</source>
<overwrite>PN_AutomatonWithGoodOpinionDied</overwrite>
</li>
<li>
<source>PawnWithBadOpinionDied</source>
<overwrite>PN_AutomatonWithBadOpinionDied</overwrite>
</li>
<li>
<source>ColonistLost</source>
<overwrite>PN_ColonyAutomatonLost</overwrite>
</li>
<li>
<source>PawnWithGoodOpinionLost</source>
<overwrite>PN_AutomatonWithGoodOpinionLost</overwrite>
</li>
<li>
<source>PawnWithBadOpinionLost</source>
<overwrite>PN_AutomatonWithBadOpinionLost</overwrite>
</li>
<li>
<source>WitnessedDeathAlly</source>
<overwrite>PN_WitnessedDestroyedAlly</overwrite>
</li>
<li>
<source>WitnessedDeathNonAlly</source>
</li>
<li>
<source>ColonistBanished</source>
<overwrite>PN_AutomatonBanished</overwrite>
</li>
<li>
<source>ColonistBanishedToDie</source>
<overwrite>PN_AutomatonBanishedToDie</overwrite>
</li>
<li>
<source>PrisonerBanishedToDie</source>
</li>
</deadThoughtOverrides>
<conflictingPassions>
<li>Shooting</li>
<li>Melee</li>
<li>Construction</li>
<li>Mining</li>
<li>Cooking</li>
<li>Plants</li>
<li>Animals</li>
<li>Crafting</li>
<li>Artistic</li>
<li>Medicine</li>
<li>Social</li>
<li>Intellectual</li>
</conflictingPassions>
<defaultFaction>PN_indistryFaction</defaultFaction>
</AutomataRace.AutomataRaceSettings>
</Defs>

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

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

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

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@ -0,0 +1,632 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyDef>
<defName>PNBody</defName>
<label>Automaton</label>
<corePart>
<!--몸통-->
<def>PNTorso</def>
<customLabel>torso case</customLabel>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>PNRibcage</def>
<customLabel>ribcage frame</customLabel>
<coverage>0.036</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSternum</def>
<customLabel>sternum frame</customLabel>
<coverage>0.015</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNPelvis</def>
<customLabel>pelvis frame</customLabel>
<coverage>0.025</coverage>
<height>Bottom</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNSpine</def>
<customLabel>spine frame</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNTail</def>
<customLabel>tail</customLabel>
<coverage>0.017</coverage>
<height>Bottom</height>
<groups>
<li>Torso</li>
</groups>
</li>
<!--장기-->
<li>
<def>PNStomach</def>
<customLabel>energy absorbing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNCore</def>
<customLabel>engine core</customLabel>
<coverage>0.020</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>left breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLung</def>
<customLabel>right breathing part</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>left oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNKidney</def>
<customLabel>right oil filter</customLabel>
<coverage>0.017</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNLiver</def>
<customLabel>water filter</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!--머리-->
<li>
<def>PNNeck</def>
<customLabel>neck</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>PNHead</def>
<customLabel>head case</customLabel>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>PNSkull</def>
<customLabel>skull frame</customLabel>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>PNBrain</def>
<customLabel>brain core</customLabel>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>PNEye</def>
<customLabel>left visual sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>LeftEye</woundAnchorTag>
</li>
<li>
<def>PNEye</def>
<customLabel>right visual sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>RightEye</woundAnchorTag>
</li>
<li>
<def>PNEar</def>
<customLabel>left auditory sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNEar</def>
<customLabel>right auditory sensor</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNNose</def>
<customLabel>olfactory sensor</customLabel>
<coverage>0.10</coverage>
<groups>
<li>FullHead</li>
</groups>
</li>
<li>
<def>PNJaw</def>
<customLabel>jaw frame</customLabel>
<coverage>0.15</coverage>
<groups>
<li>Teeth</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>PNTongue</def>
<customLabel>gustatory sensor</customLabel>
<coverage>0.001</coverage>
<depth>Inside</depth>
<groups>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<!--왼팔-->
<def>PNShoulder</def>
<customLabel>left shoulder</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<woundAnchorTag>LeftShoulder</woundAnchorTag>
<flipGraphic>true</flipGraphic>
<parts>
<li>
<def>PNClavicle</def>
<customLabel>left clavicle frame</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
<flipGraphic>true</flipGraphic>
</li>
<li>
<def>PNArm</def>
<customLabel>left arm</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<flipGraphic>true</flipGraphic>
<parts>
<li>
<def>PNHumerus</def>
<customLabel>left humerus frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNRadius</def>
<customLabel>left radius frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNHand</def>
<customLabel>left hand</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<flipGraphic>true</flipGraphic>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>PNFinger</def>
<customLabel>left pinky</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left ring finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left middle finger</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
<li>MiddleFingers</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left index finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>left thumb</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<!--오른팔-->
<def>PNShoulder</def>
<customLabel>right shoulder</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<woundAnchorTag>RightShoulder</woundAnchorTag>
<parts>
<li>
<def>PNClavicle</def>
<customLabel>right clavicle frame</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>PNArm</def>
<customLabel>right arm</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>PNHumerus</def>
<customLabel>right humerus frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNRadius</def>
<customLabel>right radius frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>PNHand</def>
<customLabel>right hand</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>PNFinger</def>
<customLabel>right pinky</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right ring finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right middle finger</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
<li>MiddleFingers</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right index finger</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>PNFinger</def>
<customLabel>right thumb</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>PNWaist</def>
<customLabel>waist</customLabel>
<coverage>0</coverage>
<height>Bottom</height>
<groups>
<li>Waist</li>
</groups>
</li>
<li>
<!--왼다리-->
<def>PNLeg</def>
<customLabel>left leg</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<woundAnchorTag>LeftLeg</woundAnchorTag>
<flipGraphic>true</flipGraphic>
<parts>
<li>
<def>PNFemur</def>
<customLabel>left femur frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNTibia</def>
<customLabel>left tibia frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNFoot</def>
<customLabel>left foot</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<flipGraphic>true</flipGraphic>
<parts>
<li>
<def>PNToe</def>
<customLabel>left little toe</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left fourth toe</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left middle toe</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left second toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>left big toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<!--오른다리-->
<li>
<def>PNLeg</def>
<customLabel>right leg</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<woundAnchorTag>RightLeg</woundAnchorTag>
<parts>
<li>
<def>PNFemur</def>
<customLabel>right femur frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNTibia</def>
<customLabel>right tibia frame</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>PNFoot</def>
<customLabel>right foot</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>PNToe</def>
<customLabel>right little toe</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right fourth toe</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right middle toe</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right second toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>PNToe</def>
<customLabel>right big toe</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>

View File

@ -0,0 +1,427 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyPartDef Abstract="True" Name="PN_BodyPartDefBase">
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<alive>false</alive>
</BodyPartDef>
<!--몸통-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTorso</defName>
<label>torso case</label>
<hitPoints>40</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNRibcage</defName>
<label>ribcage frame</label>
<hitPoints>30</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSourceCage</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNSternum</defName>
<label>sternum frame</label>
<hitPoints>20</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSourceCage</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNPelvis</defName>
<label>pelvis frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>Pelvis</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNSpine</defName>
<label>spine frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>6</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<canSuggestAmputation>false</canSuggestAmputation>
<tags>
<li>Spine</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTail</defName>
<label>tail</label>
<hitPoints>30</hitPoints>
<frostbiteVulnerability>3</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<canSuggestAmputation>true</canSuggestAmputation>
</BodyPartDef>
<!--장기-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNStomach</defName>
<label>energy absorbing part</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>MetabolismSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNCore</defName>
<label>engine core</label>
<hitPoints>15</hitPoints>
<bleedRate>5</bleedRate>
<skinCovered>false</skinCovered>
<tags>
<li>BloodPumpingSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLung</defName>
<label>breathing part</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BreathingSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNKidney</defName>
<label>oil filter</label>
<hitPoints>15</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationKidney</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLiver</defName>
<label>water filter</label>
<hitPoints>20</hitPoints>
<skinCovered>false</skinCovered>
<tags>
<li>BloodFiltrationLiver</li>
<li>MetabolismSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<!--머리-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNNeck</defName>
<label>neck</label>
<hitPoints>25</hitPoints>
<bleedRate>4</bleedRate>
<skinCovered>true</skinCovered>
<tags>
<li>BreathingPathway</li>
<li>EatingPathway</li>
<li>TalkingPathway</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNHead</defName>
<label>head case</label>
<hitPoints>25</hitPoints>
<skinCovered>true</skinCovered>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>2</bleedRate>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNSkull</defName>
<label>skull frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<canSuggestAmputation>false</canSuggestAmputation>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNBrain</defName>
<label>brain core</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>9999999</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<tags>
<li>ConsciousnessSource</li>
</tags>
<canSuggestAmputation>false</canSuggestAmputation>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNEye</defName>
<label>visual sensor</label>
<hitPoints>10</hitPoints>
<permanentInjuryChanceFactor>15</permanentInjuryChanceFactor>
<delicate>true</delicate>
<skinCovered>false</skinCovered>
<socketed>true</socketed>
<beautyRelated>true</beautyRelated>
<tags>
<li>SightSource</li>
</tags>
<hitChanceFactors>
<li>
<key>Blunt</key>
<value>0</value>
</li>
</hitChanceFactors>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNEar</defName>
<label>auditory sensor</label>
<hitPoints>12</hitPoints>
<frostbiteVulnerability>5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<tags>
<li>HearingSource</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNNose</defName>
<label>olfactory sensor</label>
<hitPoints>10</hitPoints>
<frostbiteVulnerability>5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<beautyRelated>true</beautyRelated>
<solid>true</solid>
<bleedRate>0</bleedRate>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNJaw</defName>
<label>jaw frame</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>2</frostbiteVulnerability>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<beautyRelated>true</beautyRelated>
<bleedRate>0</bleedRate>
<tags>
<li>EatingSource</li>
<li>TalkingSource</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>PNTongue</defName>
<label>gustatory sensor</label>
<skinCovered>false</skinCovered>
<bleedRate>0</bleedRate>
<beautyRelated>true</beautyRelated>
<forceAlwaysRemovable>true</forceAlwaysRemovable>
<removeRecipeLabelOverride>remove</removeRecipeLabelOverride>
<tags>
<li>Tongue</li>
</tags>
</BodyPartDef>
<!---->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNShoulder</defName>
<label>shoulder</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNClavicle</defName>
<label>clavicle frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
<li>Mirrored</li>
</tags>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNArm</defName>
<label>arm</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbCore</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNHumerus</defName>
<label>humerus frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNRadius</defName>
<label>radius frame</label>
<hitPoints>20</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ManipulationLimbSegment</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNHand</defName>
<label>hand</label>
<hitPoints>20</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNFinger</defName>
<label>finger</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>8</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>ManipulationLimbDigit</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<!--다리-->
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNWaist</defName>
<label>utility slot</label>
<conceptual>true</conceptual>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNLeg</defName>
<label>leg</label>
<hitPoints>30</hitPoints>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNFemur</defName>
<label>femur frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>MovingLimbSegment</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNTibia</defName>
<label>tibia frame</label>
<hitPoints>25</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>MovingLimbSegment</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNFoot</defName>
<label>foot</label>
<hitPoints>25</hitPoints>
<frostbiteVulnerability>0.5</frostbiteVulnerability>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbSegment</li>
</tags>
</BodyPartDef>
<BodyPartDef ParentName="PN_BodyPartDefBase">
<defName>PNToe</defName>
<label>toe</label>
<hitPoints>8</hitPoints>
<frostbiteVulnerability>10</frostbiteVulnerability>
<pawnGeneratorCanAmputate>true</pawnGeneratorCanAmputate>
<skinCovered>true</skinCovered>
<tags>
<li>MovingLimbDigit</li>
<li>Mirrored</li>
</tags>
</BodyPartDef>
</Defs>

View File

@ -0,0 +1,74 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead1</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead1</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead2</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead2</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead3</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead3</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead4</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead4</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead5</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead5</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead6</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead6</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead7</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead7</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead8</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead8</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead9</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead9</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead10</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead10</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead11</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead11</graphicPath>
<gender>None</gender>
</HeadTypeDef>
<HeadTypeDef ParentName="AverageBase">
<defName>PNHead12</defName>
<graphicPath>Paniel/Heads/PNHead/PNHead12</graphicPath>
<gender>None</gender>
</HeadTypeDef>
</Defs>

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,982 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AlienRace.ThingDef_AlienRace ParentName="BasePawn">
<defName>Paniel_Race</defName>
<label>Paniel</label>
<description>This pawn is automaton designed by PnL Industry.</description>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<tradeability>None</tradeability>
<alienRace>
<generalSettings>
<maleGenderProbability>0</maleGenderProbability>
<immuneToAge>false</immuneToAge>
<maxDamageForSocialfight>8</maxDamageForSocialfight> <!--사회적 싸움 최대 데미지-->
<minAgeForAdulthood>0</minAgeForAdulthood> <!--성인 배경 최소나이-->
<!--약물 설정-->
<chemicalSettings>
<li>
<chemical>Psychite</chemical>
<ingestible>false</ingestible>
</li>
<li>
<chemical>GoJuice</chemical>
<ingestible>false</ingestible>
</li>
</chemicalSettings>
<!--특성 강제 부여-->
<forcedRaceTraitEntries>
<li>
<defName>Kind</defName>
</li>
<li>
<defName>Asexual</defName>
</li>
<li>
<defName>PN_PerfectMemory</defName>
</li>
</forcedRaceTraitEntries>
<!--특성 제한-->
<disallowedTraits>
<li>
<defName>ShootingAccuracy</defName>
</li>
<li>
<defName>Tough</defName>
</li>
<li>
<defName>DrugDesire</defName>
</li>
<li>
<defName>Cannibal</defName>
</li>
<li>
<defName>Greedy</defName>
</li>
<li>
<defName>Jealous</defName>
</li>
<li>
<defName>DislikesMen</defName>
</li>
<li>
<defName>DislikesWomen</defName>
</li>
<li>
<defName>AnnoyingVoice</defName>
</li>
<li>
<defName>CreepyBreathing</defName>
</li>
<li>
<defName>Wimp</defName>
</li>
<li>
<defName>Nudist</defName>
</li>
<li>
<defName>Abrasive</defName>
</li>
<li>
<defName>Masochist</defName>
</li>
<li>
<defName>Ascetic</defName>
</li>
<li>
<defName>Gay</defName>
</li>
<li>
<defName>Bisexual</defName>
</li>
<li>
<defName>Transhumanist</defName>
</li>
<li>
<defName>BodyPurist</defName>
</li>
<li>
<defName>GreatMemory</defName>
</li>
<li>
<defName>Gourmand</defName>
</li>
<li>
<defName Degree="-1">Beauty</defName>
</li>
<li>
<defName Degree="-2">Beauty</defName>
</li>
<li>
<defName>Immunity</defName>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech">
<defName>Delicate</defName>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech">
<defName>Recluse</defName>
</li>
</disallowedTraits>
<additionalTraits>1</additionalTraits>
<immuneToXenophobia>true</immuneToXenophobia>
<alienPartGenerator>
<atlasScale>4</atlasScale>
<borderScale>1</borderScale>
<headTypes Inherit="False">
<li>PNHead1</li>
<li>PNHead2</li>
<li>PNHead3</li>
<li>PNHead4</li>
<li>PNHead5</li>
<li>PNHead6</li>
<li>PNHead7</li>
<li>PNHead8</li>
<li>PNHead9</li>
<li>PNHead10</li>
<li>PNHead11</li>
<li>PNHead12</li>
</headTypes>
<bodyTypes>
<li>Female</li>
</bodyTypes>
<headOffset>(-0.1, 0.0)</headOffset>
<customDrawSize>(1, 1)</customDrawSize>
<customPortraitDrawSize>(1, 1)</customPortraitDrawSize>
<headBodyPartDef>PNHead</headBodyPartDef>
<!--색상관련-->
<colorChannels>
<li>
<name>skin</name>
<first Class="AlienRace.ColorGenerator_SkinColorMelanin">
<minMelanin>0</minMelanin>
<maxMelanin>0</maxMelanin>
</first>
</li>
<li>
<name>hair</name>
<first Class="ColorGenerator_Options">
<options>
<li>
<weight>100</weight>
<only>(255,255,255)</only>
</li>
</options>
</first>
</li>
</colorChannels>
<!--신체 부착물-->
<bodyAddons>
<li>
<drawSize>1</drawSize>
<path>Paniel/Hairs/Addon/Hair</path>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>hair</colorChannel>
<alignWithHead>true</alignWithHead>
<conditions>
<BodyPart>
<bodyPart>PNHead</bodyPart>
</BodyPart>
</conditions>
<offsets>
<north>
<layerOffset>-0.275</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.326</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.326</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<!--awfulface-->
<li>
<drawSize>1</drawSize>
<path>Paniel/Heads/Face/RareFace/AwflFace</path>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>true</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<alignWithHead>true</alignWithHead>
<conditions>
<BodyPart>
<bodyPart>PNHead</bodyPart>
</BodyPart>
<And>
<Backstory>Paniel_Awful_Backstory</Backstory>
</And>
<Posture>
<drawnStanding>true</drawnStanding>
<drawnLaying>false</drawnLaying>
<drawnInBed>false</drawnInBed>
</Posture>
</conditions>
<offsets>
<north>
<layerOffset>-0.276</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.276</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.276</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<!-- 슬립 페이스 -->
<li>
<drawSize>1</drawSize>
<path>Paniel/Heads/PNSleep/PNSleep</path>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>true</inFrontOfBody>
<layerInvert>false</layerInvert>
<colorChannel>skin</colorChannel>
<alignWithHead>true</alignWithHead>
<conditions>
<RotStage>Fresh,Rotting,Dessicated</RotStage>
<BodyPart>
<bodyPart>PNHead</bodyPart>
</BodyPart>
<Posture>
<drawnStanding>false</drawnStanding>
<drawnLaying>true</drawnLaying>
<drawnInBed>true</drawnInBed>
</Posture>
</conditions>
<extendedGraphics>
<Backstory For="Paniel_Awful_Backstory">
<path>Paniel/Heads/Face/RareFace/AwflSleep</path>
<!-- nested settings can go here -->
</Backstory>
</extendedGraphics>
<offsets>
<north>
<layerOffset>-0.276</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.276</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.276</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielLeftEar</path>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<alignWithHead>true</alignWithHead>
<conditions>
<BodyPart>
<bodyPartLabel>left auditory sensor</bodyPartLabel>
</BodyPart>
</conditions>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.324</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.327</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Ear/PanielRightEar</path>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<alignWithHead>true</alignWithHead>
<conditions>
<BodyPart>
<bodyPartLabel>right auditory sensor</bodyPartLabel>
</BodyPart>
</conditions>
<offsets>
<north>
<layerOffset>-0.279</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>-0.324</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>-0.327</layerOffset>
<bodyTypes>
<Female>(0,0)</Female>
</bodyTypes>
</east>
</offsets>
</li>
<li>
<drawSize>1</drawSize>
<path>Paniel/Tail/PanielTail</path>
<shaderType>CutoutComplex</shaderType>
<inFrontOfBody>false</inFrontOfBody>
<colorChannel>skin</colorChannel>
<defaultOffset>Tail</defaultOffset>
<conditions>
<BodyPart>
<bodyPart>PNTail</bodyPart>
</BodyPart>
</conditions>
<offsets>
<north>
<layerOffset>0</layerOffset>
<bodyTypes>
<Female>(0,0.55)</Female>
</bodyTypes>
</north>
<south>
<layerOffset>0</layerOffset>
<bodyTypes>
<Female>(-0.42,0.22)</Female>
</bodyTypes>
</south>
<east>
<layerOffset>0</layerOffset>
<bodyTypes>
<Female>(-0.42,0.22)</Female>
</bodyTypes>
</east>
</offsets>
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<graphicPaths>
<body>
<path>Paniel/Body/Naked_Female</path>
</body>
<head>
<path>Paniel/Heads/PNHead/PNHead1</path>
</head>
<skeleton>Things/Pawn/Humanlike/Bodies/Dessicated/Dessicated_Thin</skeleton>
</graphicPaths>
<styleSettings>
<li>
<key>HairDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
<li>
<key>BeardDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
<li>
<key>TattooDef</key>
<value>
<hasStyle>false</hasStyle>
</value>
</li>
</styleSettings>
<thoughtSettings>
<replacerList>
<!--오토마톤사망실종-->
<li>
<original>PN_KnowColonyAutomatonDied</original>
<replacer>PN_KnowColonyAutomatonDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionDied</original>
<replacer>PN_AutomatonWithGoodOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionDied</original>
<replacer>PN_AutomatonWithBadOpinionDiedforPN</replacer>
</li>
<li>
<original>PN_ColonyAutomatonLost</original>
<replacer>PN_ColonyAutomatonLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithGoodOpinionLost</original>
<replacer>PN_AutomatonWithGoodOpinionLostforPN</replacer>
</li>
<li>
<original>PN_AutomatonWithBadOpinionLost</original>
<replacer>PN_AutomatonWithBadOpinionLostforPN</replacer>
</li>
<li>
<original>PN_WitnessedDestroyedAlly</original>
<replacer>PN_WitnessedDestroyedAllyforPN</replacer>
</li>
<li>
<original>PN_AutomatonBanished</original>
<replacer>PN_AutomatonBanishedforPN</replacer>
</li>
<li>
<original>PN_AutomatonBanishedToDie</original>
<replacer>PN_AutomatonBanishedToDieforPN</replacer>
</li>
<!--음식-->
<li>
<original>AteLavishMeal</original>
<replacer>PN_AteLavishMeal</replacer>
</li>
<li>
<original>AteFineMeal</original>
<replacer>PN_AteFineMeal</replacer>
</li>
<!--메카클러스터-->
<li>
<original>DefeatedMechCluster</original>
<replacer>PN_DefeatedMechCluster</replacer>
</li>
<!--이데올로기-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology">
<original>PN_OfficerCommandThought</original>
</li>-->
</replacerList>
<cannotReceiveThoughts>
<!--<li></li>-->
<!--memory death-->
<li>KnowGuestExecuted</li>
<li>KnowPrisonerDiedInnocent</li>
<!--memory eating-->
<li>AteRawFood</li>
<li>AteNutrientPasteMeal</li>
<!--memory misc-->
<li>AteWithoutTable</li>
<li>SleepDisturbed</li>
<li>SleptOutside</li>
<li>SleptOnGround</li>
<li>SleptInCold</li>
<li>SleptInHeat</li>
<li>KnowPrisonerSold</li>
<li>ReleasedHealthyPrisoner</li>
<li>KnowGuestOrganHarvested</li>
<li>SoakingWet</li>
<li>ButcheredHumanlikeCorpse</li>
<li>KnowButcheredHumanlikeCorpse</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>ObservedLayingCorpse</li>
<li>ObservedLayingRottingCorpse</li>
<li>DeniedJoining</li>
<li>PrisonerBanishedToDie</li>
<!--memory roomstat-->
<li>SleptInBarracks</li>
<!--memory social-->
<!--situation general-->
<li>EnvironmentDark</li>
<li>Sick</li>
<li>EnvironmentCold</li>
<li>EnvironmentHot</li>
<!--situation need-->
<li>NeedRoomSize</li>
<li>NeedOutdoors</li>
<li>DrugDesireFascination</li>
<li>DrugDesireFascinationSatisfied</li>
<li>DrugDesireInterest</li>
<li>DrugDesireInterestSatisfied</li>
<!--situation roomstat-->
<li>PrisonBarracks</li>
<!--situation social-->
<li>Incestuous</li>
<li>Disfigured</li>
<li>HardWorkerVsLazy</li>
<li>TeetotalerVsChemicalInterest</li>
<li>TeetotalerVsAddict</li>
<li>ChemicalInterestVsTeetotaler</li>
<li>Drunk</li>
<li>Pretty</li>
<li>Ugly</li>
<li>AnnoyingVoice</li>
<li>CreepyBreathing</li>
<li>Man</li>
<li>Woman</li>
<li>TranshumanistAppreciation</li>
<li>BodyPuristDisgust</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>AteRawHumanlikeMeat</li>
<li>KilledColonyAnimal</li>
<li>NotBondedAnimalMaster</li>
<!--situation special-->
<li>SharedBed</li>
<li>Naked</li>
<li>Pain</li>
<li>Joywire</li>
<li>DoingPassionateWork</li>
<!--situation trait-->
<li>MasochistPain</li>
<li>ProsthophileNoProsthetic</li>
<li>ProsthophileHappy</li>
<li>ProsthophobeUnhappy</li>
<li>ClothedNudist</li>
<li>HappyNude</li>
<li>Greedy</li>
<li>Jealous</li>
<li>Ascetic</li>
<!--Misc-->
<li>PN_Atefuel_nopn</li>
<li>PsychiteWithdrawal</li>
<li>YayoHigh</li>
<li>PsychiteTeaHigh</li>
<li>FlakeHigh</li>
<li>GoJuiceHigh</li>
<li>GoJuiceWithdrawal</li>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--Thoughts_IdeoBuilding-->
<!--Thoughts_IdeoRaiding-->
<!--Thoughts_IdeoRole-->
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleLost</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleEmpty</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentStandard</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentDisapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentHorrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentAbhorrent</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleApparelRequirementNotMet</li>
<!--Thoughts_Memory_Social-->
<!--Thoughts_Memory_Terror-->
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedTerror</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedGibbetCage</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedSkullspike</li>
<!--Thoughts_Ritual-->
<!--Thoughts_Ritual_Quality-->
<!--Thoughts_Situational-->
<li MayRequire="Ludeon.RimWorld.Ideology">LookChangeDesired</li>
<!--Misc-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommandThought</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdviceThought</li>
<li MayRequire="Ludeon.RimWorld.Ideology">AgeReversalDemanded</li>
</cannotReceiveThoughts>
</thoughtSettings>
<raceRestriction>
<!--착용 장비 관련-->
<onlyUseRaceRestrictedApparel>false</onlyUseRaceRestrictedApparel>
<onlyUseRaceRestrictedWeapons>false</onlyUseRaceRestrictedWeapons>
<onlyBuildRaceRestrictedBuildings>false</onlyBuildRaceRestrictedBuildings>
<onlyEatRaceRestrictedFood>false</onlyEatRaceRestrictedFood>
<onlyHaveRaceRestrictedGenes>true</onlyHaveRaceRestrictedGenes>
<apparelList>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--[Biotech]-->
<!--<li MayRequire="Ludeon.RimWorld.Biotech"></li>-->
<!--의상-->
<li>PN_ApparelBasic</li>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
<li>PN_ApparelMilitia</li>
<li>PN_ApparelMilitiaHat</li>
<li>PN_ApparelSoldier</li>
<li>PN_ApparelSoldierHat</li>
<li>PN_ApparelWorker</li>
<li>PN_ApparelWorkerHat</li>
<li>PN_ApparelMaid</li>
<li>PN_ApparelMaidHat</li>
<li>PN_ApparelRoyalguard</li>
<li>PN_ApparelRoyalguardHat</li>
<li>PN_ApparelRoyalmeister</li>
<li>PN_ApparelRoyalmeisterHat</li>
<li>PN_ApparelRoyalmeisterHatWithMonocle</li>
<li>PN_ApparelRoyalmeisterMonocle</li>
<li>PN_ApparelRoyalmaid</li>
<li>PN_ApparelRoyalmaidHat</li>
<li>PN_EliteSecurityUniform</li>
<li>PN_EliteSecurityHat</li>
<!--모듈-->
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedicalModule</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedicModule</li>
<li>PN_RapidFireModule</li>
<li>PN_CQCModule</li>
<li>PN_MiningModule</li>
<li>PN_ConstructionModule</li>
<li>PN_CraftingModule</li>
<li>PN_PlantsModule</li>
<li>PN_CookingModule</li>
<li>PN_NursingModule</li>
<li MayRequire="Ludeon.RimWorld.Biotech">PN_ArrayModule</li>
<li MayRequire="Ludeon.RimWorld.Biotech">PN_IntegratorModule</li>
</apparelList>
<whiteApparelList>
<!--바닐라-->
<li>Apparel_ShieldBelt</li>
<li>Apparel_PsychicShockLance</li>
<li>Apparel_PsychicInsanityLance</li>
<li>Apparel_SmokepopBelt</li>
<li>Apparel_FirefoampopPack</li>
<li>OrbitalTargeterBombardment</li>
<li>OrbitalTargeterPowerBeam</li>
<li>TornadoGenerator</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackJump</li>
<li MayRequire="Ludeon.RimWorld.Royalty">Apparel_PackBroadshield</li>
<li MayRequire="Ludeon.RimWorld.Royalty">OrbitalTargeterMechCluster</li>
<li MayRequire="Ludeon.RimWorld.Biotech">Apparel_PackTox</li>
<!--eccentric-->
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_PhasedShieldBelt</li>
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_ModulatedShieldBelt</li>
<li MayRequire="Aelanna.EccentricTech.AdvancedShields">Eccentric_LayeredShieldBelt</li>
</whiteApparelList>
<weaponList>
<li>PN_Chainsword</li>
<li>PN_Chainlongsword</li>
<li>PN_TwinPistol</li>
<li>PN_RoyalRifle</li>
<li>PN_RoyalRifle_Point</li>
<li>PN_RoyalHeavySlug</li>
<li>PN_RoyalMachinegun</li>
<li>PN_RoyalMachinegun_Mount</li>
<li>PN_RoyalMachinegun_Overheated</li>
<li>PN_RoyalLSW</li>
<li>PN_RoyalLSW_IE</li>
<li>PN_RoyalLSW_EMP</li>
<li>PN_RoyalLSW_Smoke</li>
<li>PN_RoyalLSW_FF</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_RoyalSaber_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_Chainsword_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_RoyalHammer_Bladelink</li>
<li MayRequire="Ludeon.RimWorld.Royalty">PN_StormLance_Bladelink</li>
</weaponList>
<foodList>
<li>PN_AutomatonFuel</li>
<li>PN_antibiotics</li>
</foodList>
<whiteGeneTags>
</whiteGeneTags>
</raceRestriction>
<!--관계설정-->
<relationSettings>
<relationChanceModifierChild>0</relationChanceModifierChild>
<relationChanceModifierExLover>0</relationChanceModifierExLover>
<relationChanceModifierExSpouse>0</relationChanceModifierExSpouse>
<relationChanceModifierFiance>0</relationChanceModifierFiance>
<relationChanceModifierLover>0</relationChanceModifierLover>
<relationChanceModifierParent>0</relationChanceModifierParent>
<relationChanceModifierSibling>0</relationChanceModifierSibling>
<relationChanceModifierSpouse>0</relationChanceModifierSpouse>
</relationSettings>
</alienRace>
<statBases>
<!--스펙설정(일반)-->
<MarketValue>2000</MarketValue>
<Mass>70</Mass>
<MoveSpeed>4.6</MoveSpeed>
<Flammability>0.7</Flammability>
<RoyalFavorValue>0</RoyalFavorValue>
<ComfyTemperatureMax>38</ComfyTemperatureMax>
<ComfyTemperatureMin>4</ComfyTemperatureMin>
<RestRateMultiplier>1.00</RestRateMultiplier> <!--수면효율-->
<EatingSpeed>1</EatingSpeed>
<ImmunityGainSpeed>1.20</ImmunityGainSpeed>
<CarryingCapacity>100</CarryingCapacity>
<PainShockThreshold>0.99</PainShockThreshold>
<ToxicResistance>0.8</ToxicResistance>
<ToxicEnvironmentResistance>0.75</ToxicEnvironmentResistance>
<PsychicSensitivity>0.6</PsychicSensitivity>
<GlobalLearningFactor>0.00</GlobalLearningFactor>
<FoodPoisonChance>0.0</FoodPoisonChance>
<MeatAmount>0</MeatAmount>
<LeatherAmount>0</LeatherAmount>
<!-- 전투 -->
<MeleeDodgeChance>1.0</MeleeDodgeChance>
<MeleeHitChance>1.0</MeleeHitChance>
<AimingDelayFactor>1.0</AimingDelayFactor>
<ShootingAccuracyPawn>1.0</ShootingAccuracyPawn>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
<!-- 사교 -->
<NegotiationAbility>0.8</NegotiationAbility>
<SellPriceFactor>1.0</SellPriceFactor>
<SocialImpact>1.0</SocialImpact>
<MentalBreakThreshold>0.30</MentalBreakThreshold>
<!-- 작업 -->
<WorkSpeedGlobal>1.0</WorkSpeedGlobal>
<MedicalTendSpeed>1.0</MedicalTendSpeed>
<MedicalTendQuality>1.0</MedicalTendQuality>
<MedicalOperationSpeed>1.0</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.0</MedicalSurgerySuccessChance>
<!-- 테크 -->
<ConstructionSpeed>1.0</ConstructionSpeed>
<ResearchSpeed>0.1</ResearchSpeed>
<!--임신-->
<Fertility MayRequire="Ludeon.RimWorld.Biotech">0</Fertility>
</statBases>
<!--맨손 전투-->
<tools>
<li>
<label>left fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>right fist</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>12</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>14</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>teeth</label>
<capacities>
<li>Bite</li>
</capacities>
<power>10.25</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<chanceFactor>0.07</chanceFactor>
<soundMeleeHit>Pawn_Melee_HumanBite_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_HumanBite_Miss</soundMeleeMiss>
</li>
<li>
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
<chanceFactor>0.2</chanceFactor>
</li>
</tools>
<race>
<thinkTreeMain>Humanlike</thinkTreeMain>
<thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
<intelligence>Humanlike</intelligence>
<makesFootprints>true</makesFootprints>
<lifeExpectancy>50</lifeExpectancy>
<!-- Gore -->
<leatherDef>Leather_Automaton</leatherDef>
<useMeatFrom>Human</useMeatFrom>
<bloodDef>Paniel_Oil</bloodDef>
<fleshType>PN_Flesh</fleshType>
<meatMarketValue>0.8</meatMarketValue>
<meatColor>(255, 255, 255)</meatColor>
<!-- Gore -->
<nameCategory>HumanStandard</nameCategory>
<hasGenders>false</hasGenders>
<body>PNBody</body>
<baseHungerRate>1</baseHungerRate> <!--배고픔-->
<baseBodySize>1</baseBodySize>
<baseHealthScale>1.0</baseHealthScale> <!--몸빵-->
<foodType>OmnivoreHuman</foodType>
<gestationPeriodDays>30</gestationPeriodDays>
<nameGenerator>PN_NamerFemale</nameGenerator>
<nameGeneratorFemale>PN_NamerFemale</nameGeneratorFemale>
<litterSizeCurve>
<points>
<li>(0, 0)</li>
</points>
</litterSizeCurve>
<lifeStageAges>
<li>
<def>PNAdult</def>
<minAge>0</minAge>
<soundWounded>Pawn_DogSmall_Injured</soundWounded>
<soundDeath>Pawn_DogSmall_Dead</soundDeath>
<soundCall>Pawn_DogSmall_Call</soundCall>
<soundAngry>Pawn_DogSmall_Angry</soundAngry>
</li>
<li>
<def>HumanlikeBaby</def>
<minAge>999995</minAge>
</li>
<li>
<def>HumanlikeChild</def>
<minAge>999996</minAge>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech">
<def>HumanlikePreTeenager</def>
<minAge>999997</minAge>
</li>
<li>
<def>HumanlikeTeenager</def>
<minAge>999998</minAge>
</li>
<li>
<def>HumanlikeAdult</def>
<minAge>999999</minAge>
</li>
</lifeStageAges>
<lifeStageWorkSettings MayRequire="Ludeon.RimWorld.Biotech">
<Firefighter>0</Firefighter>
<Patient>0</Patient>
<Doctor>0</Doctor>
<PatientBedRest>0</PatientBedRest>
<Childcare MayRequire="Ludeon.RimWorld.Biotech">0</Childcare>
<BasicWorker>0</BasicWorker>
<Warden>0</Warden>
<Handling>0</Handling>
<Cooking>0</Cooking>
<Hunting>0</Hunting>
<Construction>0</Construction>
<Growing>0</Growing>
<Mining>0</Mining>
<PlantCutting>0</PlantCutting>
<Smithing>0</Smithing>
<Tailoring>0</Tailoring>
<Art>0</Art>
<Crafting>0</Crafting>
<Hauling>0</Hauling>
<Cleaning>0</Cleaning>
<Research>0</Research>
</lifeStageWorkSettings>
<soundMeleeHitPawn>Pawn_Melee_SmallScratch_HitPawn</soundMeleeHitPawn>
<soundMeleeHitBuilding>Pawn_Melee_SmallScratch_HitBuilding</soundMeleeHitBuilding>
<soundMeleeMiss>Pawn_Melee_SmallScratch_Miss</soundMeleeMiss>
<specialShadowData>
<volume>(0.3, 0.8, 0.4)</volume>
<offset>(0,0,-0.3)</offset>
</specialShadowData>
<ageGenerationCurve>
<points>
<li>(20,0)</li>
<li>(21,100)</li>
<li>(22,40)</li>
<li>(23,0)</li>
</points>
</ageGenerationCurve>
<hediffGiverSets>
<li>PN_HediffGiverSet</li>
</hediffGiverSets>
<renderTree>Humanlike</renderTree>
</race>
<butcherProducts>
<Steel>75</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
<Leather_Automaton>25</Leather_Automaton>
</butcherProducts>
<recipes>
<li>Anesthetize</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">SurgicalInspection</li>
<li>PN_Disassemble</li>
<li>PN_Repair</li>
<li>PN_Maintenance</li>
</recipes>
<comps>
<li Class="AutomataRace.CompPropeties_AutomataDataHolder"></li>
</comps>
<modExtensions></modExtensions>
</AlienRace.ThingDef_AlienRace>
<LifeStageDef>
<defName>PNAdult</defName>
<label>fully-manufactured</label>
<visible>false</visible>
<silhouetteGraphicData>
<texPath>Things/Pawn/Humanlike/Silhouettes/Silhouette_HumanAdult</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</silhouetteGraphicData>
</LifeStageDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AlienRace.RaceSettings>
<defName>Paniel_Race_Setting</defName>
<pawnKindSettings>
<startingColonists>
<li>
<pawnKindEntries>
<li>
<kindDefs>
<li>PN_Testsubject</li>
</kindDefs>
<chance>100.0</chance>
</li>
</pawnKindEntries>
<factionDefs>
<li>Paniel_PlayerFaction</li>
</factionDefs>
</li>
</startingColonists>
<alienslavekinds>
<li>
<kindDefs>
<li>Slave</li>
</kindDefs>
<chance>100.0</chance>
</li>
</alienslavekinds>
<alienrefugeekinds>
<li>
<kindDefs>
<li>Slave</li>
</kindDefs>
<chance>100.0</chance>
</li>
</alienrefugeekinds>
<alienwandererkinds>
<li>
<pawnKindEntries>
<li>
<kindDefs>
<li>Colonist</li>
</kindDefs>
<chance>100.0</chance>
</li>
</pawnKindEntries>
<factionDefs>
<li>OutlanderCivil</li>
</factionDefs>
</li>
</alienwandererkinds>
</pawnKindSettings>
</AlienRace.RaceSettings>
<ThingDef ParentName="BaseFilth">
<defName>Paniel_Oil</defName>
<label>Oil</label>
<thingClass>LiquidFuel</thingClass>
<useHitPoints>true</useHitPoints>
<tickerType>Normal</tickerType>
<statBases>
<Beauty>-30</Beauty>
<Cleanliness>-15</Cleanliness>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>2.0</Flammability>
</statBases>
<graphicData>
<texPath>Things/Filth/Spatter</texPath>
<color>(51, 51, 51, 180)</color>
</graphicData>
<filth>
<ignoreFilthMultiplierStat>true</ignoreFilthMultiplierStat>
<disappearsInDays>35~40</disappearsInDays>
<rainWashes>true</rainWashes>
<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
<canFilthAttach>true</canFilthAttach>
<maxThickness>1</maxThickness>
<cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
</filth>
</ThingDef>
<ThingCategoryDef>
<defName>PN_CorpseCategory</defName>
<label>Automaton corpses</label>
<parent>Corpses</parent>
</ThingCategoryDef>
<FleshTypeDef>
<defName>PN_Flesh</defName>
<corpseCategory>PN_CorpseCategory</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<isOrganic>true</isOrganic>
</FleshTypeDef>
<!--==================================== 시체 설정 ====================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Comp_CorpseSelfDestruct_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<defName>Corpse_Paniel_Race</defName>
</li>
</conditions>
<comps>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>PN_ResurrectModule</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
<li Class="AutomataRace.CompProperties_ExplosiveInstant">
<explosiveRadius>1.9</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<requiredDamageTypeToExplode>Flame</requiredDamageTypeToExplode>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.5</preExplosionSpawnChance>
<wickTicks>200~750</wickTicks>
<awfulExplosiveMultiplier>5.0</awfulExplosiveMultiplier>
<poorExplosiveMultiplier>2.0</poorExplosiveMultiplier>
</li>
</comps>
</AutomataRace.ThingDefInjectDef>
</Defs>

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

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 항생제 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_antibiotics</defName>
<label>PnL antibiotics</label>
<description>Warning: Do not use on humans.\nThis antibiotics is for automaton only.\n\nAutomaton antibiotics for unknown diseases.\n(Used for diseases added by mod.)</description>
<graphicData>
<texPath>Things/Item/PNAntibiotics</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<stackLimit>25</stackLimit>
<rotatable>false</rotatable>
<statBases>
<WorkToMake>600</WorkToMake>
<MarketValue>18</MarketValue>
<Mass>0.005</Mass>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<Neutroamine>2</Neutroamine>
<PsychoidLeaves>4</PsychoidLeaves>
</costList>
<techLevel>Industrial</techLevel>
<ingestible>
<foodType>Processed</foodType>
<baseIngestTicks>30</baseIngestTicks>
<ingestSound>Ingest_Inject</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Inject {0}</ingestCommandString>
<ingestReportString>Injecting {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>0</chairSearchRadius>
<drugCategory>Medical</drugCategory>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_AB_Bridge</hediffDef>
<severity>1</severity>
</li>
</outcomeDoers>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<listOrder>1034</listOrder>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
<tradeTags Inherit="false">
</tradeTags>
<recipeMaker>
<workSpeedStat>DrugSynthesisSpeed</workSpeedStat>
<workSkill>Intellectual</workSkill>
<effectWorking>Cook</effectWorking>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<soundWorking>Recipe_Drug</soundWorking>
</recipeMaker>
</ThingDef>
<!--==================================== 항생제 효과 ====================================-->
<HediffDef>
<defName>PN_AB_Bridge</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>antibiotics Bridge</label>
<description>...</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_MultipleHediff">
<hediffAndBodypart>
<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="AutomataRace.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>
<HediffDef>
<defName>PN_Antibiotics_High</defName>
<label>high-Antibiotics</label>
<description>A high-dose of antibiotics is active.</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 0.7)</defaultLabelColor>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1.0</severityPerDay>
</li>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<!-- <li>PN_Overclocking</li> -->
<!-- <li>PN_Overclocking_High</li> -->
</hediffToNullify>
<bodyDefBlackList>
<li>PNBody</li>
</bodyDefBlackList>
</li>
</comps>
<stages>
<li>
<becomeVisible>true</becomeVisible>
</li>
</stages>
</HediffDef>
</Defs>

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@ -0,0 +1,192 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_Fuel</defName>
<label>Automaton Fuel</label>
<parent>Drugs</parent>
<iconPath>UI/Icons/PNCT_PNFuel</iconPath>
</ThingCategoryDef>
<!--==================================== 오토마톤 연료 ====================================-->
<ThingDef ParentName="DrugPillBase">
<defName>PN_AutomatonFuel</defName>
<label>PnL fuel</label>
<description>Warning: Do not use on humans.\nThis fuel is for automaton only.\n\nThe fuel used by the automaton. Added a large amount of Psychite for mental stability.</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Things/Item/PNFuel</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<uiIconForStackCount>1</uiIconForStackCount>
<stackLimit>150</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<MarketValue>6.1</MarketValue>
<Mass>0.05</Mass>
<Flammability>2.0</Flammability>
<DeteriorationRate>1.0</DeteriorationRate>
</statBases>
<techLevel>Ultra</techLevel>
<ingestible>
<drugCategory>Medical</drugCategory>
<baseIngestTicks>210</baseIngestTicks>
<ingestSound>Ingest_Drink</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.18,0,0)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestCommandString>Drink {0}</ingestCommandString>
<ingestReportString>Drinking {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<chairSearchRadius>25</chairSearchRadius>
<outcomeDoers>
<!-- <li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_ateFuel</hediffDef>
<severity>1</severity>
<doToGeneratedPawnIfAddicted>true</doToGeneratedPawnIfAddicted>
</li> -->
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PN_deletFuel</hediffDef>
<severity>1</severity>
<doToGeneratedPawnIfAddicted>true</doToGeneratedPawnIfAddicted>
</li>
</outcomeDoers>
<tasteThought>PN_Atefuel_nopn</tasteThought>
</ingestible>
<comps>
<li Class="CompProperties_Drug">
<chemical>PN_Chemical_Fuel</chemical>
<addictiveness>0.000000001</addictiveness>
<needLevelOffset>0.20</needLevelOffset>
<listOrder>1028</listOrder>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.037</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
<tradeTags Inherit="false">
<li>PN_Fuel</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingCategories Inherit="false">
<li>PN_Fuel</li>
</thingCategories>
</ThingDef>
<ThoughtDef>
<defName>PN_Atefuel_nopn</defName>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate PnL fuel</label>
<description>...</description>
<baseMoodEffect>-4</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 오토마톤 연료 효과 ====================================-->
<HediffDef>
<defName>PN_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="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.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>
<addictionHediff>PN_AutomatonFuel_Addiction</addictionHediff>
<canBinge>false</canBinge>
<onGeneratedAddictedToleranceChance>0</onGeneratedAddictedToleranceChance>
<generateAddictionGenes>false</generateAddictionGenes>
</ChemicalDef>
<HediffDef ParentName="AddictionBase">
<defName>PN_AutomatonFuel_Addiction</defName>
<hediffClass>Hediff_Addiction</hediffClass>
<label>Automaton Fuel</label>
<description>A condition that requires PnL fuel.</description>
<defaultLabelColor>(222,90,90)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<everCurableByItem>false</everCurableByItem>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1.0</severityPerDay>
</li>
<!-- <li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffExclusive">
<hediffToNullify>
<li>PN_Overclocking</li>
<li>PN_Overclocking_High</li>
</hediffToNullify>
<bodyDefBlackList>
<li>PNBody</li>
</bodyDefBlackList>
</li> -->
</comps>
<stages>
<li>
<label>stable</label>
<enablesNeeds>
<li>PN_Need_Fuel</li>
</enablesNeeds>
</li>
<li>
<label>required</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Moving</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Sight</capacity>
<setMax>0.3</setMax>
</li>
<li>
<capacity>Manipulation</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
<hungerRateFactor>8.0</hungerRateFactor>
<enablesNeeds>
<li>PN_Need_Fuel</li>
</enablesNeeds>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -0,0 +1,40 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef Abstract="True" Name="Paniel_PlayerBase" ParentName="FactionBase">
<settlementTexturePath>Icon/Paniel_PlayerIcon</settlementTexturePath>
<colorSpectrum>
<li>(255, 255, 255)</li>
</colorSpectrum>
</FactionDef>
<!--스타트 팩션-->
<FactionDef ParentName="Paniel_PlayerBase">
<defName>Paniel_PlayerFaction</defName>
<label>Test Subject</label>
<description>This is the settlement where PnL industry is experimenting.</description>
<isPlayer>true</isPlayer>
<basicMemberKind>PN_ColonistPawn</basicMemberKind>
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Industrial</techLevel>
<allowedCultures>
<li>Astropolitan</li>
</allowedCultures>
<backstoryCategories>
<li>Offworld</li>
</backstoryCategories>
<factionIconPath>Icon/Paniel_PlayerIcon</factionIconPath>
<playerInitialSettlementNameMaker>NamerInitialSettlementColony</playerInitialSettlementNameMaker>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
<melaninRange>0</melaninRange>
</FactionDef>
</Defs>

View File

@ -0,0 +1,404 @@
<?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">NamerIdeoAstropolitan</ideoNameMaker>
<deityNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerDeityAstropolitan</deityNameMaker>
<deityTypeMaker MayRequire="Ludeon.RimWorld.Ideology">DeityTypeMakerAstropolitan</deityTypeMaker>
<leaderTitleMaker MayRequire="Ludeon.RimWorld.Ideology">LeaderTitleMaker_Astropolitan</leaderTitleMaker>
<festivalNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerFestivalAstropolitan</festivalNameMaker>
<allowedPlaceTags>
<li>OriginSpacer</li>
</allowedPlaceTags>
<iconPath>Icon/Paniel_Icon</iconPath>
<iconColor>(1, 1, 1)</iconColor>
<styleItemTags>
<li>
<tag>Urban</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoBeard</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoTattoo</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
</styleItemTags>
</CultureDef>
<RulePackDef>
<defName>NamerIdeo_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_ideoName->PnL bylaws</li>
<li>r_ideoAdjective->PnL</li>
<li>r_memberName->PnL Employee</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerDeity_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_deityName->PnL</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>DeityTypeMaker_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_deityType->God of Capitalism</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>LeaderTitleMaker_PnLindistry</defName>
<rulePack>
<rulesStrings>
<li>r_leaderTitle->CEO</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>

View File

@ -0,0 +1,89 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef Name="PN_ApparelIndustrialModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable_Industrial</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef Name="PN_ApparelSpacerModuleHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_ModuleUnstable_Spacer</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef Name="PN_AbilityHediffBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_ModuleUnstable_Industrial</defName>
<label>module system (unstable)</label>
<labelNoun>module system (unstable)</labelNoun>
<description>The module system is unstable. The module cannot be mounted until the system is stable.</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>20000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommand</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdvice</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>PN_ModuleUnstable_Spacer</defName>
<label>module system (unstable)</label>
<labelNoun>module system (unstable)</labelNoun>
<description>The module system is unstable. The module cannot be mounted until the system is stable.</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>120000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_OfficerCommand</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_MeisterAdvice</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_IntensiveMedical</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_FieldMedic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFire</li>
<li MayRequire="Ludeon.RimWorld.Ideology">PN_CQC</li>
</hediffToNullify>
<showMessage>false</showMessage>
</li>
</comps>
</HediffDef>
</Defs>

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@ -0,0 +1,301 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 면역 ====================================-->
<HediffDef>
<defName>PN_Immune_System</defName>
<label>Automaton immune system</label>
<description>Automaton immune system</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<makeImmuneTo>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>FibrousMechanites</li>
<li>WoundInfection</li>
<li>GutWorms</li>
<li>Flu</li>
<li>MuscleParasites</li>
<li>Scaria</li>
<li>FoodPoisoning</li>
</makeImmuneTo>
</li>
</stages>
<modExtensions>
</modExtensions>
</HediffDef>
<!--==================================== 학습 제한 ====================================-->
<HediffDef>
<defName>PN_Learning_Limit_System</defName>
<label>Automaton learning limit system</label>
<description>Automaton learning limit system</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.8, 0.8)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<statFactors>
<GlobalLearningFactor>0</GlobalLearningFactor>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 오토마톤 기본 ====================================-->
<HediffDef Name="PanielBaseHediff_Abstract" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<label>Automaton base</label>
<description>This pawn is Automaton.</description>
<defaultLabelColor>(1,1,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<becomeVisible>false</becomeVisible>
<painFactor>0</painFactor>
<foodPoisoningChanceFactor>0</foodPoisoningChanceFactor>
<naturalHealingFactor>0</naturalHealingFactor>
<hungerRateFactorOffset>-0.75</hungerRateFactorOffset>
<statFactors>
<InjuryHealingFactor>0</InjuryHealingFactor>
<Fertility MayRequire="Ludeon.RimWorld.Biotech">0</Fertility>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>Carcinoma</li>
<li>BadBack</li>
<li>Frail</li>
<li>Cataract</li>
<li>Blindness</li>
<li>HearingLoss</li>
<li>Asthma</li>
<li>HeartArteryBlockage</li>
<li>WoundInfection</li>
<li>Cirrhosis</li>
<li>ResurrectionSickness</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">DeathRefusalSickness</li>
<li>PsychiteAddiction</li>
<li>YayoHigh</li>
<li>PsychiteTolerance</li>
<li>PsychiteTeaHigh</li>
<li>FlakeHigh</li>
<li>GoJuiceHigh</li>
<li>GoJuiceAddiction</li>
<li>GoJuiceTolerance</li>
<li>Pregnant</li>
<li MayRequire="Ludeon.RimWorld.Biotech">PregnantHuman</li>
</hediffToNullify>
<showMessage>true</showMessage>
</li>
<!-- <li Class="HediffCompProperties_DisableNeed">
<needs>
<li>Food</li>
<li>Rest</li>
</needs>
</li> -->
</comps>
</HediffDef>
<HediffDef ParentName="PanielBaseHediff_Abstract">
<defName>PanielBaseHediff</defName>
<modExtensions>
<li Class="AutomataRace.YourOwnRaceHediffGiver.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<!--==================================== 오토마톤 출혈 ====================================-->
<HediffDef>
<defName>PN_OilLoss</defName>
<label>oil loss</label>
<description>A reduction in the normal oil volume. Minor oil loss has relatively mild effects, but when oil loss becomes severe, internal device becomes badly impaired and the victim loses the ability to move. Extreme oil loss leads to explosion.</description>
<lethalSeverity>1</lethalSeverity>
<stages>
<li>
<label>minor</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<minSeverity>0.15</minSeverity>
<label>minor</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.30</minSeverity>
<label>moderate</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.45</minSeverity>
<label>severe</label>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.60</minSeverity>
<label>extreme</label>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.3</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과열 ====================================-->
<HediffDef>
<defName>PN_Overheating</defName>
<label>overheating</label>
<description>A generalized disruption to body functioning caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and confused. Recovery is quick once in a cool area, but if heat exposure continues, overheating gets worse until death.</description>
<defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HeatstrokeRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!--==================================== 오토마톤 과냉 ====================================-->
<HediffDef>
<defName>PN_OverCooling</defName>
<label>overcooling</label>
<description>Dangerously low core body temperature. Unless re-warmed, overcooling gets worse and ends in death. Recovery is quick once the victim is re-warmed. Avoid overcooling by wearing warm clothes in cold environments.</description>
<defaultLabelColor>(0.8, 0.8, 1)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<taleOnVisible>HypothermiaRevealed</taleOnVisible>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.35</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.4</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.62</minSeverity>
<lifeThreatening>true</lifeThreatening>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.6</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@ -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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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 +1,496 @@
<?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="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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="AutomataRace.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>
<!--==================================== 가사형 ====================================-->
<!--평범-->
<HediffDef ParentName="PN_Give_Base">
<label>PAfilter(PNgrade H norm)</label>
<defName>PN_Give_Normal_Domestic_PA</defName>
<comps>
<li Class="AutomataRace.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 H good)</label>
<defName>PN_Give_Good_Domestic_PA</defName>
<comps>
<li Class="AutomataRace.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 H exc)</label>
<defName>PN_Give_Excellent_Domestic_PA</defName>
<comps>
<li Class="AutomataRace.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 H mast)</label>
<defName>PN_Give_Masterwork_Domestic_PA</defName>
<comps>
<li Class="AutomataRace.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 H legd)</label>
<defName>PN_Give_Legendary_Domestic_PA</defName>
<comps>
<li Class="AutomataRace.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>
<!--==================================== 실험체 ====================================-->
<HediffDef ParentName="PN_Give_Base">
<defName>PN_Give_Testsubject</defName>
<label>Test subject</label>
<comps>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_MultipleHediff">
<bodyDef>PNBody</bodyDef>
<hediffAndBodypart>
<li>
<hediff>PN_Learning_Limit_System</hediff>
</li>
</hediffAndBodypart>
</li>
<li Class="AutomataRace.MoharHediffs.HeDiffCompProperties_HediffExclusive">
<hediffToApply>PN_SyncGood_Testsubject</hediffToApply>
<hediffToNullify>
<li>PN_SyncAwful_Failure</li>
<li>PN_SyncPoor_Failure</li>
</hediffToNullify>
<bodyDef>PNBody</bodyDef>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="PN_SyncGood_Base">
<defName>PN_SyncGood_Testsubject</defName>
<label>Test subject(good)</label>
</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="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_Learning_Limit_System</li>
</triggeredHediff>
</li>
<li Class="AutomataRace.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="AutomataRace.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="AutomataRace.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>

View File

@ -0,0 +1,110 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ManeuverDef>
<defName>PN_ChainCutManeuver</defName>
<requiredCapacity>PN_ChainCutTool</requiredCapacity>
<verb>
<verbClass>Verb_MeleeAttackDamage</verbClass>
<meleeDamageDef>PN_ChainCutDamage</meleeDamageDef>
</verb>
<logEntryDef>MeleeAttack</logEntryDef>
<combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
<combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
<combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
<combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
</ManeuverDef>
<ToolCapacityDef>
<defName>PN_ChainCutTool</defName>
<label>chainsword cut</label>
</ToolCapacityDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage</defName>
<hediff>PN_ChainCutHediff</hediff>
<hediffSkin>PN_ChainCutHediff</hediffSkin>
<hediffSolid>PN_ChainCrackHediff</hediffSolid>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCutHediff</defName>
<label>cut</label>
<labelNoun>a cut</labelNoun>
<description>a cut.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>bandaged</labelTendedWell>
<labelTendedWellInner>sutured</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_Infecter">
<infectionChance>0.15</infectionChance>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>cut scar</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCutDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>2</damageAmount>
<endTicks>18</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.0125</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<bleedRate>0.06</bleedRate>
<canMerge>false</canMerge>
<destroyedLabel>Cut off</destroyedLabel>
<destroyedOutLabel>Cut off</destroyedOutLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCutDamage_Con</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
<HediffDef ParentName="InjuryBase">
<defName>PN_ChainCrackHediff</defName>
<label>crack</label>
<labelNoun>a crack wound</labelNoun>
<description>A crack.</description>
<comps>
<li Class="HediffCompProperties_TendDuration">
<labelTendedWell>set</labelTendedWell>
<labelTendedWellInner>set</labelTendedWellInner>
<labelSolidTendedWell>set</labelSolidTendedWell>
</li>
<li Class="HediffCompProperties_GetsPermanent">
<permanentLabel>permanent crack</permanentLabel>
</li>
<li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
<damageDef>PN_ChainCrackDamage_Con</damageDef>
<ticksPerDamage>6</ticksPerDamage>
<damageAmount>1</damageAmount>
<endTicks>12</endTicks>
</li>
</comps>
<injuryProps>
<painPerSeverity>0.01</painPerSeverity>
<averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
<destroyedLabel>Shattered</destroyedLabel>
</injuryProps>
</HediffDef>
<DamageDef ParentName="CutBase">
<defName>PN_ChainCrackDamage_Con</defName>
<cutCleaveBonus>1.4</cutCleaveBonus>
<workerClass>DamageWorker_AddInjury</workerClass>
<armorCategory>Sharp</armorCategory>
<impactSoundType>Slice</impactSoundType>
</DamageDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffGiverSetDef>
<defName>PN_HediffGiverSet</defName>
<hediffGivers>
<li Class="HediffGiver_Bleeding">
<hediff>PN_OilLoss</hediff>
</li>
<li Class="HediffGiver_Hypothermia">
<hediff>PN_OverCooling</hediff>
</li>
<li Class="HediffGiver_Heat">
<hediff>PN_Overheating</hediff>
</li>
<li Class="AutomataRace.HediffGiver_Joy">
<hediff>Paniel_Joy</hediff>
</li>
<li Class="HediffGiver_Birthday">
<hediff>Dementia</hediff>
<partsToAffect>
<li>Brain</li>
</partsToAffect>
<ageFractionChanceCurve>
<points>
<li>(0.85, 0)</li>
<li>(0.95, 0.0093)</li>
<li>(1.15, 0.093)</li>
</points>
</ageFractionChanceCurve>
</li>
<li Class="HediffGiver_Birthday">
<hediff>Alzheimers</hediff>
<partsToAffect>
<li>PNBrain</li>
</partsToAffect>
<ageFractionChanceCurve>
<points>
<li>(0.42, 0)</li>
<li>(0.7, 0.00061)</li>
<li>(0.9, 0.0012)</li>
<li>(1, 0.002)</li>
<li>(1.5, 0.003)</li>
</points>
</ageFractionChanceCurve>
<averageSeverityPerDayBeforeGeneration>0.001</averageSeverityPerDayBeforeGeneration>
</li>
<li Class="HediffGiver_BrainInjury">
<hediff>TraumaSavant</hediff>
<partsToAffect>
<li>PNBrain</li>
</partsToAffect>
<chancePerDamagePct>0.12</chancePerDamagePct>
<letterLabel>Trauma savant</letterLabel>
<letter>[PAWN_nameDef]'s brain injury has caused [PAWN_objective] to develop strange savant-like abilities.</letter>
</li>
</hediffGivers>
</HediffGiverSetDef>
</Defs>

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>PN_Maintenance</defName>
<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>
<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>
<enablesNeeds>
<li>PN_Need_Maintenance</li>
</enablesNeeds>
</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>
<enablesNeeds>
<li>PN_Need_Maintenance</li>
</enablesNeeds>
</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>
<enablesNeeds>
<li>PN_Need_Maintenance</li>
</enablesNeeds>
</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>
<enablesNeeds>
<li>PN_Need_Maintenance</li>
</enablesNeeds>
</li>
</stages>
<modExtensions>
<li Class="AutomataRace.YourOwnRaceHediffGiver.HediffDefModExtension">
<race>Paniel_Race</race>
</li>
</modExtensions>
</HediffDef>
<ThoughtDef>
<defName>PN_Maintenance_Thought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_Maintenance</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>Maintenance (urgent)</label>
<description>I feel weird. I don't think my body is mine.</description>
<baseMoodEffect>-15</baseMoodEffect>
</li>
<li>
<label>Maintenance (required)</label>
<description>I can't move my body well.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
<li>
<visible>false</visible>
</li>
<li>
<label>Maintenance (flawless)</label>
<description>I feel like I'm made new!</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--폰카인드 베이스-->
<PawnKindDef Name="PN_PanielBasePawnKind" Abstract="True">
<race>Paniel_Race</race>
<defaultFactionType>PN_SubsidiaryFaction</defaultFactionType>
<chemicalAddictionChance>0</chemicalAddictionChance>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<invNutrition>1</invNutrition>
<minGenerationAge>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>

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Abstract="True" Name="PanielPlayerBasePawnKind">
<race>Paniel_Race</race>
<combatPower>30</combatPower>
<isFighter>false</isFighter>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasic</li>
</apparelRequired>
<apparelMoney>
<min>130</min>
<max>130</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<defaultFactionType>Paniel_PlayerFaction</defaultFactionType>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<minGenerationAge>20</minGenerationAge>
<maxGenerationAge>23</maxGenerationAge>
<initialWillRange>10~13</initialWillRange>
<initialResistanceRange>38~58</initialResistanceRange>
<humanPregnancyChance>0</humanPregnancyChance>
<allowOldAgeInjuries>false</allowOldAgeInjuries>
</PawnKindDef>
<!-- 정착민 -->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>PN_ColonistPawn</defName>
<label>Paniel colonist</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
</apparelRequired>
<apparelMoney>
<min>330</min>
<max>2000</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Start</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
<!-- 실험체 -->
<PawnKindDef ParentName="PanielPlayerBasePawnKind">
<defName>PN_Testsubject</defName>
<label>Paniel test subject</label>
<chemicalAddictionChance>0</chemicalAddictionChance>
<forceNormalGearQuality>true</forceNormalGearQuality>
<apparelRequired>
<li>PN_ApparelBasicHat</li>
<li>PN_ApparelCape</li>
</apparelRequired>
<apparelMoney>
<min>330</min>
<max>2000</max>
</apparelMoney>
<apparelTags>
<li>PN_Apparel</li>
</apparelTags>
<backstoryFiltersOverride>
<li>
<categories>
<li>Paniel_Story_Testsubject</li>
</categories>
</li>
</backstoryFiltersOverride>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<techHediffsTags>
</techHediffsTags>
</PawnKindDef>
</Defs>

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

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

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RecipeDef Name="PN_Surgery" Abstract="True">
<effectWorking>Repair</effectWorking>
<soundWorking>Interact_Repair</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<workSkill>Medicine</workSkill>
<workSkillLearnFactor>16</workSkillLearnFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_RepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<!--<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>-->
</ingredients>
<!--<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
</fixedIngredientFilter>-->
</RecipeDef>
<RecipeDef ParentName="PN_Surgery">
<defName>PN_Disassemble</defName>
<label>disassemble</label>
<description>Disassembling.</description>
<workerClass>AutomataRace.Recipe_Disassemble</workerClass>
<jobString>Disasembling.</jobString>
<soundWorking>Interact_Repair</soundWorking>
<effectWorking>Repair</effectWorking>
<workAmount>2000</workAmount>
<hideBodyPartNames>true</hideBodyPartNames>
<isViolation>true</isViolation>
<targetsBodyPart>false</targetsBodyPart>
<surgerySuccessChanceFactor>5</surgerySuccessChanceFactor>
<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>

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@ -0,0 +1,351 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectTagDef>
<defName>PanielStart</defName>
</ResearchProjectTagDef>
<ResearchTabDef>
<defName>PN_technology</defName>
<label>PnL technology</label>
</ResearchTabDef>
<!--==================================== 기본 ====================================-->
<ResearchProjectDef>
<defName>PNRP_Production</defName>
<label>automaton production</label>
<description>Research how to craft an automaton.</description>
<tab>PN_technology</tab>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>BiofuelRefining</li>
<li>NutrientPaste</li>
<li>PsychiteRefining</li>
<li>Machining</li>
</prerequisites>
<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
<tags>
<li>PanielStart</li>
</tags>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Brain</defName>
<label>core analysis</label>
<description>Researching methods of extracting the central nervous system to make automata.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Production</li>
<li>Prosthetics</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>0</researchViewY>
<tags>
</tags>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_ExperimentalModule</defName>
<label>custom core implant</label>
<description>Research how to make custom core implants. This implant makes the automaton learn like a human, but makes it mentally unstable.\n\nWarning: This implant is not a PnL licensed implant. When installed, the performance of the Automaton will decrease.</description>
<tab>PN_technology</tab>
<baseCost>1500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Brain</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>0.7</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_BrainCasing</defName>
<label>core casing</label>
<description>Researching methods of long-term storage of the central nervous system.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>PNRP_Brain</li>
<li>Bionics</li>
<li MayRequire="Ludeon.RimWorld.Royalty">BrainWiring</li>
</prerequisites>
<researchViewX>4.0</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>
<!--==================================== 바디파츠 ================================-->
<ResearchProjectDef>
<defName>PNRP_TierB_Parts</defName>
<label>Basic parts</label>
<description>Research how to craft basic Paniel parts.</description>
<tab>PN_technology</tab>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Production</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierC_Parts</defName>
<label>Special parts</label>
<description>Research how to craft special Paniel parts.</description>
<tab>PN_technology</tab>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_TierB_Parts</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<!--==================================== 수리 키트 ====================================-->
<ResearchProjectDef>
<defName>PNRP_SelfRepairKit</defName>
<label>self repair kit</label>
<description>Research how to combine healer mech serum with repair kits.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Production</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>1.4</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_ResurrectModule</defName>
<label>resurrect implant</label>
<description>Research how to embed the resurrector mech serum into the Automaton.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Production</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>0.7</researchViewY>
</ResearchProjectDef>
<!--==================================== 의상 ====================================-->
<ResearchProjectDef>
<defName>PNRP_TierA_Apparel</defName>
<label>militia apparel</label>
<description>Research how to craft a militia uniform.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>FlakArmor</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierB_Apparel</defName>
<label>Specialization apparel</label>
<description>Research how to make specialized uniforms.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_TierA_Apparel</li>
<li>MicroelectronicsBasics</li>
<li>Devilstrand</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierC_Apparel</defName>
<label>royal apparel</label>
<description>Research how to craft royal uniforms.</description>
<tab>PN_technology</tab>
<baseCost>6500</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
<li>PoweredArmor</li>
</prerequisites>
<researchViewX>4.0</researchViewX>
<researchViewY>2.1</researchViewY>
</ResearchProjectDef>
<!--==================================== 무기 ====================================-->
<ResearchProjectDef>
<defName>PNRP_AutomatonWeapons</defName>
<label>PnL weapons</label>
<description>Research how to craft basic PnL weapons.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>PNRP_Production</li>
<li>Gunsmithing</li>
</prerequisites>
<researchViewX>1.0</researchViewX>
<researchViewY>3.5</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_MachineGun</defName>
<label>machine gun</label>
<description>Research how to craft basic PnL machine gun.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>MultibarrelWeapons</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>4.2</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Cannon</defName>
<label>portable cannon</label>
<description>Research how to craft basic PnL portable cannon.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_AutomatonWeapons</li>
<li>Mortars</li>
<li>PrecisionRifling</li>
</prerequisites>
<researchViewX>2.0</researchViewX>
<researchViewY>4.9</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_AutoArtillery</defName>
<label>PnL Howitzer</label>
<description>Research how to craft basic PnL Howitzer.</description>
<tab>PN_technology</tab>
<baseCost>1500</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_Cannon</li>
<li>HeavyTurrets</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>4.9</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_RoyalWeapons</defName>
<label>Royal weapons</label>
<description>Research how to craft Royal PnL weapons.\n\n[caution] : Royal weapons are exclusively for Paniel.</description>
<tab>PN_technology</tab>
<baseCost>500</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>ChargedShot</li>
<li>PNRP_AutomatonWeapons</li>
<li>PNRP_MachineGun</li>
<li>PNRP_Cannon</li>
</prerequisites>
<researchViewX>4.0</researchViewX>
<researchViewY>3.5</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_Railgun</defName>
<label>PnL Railgun</label>
<description>Research how to craft basic PnL Railgun.</description>
<tab>PN_technology</tab>
<baseCost>2000</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>SniperTurret</li>
<li>PNRP_AutoArtillery</li>
<li>PNRP_RoyalWeapons</li>
</prerequisites>
<researchViewX>5.0</researchViewX>
<researchViewY>4.9</researchViewY>
</ResearchProjectDef>
<!--==================================== 모듈 ====================================-->
<ResearchProjectDef>
<defName>PNRP_TierB_Module</defName>
<label>Specialization module</label>
<description>Research the ability modules available for (lged), (mast), (exc) model.</description>
<tab>PN_technology</tab>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
</prerequisites>
<researchViewX>3.0</researchViewX>
<researchViewY>2.8</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>PNRP_TierC_Module</defName>
<label>royal module</label>
<description>Research the ability modules available for (lged) model. (need Ideology or Biotech DLC)</description>
<tab>PN_technology</tab>
<baseCost>3250</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<prerequisites>
<li>PNRP_TierC_Apparel</li>
<li>PNRP_TierB_Module</li>
</prerequisites>
<researchViewX>5.0</researchViewX>
<researchViewY>2.8</researchViewY>
</ResearchProjectDef>
</Defs>

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

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="PN_PartBase_Arm" ParentName="PN_PartBase" Abstract="True">
<stackLimit>2</stackLimit>
<statBases>
<Mass>1</Mass>
</statBases>
<comps>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_PartCatagory</defName>
<label>Paniel Part</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>UI/Icons/PNCT_PnL</iconPath>
</ThingCategoryDef>
<ThingDef Name="PN_PartBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<useHitPoints>true</useHitPoints>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<stackLimit>2</stackLimit>
<statBases>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>0.7</Flammability>
<Beauty>-4</Beauty>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<tradeTags>
<li>PN_PanielParts</li>
</tradeTags>
<comps>
<li Class="CompProperties_Forbiddable"/>
</comps>
<alwaysHaulable>true</alwaysHaulable>
<drawGUIOverlay>true</drawGUIOverlay>
<rotatable>false</rotatable>
<pathCost>14</pathCost>
</ThingDef>
<HediffDef Name="PN_PartHediffBase" Abstract="True">
<!--<hediffClass>Hediff_Implant</hediffClass>-->
<defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<!--<stages>
<li>
<label>(awfl)</label>
</li>
<li>
<label>(poor)</label>
<minSeverity>0.15</minSeverity>
</li>
<li>
<label>(norm)</label>
<minSeverity>0.3</minSeverity>
</li>
<li>
<label>(good)</label>
<minSeverity>0.45</minSeverity>
</li>
<li>
<label>(exc)</label>
<minSeverity>0.6</minSeverity>
</li>
<li>
<label>(mast)</label>
<minSeverity>0.75</minSeverity>
</li>
<li>
<label>(legd)</label>
<minSeverity>0.9</minSeverity>
</li>
</stages>-->
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="PN_PartBase_Body" ParentName="PN_PartBase" Abstract="True">
<stackLimit>2</stackLimit>
<statBases>
<Mass>1</Mass>
</statBases>
<comps>
</comps>
</ThingDef>
</Defs>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="PN_PartBase_Head" ParentName="PN_PartBase" Abstract="True">
<stackLimit>2</stackLimit>
<statBases>
<Mass>1</Mass>
</statBases>
<comps>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="PN_PartBase_Leg" ParentName="PN_PartBase" Abstract="True">
<stackLimit>2</stackLimit>
<statBases>
<Mass>1</Mass>
</statBases>
<comps>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="PN_PartBase_Shell" ParentName="PN_PartBase" Abstract="True">
<stackLimit>2</stackLimit>
<statBases>
<Mass>1</Mass>
</statBases>
<comps>
</comps>
</ThingDef>
</Defs>

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<?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>

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<?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>

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@ -0,0 +1,77 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토마톤 제작대 ====================================-->
<ThingDef ParentName="BenchBase">
<defName>PN_AutomatonBench</defName>
<label>automaton fabrication bench</label>
<description>automaton fabrication bench</description>
<thingClass>Building_WorkTable</thingClass>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>5000</WorkToBuild>
<Flammability>1.0</Flammability>
</statBases>
<minifiedDef />
<thingCategories Inherit="false" />
<size>(5,2)</size>
<costList>
<Steel>200</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
<shortCircuitInRain>true</shortCircuitInRain>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<recipes>
</recipes>
<graphicData>
<texPath>Things/Building/PNAutomatonBench</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(7,4)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<fillPercent>0.5</fillPercent>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Production</designationCategory>
<surfaceType>Item</surfaceType>
<designationHotKey>Misc12</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<!--<li>PNRP_Production</li>-->
</researchPrerequisites>
</ThingDef>
</Defs>

View File

@ -0,0 +1,464 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_AutomatonCatagory</defName>
<label>PnL Industry</label>
<parent>Manufactured</parent>
<iconPath>UI/Icons/PNCT_PnL</iconPath>
</ThingCategoryDef>
<!--==================================== 미완성 오토마톤 ====================================-->
<ThingDef ParentName="UnfinishedBase">
<defName>UnfinishedAutomaton</defName>
<label>unfinished automaton</label>
<description>An unfinished automaton.</description>
<statBases>
<Flammability>0.5</Flammability>
</statBases>
<graphicData>
<texPath>Things/Item/UnfinishedAutomaton</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stuffCategories Inherit="false" />
</ThingDef>
<!--==================================== 오토마톤 가죽 ====================================-->
<ThingDef ParentName="LeatherBase">
<defName>Leather_Automaton</defName>
<label>automaton skin</label>
<description>leather made for automaton production. looks like human leather.</description>
<graphicData>
<color>(255,240,227)</color>
</graphicData>
<statBases>
<MarketValue>4.2</MarketValue>
<StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
<StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<stuffProps>
<color>(255,240,227)</color>
<commonality>0.0025</commonality>
</stuffProps>
</ThingDef>
<!--==================================== 브레인 코어 ====================================-->
<ThingCategoryDef>
<defName>PN_BrainCoreCatagory</defName>
<label>automaton core</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>Things/Item/PNBrainCore</iconPath>
</ThingCategoryDef>
<!--중추신경케이스-->
<ThingDef ParentName="ResourceBase">
<defName>PN_BrainEmpty</defName>
<label>Empty case</label>
<description>A case specially designed to contain the central nervous system.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous_empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_AutomatonCatagory</li>
</thingCategories>
<statBases>
<Mass>1</Mass>
<WorkToMake>700</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<drawGUIOverlay>true</drawGUIOverlay>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<PN_AutomatonFuel>1</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_Brain</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<comps>
</comps>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_Brain</defName>
<label>central nervous</label>
<description>A biological human central nervous. It doesn't look like it can be stored for long.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<statBases>
<MarketValue>548</MarketValue>
<Mass>1</Mass>
<Flammability>0.7</Flammability>
</statBases>
<isTechHediff>false</isTechHediff>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Lifespan">
<lifespanTicks>240000</lifespanTicks>
<expireEffect>RaisedRock_Collapse</expireEffect>
</li>
</comps>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasing</defName>
<label>Automaton brain core</label>
<description>A brain core used to make automata.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNBrainCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<statBases>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<PN_Brain>1</PN_Brain>
<ComponentSpacer>1</ComponentSpacer>
<Steel>15</Steel>
<PN_AutomatonFuel>2</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<comps>
</comps>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_BrainCasing</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasingAntigrain</defName>
<label>Antigrain core</label>
<description>A brain core used to Railgun.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNAntigrainCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_AutomatonCatagory</li>
</thingCategories>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<statBases>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<PN_BrainCasing>1</PN_BrainCasing>
<PN_Component>2</PN_Component>
<ComponentSpacer>2</ComponentSpacer>
<Steel>15</Steel>
<Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
</comps>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_Railgun</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<!--==================================== 로열 부품 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_Component</defName>
<label>PnL component</label>
<description>This is a component used in special products of PnL Industry. It's tightly sealed, so reverse engineering looks difficult.</description>
<graphicData>
<texPath>Things/Item/PNComponent</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<stackLimit>50</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>70</MaxHitPoints>
<MarketValue>800</MarketValue>
<Mass>0.6</Mass>
<Flammability>0.6</Flammability>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<intricate>true</intricate>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_RoyalComp</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
</ThingDef>
<!--==================================== OTP 카드 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_OTPCard</defName>
<label>PnL OTP card</label>
<description>A disposable OTP card used to connect to a secure line in the PnL industry. \n\nIt is used to request a PnL trader ship by contacting PnL logistics from the Comms console.</description>
<graphicData>
<texPath>Things/Item/PNOTPCard</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>10</stackLimit>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>70</MaxHitPoints>
<MarketValue>1500</MarketValue>
<Mass>0.1</Mass>
<Flammability>0.6</Flammability>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<intricate>true</intricate>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_OTPCard</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
</ThingDef>
<!--==================================== 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>

View File

@ -0,0 +1,573 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ApparelLayerDef>
<defName>PNModule</defName>
<label>Automaton module system</label>
<drawOrder>-5</drawOrder>
</ApparelLayerDef>
<ThingCategoryDef>
<defName>PNApparelModule</defName>
<label>Automaton Module</label>
<parent>PNApparel</parent>
<iconPath>Things/Item/PNModuleIndustrial</iconPath>
</ThingCategoryDef>
<ThingDef Name="PN_ApparelModuleBase" ParentName="ApparelNoQualityBase" Abstract="True">
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Mass>4</Mass>
<Flammability>0.4</Flammability>
<EquipDelay>25</EquipDelay>
</statBases>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<careIfWornByCorpse>false</careIfWornByCorpse>
<careIfDamaged>false</careIfDamaged>
<ignoredByNonViolent>true</ignoredByNonViolent>
<wearPerDay>0</wearPerDay>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>PNModule</li>
</layers>
</apparel>
<thingCategories>
<li>PNApparelModule</li>
</thingCategories>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(255,255,255)</only>
</li>
</options>
</colorGenerator>
<smeltable>true</smeltable>
<tradeability>None</tradeability>
<tradeTags Inherit="false">
</tradeTags>
</ThingDef>
<ThingDef Name="PN_ApparelModuleIndustrial" ParentName="PN_ApparelModuleBase" Abstract="True">
<graphicData Inherit="false">
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Item/PNModuleIndustrial</texPath>
</graphicData>
<techLevel>Industrial</techLevel>
<statBases>
<WorkToMake>45000</WorkToMake>
</statBases>
</ThingDef>
<ThingDef Name="PN_ApparelModuleSpacer" ParentName="PN_ApparelModuleBase" Abstract="True">
<graphicData Inherit="false">
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Item/PNModuleSpacer</texPath>
</graphicData>
<techLevel>Spacer</techLevel>
<statBases>
<WorkToMake>60000</WorkToMake>
</statBases>
</ThingDef>
<!--<ThingDef ParentName="PN_ApparelModule">
<defName></defName>
<label></label>
<description></description>
<statBases>
<WorkToMake></WorkToMake>
</statBases>
<thingSetMakerTags>
</thingSetMakerTags>
<costList>
</costList>
<recipeMaker>
<researchPrerequisite></researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff></hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>-->
<!--==================================== 난사광 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_RapidFireModule</defName>
<label>rapid fire module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd), (mast), (exc)\n\nThis module allows automaton to use rapid fire ability.</description>
<descriptionHyperlinks>
<AbilityDef MayRequire="Ludeon.RimWorld.Ideology">PN_RapidFireAbility</AbilityDef>
<HediffDef>PN_RapidFireModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_RapidFireModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_RapidFireModuleHediff</defName>
<label>rapid fire module</label>
<description>The hediff created by installing rapid fire module.</description>
<descriptionHyperlinks>
<ThingDef>PN_RapidFireModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-2</ShootingAccuracyPawn>
<AimingDelayFactor>-0.20</AimingDelayFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility" MayRequire="Ludeon.RimWorld.Ideology">
<abilityDef>PN_RapidFireAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 근접전 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CQCModule</defName>
<label>CQC module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd), (mast), (exc)\n\nThis module increases the automaton's close quarters combat stat, and allows automaton to use CQC ability.</description>
<descriptionHyperlinks>
<AbilityDef MayRequire="Ludeon.RimWorld.Ideology">PN_CQCAbility</AbilityDef>
<HediffDef>PN_CQCModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel" MayRequire="Ludeon.RimWorld.Ideology">
<hediff>PN_CQCModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CQCModuleHediff</defName>
<label>CQC module</label>
<description>The hediff created by installing close quarters combat module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CQCModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statOffsets>
<MeleeHitChance>3</MeleeHitChance>
<MeleeDodgeChance>3</MeleeDodgeChance>
<ShootingAccuracyPawn>-12</ShootingAccuracyPawn>
<AimingDelayFactor>0.40</AimingDelayFactor>
<IncomingDamageFactor>-0.20</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.15</MeleeDamageFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility" MayRequire="Ludeon.RimWorld.Ideology">
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 채굴 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_MiningModule</defName>
<label>mining module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's miner speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_MiningModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MiningModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_MiningModuleHediff</defName>
<label>mining module</label>
<description>The hediff created by installing mining module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MiningModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>1.20</MiningSpeed>
<DeepDrillingSpeed>1.20</DeepDrillingSpeed>
<GeneralLaborSpeed>0.70</GeneralLaborSpeed>
<ConstructionSpeed>0.70</ConstructionSpeed>
<DrugCookingSpeed>0.70</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 건설 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_ConstructionModule</defName>
<label>construction module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's construction speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_ConstructionModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_ConstructionModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_ConstructionModuleHediff</defName>
<label>construction module</label>
<description>The hediff created by installing construction module.</description>
<descriptionHyperlinks>
<ThingDef>PN_ConstructionModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>0.70</MiningSpeed>
<DeepDrillingSpeed>0.70</DeepDrillingSpeed>
<GeneralLaborSpeed>0.70</GeneralLaborSpeed>
<ConstructionSpeed>1.20</ConstructionSpeed>
<DrugCookingSpeed>0.70</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 제작 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CraftingModule</defName>
<label>crafting module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd), (mast), (exc)\n\nThis module increases the automaton's general labor speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_CraftingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CraftingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CraftingModuleHediff</defName>
<label>crafting module</label>
<description>The hediff created by installing crafting module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CraftingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<MiningSpeed>0.70</MiningSpeed>
<DeepDrillingSpeed>0.70</DeepDrillingSpeed>
<GeneralLaborSpeed>1.20</GeneralLaborSpeed>
<ConstructionSpeed>0.70</ConstructionSpeed>
<DrugCookingSpeed>1.20</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 농부 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_PlantsModule</defName>
<label>plants module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's plant work speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_PlantsModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_PlantsModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_PlantsModuleHediff</defName>
<label>plants module</label>
<description>The hediff created by installing plants module.</description>
<descriptionHyperlinks>
<ThingDef>PN_PlantsModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>1.20</PlantWorkSpeed>
<MedicalTendSpeed>0.70</MedicalTendSpeed>
<MedicalOperationSpeed>0.70</MedicalOperationSpeed>
<ButcheryFleshSpeed>0.70</ButcheryFleshSpeed>
<CookSpeed>0.70</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 셰프 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_CookingModule</defName>
<label>cooking module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's cooking speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_CookingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_CookingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_CookingModuleHediff</defName>
<label>cooking module</label>
<description>The hediff created by installing cooking module.</description>
<descriptionHyperlinks>
<ThingDef>PN_CookingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>0.70</PlantWorkSpeed>
<MedicalTendSpeed>0.70</MedicalTendSpeed>
<MedicalOperationSpeed>0.70</MedicalOperationSpeed>
<ButcheryFleshSpeed>1.20</ButcheryFleshSpeed>
<CookSpeed>1.20</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<!--==================================== 간호 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleIndustrial">
<defName>PN_NursingModule</defName>
<label>nursing module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd), (mast), (exc)\n\nThis module increases the automaton's medical speed stat.</description>
<descriptionHyperlinks>
<HediffDef>PN_NursingModuleHediff</HediffDef>
</descriptionHyperlinks>
<costList>
<Steel>45</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<PN_Component>1</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierB_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_NursingModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelIndustrialModuleHediffBase">
<defName>PN_NursingModuleHediff</defName>
<label>nursing module</label>
<description>The hediff created by installing nursing module.</description>
<descriptionHyperlinks>
<ThingDef>PN_NursingModule</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<statFactors>
<PlantWorkSpeed>0.70</PlantWorkSpeed>
<MedicalTendSpeed>1.20</MedicalTendSpeed>
<MedicalOperationSpeed>1.20</MedicalOperationSpeed>
<ButcheryFleshSpeed>0.70</ButcheryFleshSpeed>
<CookSpeed>0.70</CookSpeed>
</statFactors>
</li>
</stages>
<comps>
</comps>
</HediffDef>
</Defs>

View File

@ -0,0 +1,495 @@
<?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>
<!--==================================== 전투형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_AutomatonSoldier</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</pawnKindDefName>
</li>
<li>
<weight>5428</weight>
<pawnKindDefName>Paniel_Soldier_Good</pawnKindDefName>
</li>
<li>
<weight>2740</weight>
<pawnKindDefName>Paniel_Soldier_Excellent</pawnKindDefName>
</li>
<li>
<weight>214</weight>
<pawnKindDefName>Paniel_Soldier_Masterwork</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffectDestroySelf">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 제작형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_AutomatonWorker</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</pawnKindDefName>
</li>
<li>
<weight>5428</weight>
<pawnKindDefName>Paniel_Worker_Good</pawnKindDefName>
</li>
<li>
<weight>3740</weight>
<pawnKindDefName>Paniel_Worker_Excellent</pawnKindDefName>
</li>
<li>
<weight>214</weight>
<pawnKindDefName>Paniel_Worker_Masterwork</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffectDestroySelf">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</ThingDef>
<!--==================================== 가정형 일반 상자 ====================================-->
<ThingDef ParentName="BasePackagedAutomaton">
<defName>Packaged_AutomatonMaid</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</pawnKindDefName>
</li>
<li>
<weight>5428</weight>
<pawnKindDefName>Paniel_Maid_Good</pawnKindDefName>
</li>
<li>
<weight>2740</weight>
<pawnKindDefName>Paniel_Maid_Excellent</pawnKindDefName>
</li>
<li>
<weight>214</weight>
<pawnKindDefName>Paniel_Maid_Masterwork</pawnKindDefName>
</li>
</samples>
</li>
<li Class="CompProperties_UseEffectDestroySelf">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
</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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@ -0,0 +1,342 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 곡사포 ====================================-->
<ThingDef ParentName="BuildingBase">
<defName>PN_Artillery_Base_Core</defName>
<label>PnL Howitzer</label>
<description>Howitzer designed by PnL Industry. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</description>
<!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<minifiedDef />
<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
<altitudeLayer>Building</altitudeLayer>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-3)</interactionCellOffset> <!--상호작용 위치-->
<stealable>false</stealable>
<size>(3,3)</size>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<thingCategories Inherit="false" />
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tickerType>Normal</tickerType>
<designationHotKey>Misc4</designationHotKey>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<costStuffCount>150</costStuffCount>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<PN_Component>2</PN_Component>
<PN_BrainCasing>1</PN_BrainCasing>
</costList>
<inspectorTabs>
<li>ITab_Shells</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Mannable">
<manWorkType>Violent</manWorkType>
</li>
<li Class="CompProperties_Explosive">
<wickTicks>240</wickTicks>
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>Shots until core overload</fuelLabel>
<fuelGizmoLabel>Core overload</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
<fuelFilter>
<thingDefs>
<li>PN_BrainCasing</li>
</thingDefs>
</fuelFilter>
<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
<fuelCapacity>10</fuelCapacity>
<fuelMultiplier>10</fuelMultiplier>
<initialFuelPercent>1</initialFuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
<autoRefuelPercent>0</autoRefuelPercent>
<fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
</li>
</comps>
<statBases>
<MaxHitPoints>520</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>200</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<building>
<turretGunDef>PN_Artillery_Turret</turretGunDef>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
<turretBurstWarmupTime>1.0</turretBurstWarmupTime>
<turretBurstCooldownTime>14.0</turretBurstCooldownTime>
<buildingTags Inherit="false">
</buildingTags>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
</researchPrerequisites>
<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
<uiIconScale>0.9</uiIconScale>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Artillery_Turret</defName>
<label>PnL Howitzer Turret</label>
<description>Howitzer designed by PnL Industries. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</description>
<graphicData>
<texPath>Things/Building/PN_Artillery_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<recoilPower>30</recoilPower>
<altitudeLayer>MoteOverhead</altitudeLayer>
<weaponTags Inherit="false">
</weaponTags>
<!--<statBases>
<AccuracyTouch>0.20</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.98</AccuracyMedium>
<AccuracyLong>0.80</AccuracyLong>
</statBases>-->
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<warmupTime>2.0</warmupTime>
<forcedMissRadius>0</forcedMissRadius>
<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
<!--<isMortar>true</isMortar>-->
<requireLineOfSight>false</requireLineOfSight>
<minRange>29.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundCast>PNCannonSound</soundCast>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<comps>
<li Class="CompProperties_ChangeableProjectile" />
</comps>
<building>
<fixedStorageSettings>
<filter>
<thingDefs>
<li>PN_Shell_HE</li>
<li>PN_Shell_CI</li>
<li>PN_Shell_EMP</li>
<li>PN_Shell_FF</li>
<li>PN_Shell_Smoke</li>
<li>PN_Shell_AG</li>
</thingDefs>
</filter>
</fixedStorageSettings>
<defaultStorageSettings>
<filter>
<categories>
<li>PN_Shell</li>
</categories>
<disallowedThingDefs>
<li>PN_Shell_EMP</li>
<li>PN_Shell_FF</li>
<li>PN_Shell_Smoke</li>
<li>PN_Shell_AG</li>
</disallowedThingDefs>
</filter>
</defaultStorageSettings>
</building>
</ThingDef>
<!--==================================== 레일건 ====================================-->
<ThingDef ParentName="BuildingBase">
<defName>PN_Railgun_Base_Core</defName>
<label>PnL Railgun</label>
<description>Railgun designed by PnL Industry. It uses an automaton brain core to control antigrain to generate huge amounts of power to charge the railgun.\nHowever, it is necessary to periodically change the brain core due to excessive load in antigrain control.\n\nUnlike PnL Howitzer, there is no aiming correction function. The component built into the shell replace the aiming correction function, but not perfect.</description>
<!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<minifiedDef />
<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
<altitudeLayer>Building</altitudeLayer>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-3)</interactionCellOffset> <!--상호작용 위치-->
<stealable>false</stealable>
<size>(3,3)</size>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<thingCategories Inherit="false" />
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tickerType>Normal</tickerType>
<designationHotKey>Misc4</designationHotKey>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<costStuffCount>150</costStuffCount>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>150</Steel>
<PN_Component>6</PN_Component>
<ComponentSpacer>6</ComponentSpacer>
<PN_BrainCasingAntigrain>1</PN_BrainCasingAntigrain>
</costList>
<inspectorTabs>
<li>ITab_Shells</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Mannable">
<manWorkType>Violent</manWorkType>
</li>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>Shots until core overload</fuelLabel>
<fuelGizmoLabel>Core overload</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs new antigrain core</outOfFuelMessage>
<fuelFilter>
<thingDefs>
<li>PN_BrainCasingAntigrain</li>
</thingDefs>
</fuelFilter>
<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
<fuelCapacity>10</fuelCapacity>
<fuelMultiplier>10</fuelMultiplier>
<initialFuelPercent>1</initialFuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
<autoRefuelPercent>0</autoRefuelPercent>
<fuelIconPath>Things/Building/PN_cannonAGcore</fuelIconPath>
</li>
</comps>
<statBases>
<MaxHitPoints>520</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>200</Mass>
<Beauty>-20</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<building>
<turretGunDef>PN_Railgun_Turret</turretGunDef>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
<turretBurstWarmupTime>4.5</turretBurstWarmupTime>
<turretBurstCooldownTime>14.0</turretBurstCooldownTime>
<buildingTags Inherit="false">
</buildingTags>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_Railgun</li>
</researchPrerequisites>
<uiIconPath>Things/Building/PN_Railgun_Ui</uiIconPath>
<uiIconScale>0.9</uiIconScale>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Railgun_Turret</defName>
<label>PnL Railgun Turret</label>
<description>Railgun designed by PnL Industries.</description>
<graphicData>
<texPath>Things/Building/PN_Railgun_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<recoilPower>30</recoilPower>
<altitudeLayer>MoteOverhead</altitudeLayer>
<weaponTags Inherit="false">
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<warmupTime>4.5</warmupTime>
<forcedMissRadius>0</forcedMissRadius>
<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
<!--<isMortar>true</isMortar>-->
<requireLineOfSight>true</requireLineOfSight>
<minRange>4.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
<soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<comps>
<li Class="CompProperties_ChangeableProjectile" />
</comps>
<building>
<fixedStorageSettings>
<filter>
<thingDefs>
<li>PN_Shell_RG</li>
</thingDefs>
</filter>
</fixedStorageSettings>
<defaultStorageSettings>
<filter>
<thingDefs>
<li>PN_Shell_RG</li>
</thingDefs>
</filter>
</defaultStorageSettings>
</building>
</ThingDef>
</Defs>

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@ -0,0 +1,568 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--포탄 베이스-->
<ThingCategoryDef>
<defName>PN_Shell</defName>
<label>PnL Shell</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>UI/Icons/PNCT_PNShell</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase" Name="PN_ShellBase" Abstract="True">
<graphicData>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<thingCategories>
<li>PN_Shell</li>
</thingCategories>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<targetCountAdjustment>5</targetCountAdjustment>
<workSkill>Crafting</workSkill>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet" Name="PN_BaseBullet_Shell" Abstract="True">
<projectile>
<flyOverhead>true</flyOverhead>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell" Name="PN_Cl_Shell" Abstract="True">
<thingClass>TorguePN.Projectile_Torgue_Rocket</thingClass>
<projectile Class="TorguePN.TorgueProjectileProps">
<damageDef>PN_CLbomb</damageDef>
<speed>205</speed>
<explosionRadius>0.9</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<!--<subProjectile></subProjectile>
<clusterCount></clusterCount>
<clusterRadius></clusterRadius>-->
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_CLbomb</defName>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>5.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<plantDamageFactor>1</plantDamageFactor>
</DamageDef>
<!--확산 고폭탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_HE</defName>
<label>PnL cluster HE shell</label>
<description>A high explosion cluster bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellHE</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_HE</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_HighExplosive>10</Shell_HighExplosive>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_HE</defName>
<label>cluster HE shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorguePN.TorgueProjectileProps">
<subProjectile>PN_Bullet_Shell_HE_Sub</subProjectile>
<clusterCount>16</clusterCount>
<clusterRadius>6.9</clusterRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_HE_Sub</defName>
<label>cluster HE shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>6.5</speed>
<explosionRadius>2.1</explosionRadius>
<explosionDelay>10</explosionDelay>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarIncendiary_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<DamageDef ParentName="Bomb">
<defName>PN_CL_Bomb</defName>
<!---<workerClass>TorguePN.TorguePN_DamageWorker_AddInjury</workerClass>-->
</DamageDef>
<!--확산 소이탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_CI</defName>
<label>PnL cluster incendiary shell</label>
<description>A cluster incendiary bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellIN</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_CI</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_Incendiary>10</Shell_Incendiary>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_CI</defName>
<label>cluster incendiary shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorguePN.TorgueProjectileProps">
<subProjectile>PN_Bullet_Shell_CI_Sub</subProjectile>
<clusterCount>16</clusterCount>
<clusterRadius>8.1</clusterRadius>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_CI_Sub</defName>
<label>cluster incendiary shell</label>
<graphicData>
<texPath>Things/Projectile/ShellIncendiary</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Flame</damageDef>
<speed>6.5</speed>
<explosionRadius>2.4</explosionRadius>
<explosionDelay>10</explosionDelay>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>0.27</preExplosionSpawnChance>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarIncendiary_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<!--확산 전자기탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_EMP</defName>
<label>PnL cluster EMP shell</label>
<description>A cluster EMP bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellEM</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_EMP</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>12.9</explosiveRadius>
<explosiveDamageType>EMP</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_EMP>5</Shell_EMP>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_EMP</defName>
<label>cluster EMP shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorguePN.TorgueProjectileProps">
<damageDef>EMP</damageDef>
<subProjectile>PN_Bullet_Shell_EMP_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_EMP_Sub</defName>
<label>cluster EMP shell</label>
<graphicData>
<texPath>Things/Projectile/ShellEMP</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>EMP</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<ai_IsIncendiary>true</ai_IsIncendiary>
</projectile>
</ThingDef>
<!--확산 소방거품탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_FF</defName>
<label>PnL cluster Firefoam shell</label>
<description>A cluster firefoam bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellFF</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_FF</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>10.9</explosiveRadius>
<explosiveDamageType>Extinguish</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_Firefoam>5</Shell_Firefoam>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_FF</defName>
<label>cluster Firefoam shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorguePN.TorgueProjectileProps">
<damageDef>Extinguish</damageDef>
<subProjectile>PN_Bullet_Shell_FF_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_FF_Sub</defName>
<label>cluster Firefoam shell</label>
<graphicData>
<texPath>Things/Projectile/ShellFirefoam</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Extinguish</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_EMP</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<explosionEffect>ExtinguisherExplosion</explosionEffect>
</projectile>
</ThingDef>
<!--확산 연막탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_Smoke</defName>
<label>PnL cluster smoke shell</label>
<description>A cluster smoke bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellSM</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_Smoke</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveDamageType>Smoke</explosiveDamageType>
<explosiveRadius>11</explosiveRadius>
<postExplosionGasType>BlindSmoke</postExplosionGasType>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<costList>
<Shell_Smoke>5</Shell_Smoke>
<Chemfuel>20</Chemfuel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<tradeTags>
<li>PN_Shell</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="PN_Cl_Shell">
<defName>PN_Bullet_Shell_Smoke</defName>
<label>cluster Smoke shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<projectile Class="TorguePN.TorgueProjectileProps">
<damageDef>Smoke</damageDef>
<subProjectile>PN_Bullet_Shell_Smoke_Sub</subProjectile>
<clusterCount>10</clusterCount>
<clusterRadius>14.9</clusterRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_Smoke</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_Smoke_Sub</defName>
<label>cluster Smoke shell</label>
<graphicData>
<texPath>Things/Projectile/ShellSmoke</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Smoke</damageDef>
<speed>6.5</speed>
<explosionRadius>5.9</explosionRadius>
<arcHeightFactor>60</arcHeightFactor>
<shadowSize>0.6</shadowSize>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_Smoke</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<postExplosionGasType>BlindSmoke</postExplosionGasType>
</projectile>
</ThingDef>
<!--반물질탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_AG</defName>
<label>PnL antigrain shell</label>
<description>An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Explodes when damaged.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellAG</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_Shell_AG</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>14.9</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<chanceToStartFire>0.22</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<explosionSound>Explosion_GiantBomb</explosionSound>
<wickTicks>60~120</wickTicks>
</li>
</comps>
<costList>
<Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
<Chemfuel>20</Chemfuel>
</costList>
<recipeMaker>
<targetCountAdjustment>1</targetCountAdjustment>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="PN_BaseBullet_Shell">
<defName>PN_Bullet_Shell_AG</defName>
<label>antigrain shell</label>
<graphicData>
<texPath>Things/Projectile/ShellAntigrainWarhead</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>BombSuper</damageDef>
<speed>205</speed>
<explosionRadius>14.9</explosionRadius>
<explosionChanceToStartFire>0.22</explosionChanceToStartFire>
<explosionDamageFalloff>true</explosionDamageFalloff>
<explosionEffect>GiantExplosion</explosionEffect>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Explosion_GiantBomb</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
<!--레일건탄-->
<ThingDef ParentName="PN_ShellBase">
<defName>PN_Shell_RG</defName>
<label>PnL Railgun shell</label>
<description>A special shell used in railgun.</description>
<graphicData>
<texPath>Things/Item/PNShell/PNShellAP</texPath>
</graphicData>
<projectileWhenLoaded>PN_Bullet_RailGun</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.25</Mass>
<Flammability>0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<comps>
</comps>
<costList>
<Uranium>30</Uranium>
<Steel>50</Steel>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<recipeMaker>
<researchPrerequisite Inherit="false">PNRP_Railgun</researchPrerequisite>
</recipeMaker>
</ThingDef>
</Defs>

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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>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraitDef>
<defName>PN_PerfectMemory</defName>
<commonality>0</commonality>
<degreeDatas>
<li>
<label>auto memories</label>
<description>{PAWN_nameDef} is automata, automata auto memory system logging all things she saw. {PAWN_possessive} skills will never decay.</description>
</li>
</degreeDatas>
</TraitDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Anomaly</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="Paniel_Race"]/race</xpath>
<value>
<canBecomeShambler>true</canBecomeShambler>
<knowledgeCategory MayRequire="Ludeon.RimWorld.Anomaly">Basic</knowledgeCategory>
<anomalyKnowledge>3</anomalyKnowledge>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="Paniel_Race"]/comps</xpath>
<value>
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="CompProperties_HoldingPlatformTarget">
<baseEscapeIntervalMtbDays>8</baseEscapeIntervalMtbDays>
<getsColdContainmentBonus>true</getsColdContainmentBonus>
</li>
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="CompProperties_Studiable">
<frequencyTicks>120000</frequencyTicks>
<minMonolithLevelForStudy>1</minMonolithLevelForStudy>
<requiresImprisonment>true</requiresImprisonment>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="Paniel_Race"]/alienRace/graphicPaths/body</xpath>
<value>
<extendedGraphics>
<Hediff MayRequire="Ludeon.RimWorld.Anomaly" For="Ghoul">
<path>Paniel/Body/Naked_Female</path>
</Hediff>
</extendedGraphics>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="Paniel_Race"]/alienRace/graphicPaths/head</xpath>
<value>
<extendedGraphics>
<Hediff MayRequire="Ludeon.RimWorld.Anomaly" For="Ghoul">
<path>Paniel/Heads/PNHead/PNHead1</path>
</Hediff>
</extendedGraphics>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/MutantDef[defName="Ghoul"]/drugWhitelist</xpath>
<value>
<li>PN_AutomatonFuel</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/AutomataRace.ThingDefInjectDef[defName="Comp_CorpseSelfDestruct_Inject"]/comps</xpath>
<value>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>DeathRefusal</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/AutomataRace.ThingDefInjectDef[defName="Comp_CorpseSelfDestruct_Inject"]/comps</xpath>
<value>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>DeathRefusalCreepJoiner</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Ideology</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!--헤어패치-->
<!--<li Class="PatchOperationAdd">
<xpath>/Defs/CultureDef[defName = *]/styleItemTags</xpath>
<value>
<li>
<tag>PanielHair</tag>
<baseWeight>0.0001</baseWeight>
<weightFactor>0.0001</weightFactor>
</li>
</value>
</li>-->
<!--부르카 애드온 문제 해결-->
<li Class="PatchOperationConditional">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel/tags</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel</xpath>
<value>
<tags>
<li>PN_Burka</li>
</tags>
</value>
</nomatch>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Apparel_Burka"]/apparel/tags</xpath>
<value>
<li>PN_Burka</li>
</value>
</match>
</li>
<!--모듈 어빌리티-->
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = PN_RapidFireModuleHediff]/comps</xpath>
<value>
<li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_RapidFireAbility</abilityDef>
</li>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = PN_RapidFireModule]/descriptionHyperlinks</xpath>
<value>
<li>
<AbilityDef>PN_RapidFireAbility</AbilityDef>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = PN_CQCModuleHediff]/comps</xpath>
<value>
<li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = PN_CQCModule]/descriptionHyperlinks</xpath>
<value>
<li>
<abilityDef>PN_CQCAbility</abilityDef>
</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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@ -0,0 +1,208 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 오토마톤 면역 -->
<li Class="PatchOperationAdd">
<xpath>/Defs/HediffDef[defName = "PanielBaseHediff"]/comps/li[@Class = "MoharHediffs.HediffCompProperties_HediffNullifier"]/hediffToNullify</xpath>
<value>
<!--<li>BloodRot</li>
<li>Abasia</li>-->
<li>PsychicLove</li>
<li>Joyfuzz</li>
</value>
</li>
<!-- 제국 우호도 -->
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "Empire"]/permanentEnemyToEveryoneExcept</xpath>
<value>
<li>Paniel_PlayerFaction</li>
<li>PN_indistryFaction</li>
<li>PN_SubsidiaryFaction</li>
</value>
</li>
<!-- 연구 -->
<li Class="PatchOperationReplace">
<xpath>/Defs/ResearchProjectDef[defName = "PNRP_TierC_Apparel"]/baseCost</xpath>
<value>
<baseCost>500</baseCost>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>/Defs/ResearchProjectDef[defName = "PNRP_TierC_Apparel"]/prerequisites</xpath>
<value>
<prerequisites>
<li>PNRP_TierB_Apparel</li>
<li>CataphractArmor</li>
</prerequisites>
</value>
</li>
<!--상선청사진-->
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName = "PN_Orbital_PnLindustry"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-2~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-2~1</countRange>
</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/TraderKindDef[defName = "PN_Base_PnLindustry"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_CataphractArmor</thingDef>
<countRange>-1~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Techprint_BrainWiring</thingDef>
<countRange>-1~1</countRange>
</li>
</value>
</li>
<!--작위관련-->
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "PN_SubsidiaryFaction"]</xpath>
<value>
<royalTitleTags>
<li>PN_PnLCareerTitleTag</li>
</royalTitleTags>
<royalTitleInheritanceWorkerClass>RoyalTitleInheritanceWorker</royalTitleInheritanceWorkerClass>
<royalTitleInheritanceRelations>
</royalTitleInheritanceRelations>
<royalFavorLabel>PnL result point</royalFavorLabel>
<royalFavorIconPath>Icon/Paniel_PlayerIcon</royalFavorIconPath>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/FactionDef[defName = "PN_SubsidiaryFaction"]/caravanTraderKinds</xpath>
<value>
<li>PN_Caravan_TributeCollector</li>
</value>
</li>
<!--퀘스트 관련-->
<!-- Guests -->
<li Class="PatchOperationAdd">
<xpath>/Defs/QuestScriptDef[defName="Util_ChooseRandomQuestLodgerKind"]/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_IsSet"]/node[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>PN_SubsidiaryFaction</factionDef>
<pawnKinds>
<li>PN_AssociateH</li>
<li>PN_AssociateP_EngineerA</li>
<li>PN_AssociateP_EngineerB</li>
<li>PN_AssociateP_DomesticA</li>
<li>PN_AssociateP_DomesticB</li>
</pawnKinds>
</li>
</value>
</li>
<!-- Mercenaries -->
<li Class="PatchOperationAdd">
<xpath>/Defs/QuestScriptDef[defName="Util_ChooseRandomQuestHelperKind"]/root[@Class="QuestNode_Sequence"]/nodes/li[@Class="QuestNode_GetRandomPawnKindForFaction"]/choices</xpath>
<value>
<li>
<factionDef>PN_SubsidiaryFaction</factionDef>
<pawnKinds>
<li>PN_Mid_CloseUnit</li>
<li>PN_Mid_RangeUnit</li>
<li>PN_EliteCloseUnit</li>
<li>PN_EliteRangeUnit</li>
</pawnKinds>
</li>
</value>
</li>
<!--폰카인드 직위-->
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_AssociateH"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Associate</li>
<li>PN_Title_Senior</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_ManagerH"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Manager</li>
<li>PN_Title_SeniorManager</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_Director"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_Director</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_SeniorDirector"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_Title_SeniorDirector</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_VP"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleVP</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_SVP"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleSVP</li>
</titleSelectOne>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/PawnKindDef[defName = "PN_CEO"]</xpath>
<value>
<royalTitleChance>1</royalTitleChance>
<titleSelectOne>
<li>PN_TitleCEO</li>
</titleSelectOne>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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

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@ -0,0 +1,106 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 난사광 모듈 ====================================-->
<AbilityDef>
<defName>PN_RapidFireAbility</defName>
<label>rapid fire</label>
<description>This ability allows users to shoot quickly, but lowers the shooting accuracy.</description>
<descriptionHyperlinks>
<HediffDef>PN_RapidFire</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNTriggerHappy</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNTriggerHappy</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>167</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_RapidFire</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 근접전 모듈 ====================================-->
<AbilityDef>
<defName>PN_CQCAbility</defName>
<label>CQC mode</label>
<description>This ability increases users to close quarters combat stat, but lowers the shooting accuracy.</description>
<descriptionHyperlinks>
<HediffDef>PN_CQC</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNCQC</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNCQC</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>167</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_CQC</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
</Defs>

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@ -0,0 +1,291 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Ability_Duration-->
<!--1 day = 60000 tick = 1000 (real time 1000s)-->
<!--1 hour = 2500 tick = 41.666-->
<!--==================================== 장교 모듈 ====================================-->
<AbilityDef>
<defName>PN_OfficerCommandAbility</defName>
<label>officer command</label>
<description>Create an aura that boosts the combat skills of everyone nearby. The effect lasts 6 hours and remains attached to the user for the duration.</description>
<descriptionHyperlinks>
<HediffDef>PN_OfficerCommandBuff</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNOfficerCommand</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNOfficerCommand</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>9.9</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_OfficerCommand</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 마이스터 모듈 ====================================-->
<AbilityDef>
<defName>PN_MeisterAdviceAbility</defName>
<label>meister's advice</label>
<description>Create an aura that boosts the engineer skills of everyone nearby. The effect lasts 12 hours and remains attached to the user for the duration.</description>
<descriptionHyperlinks>
<HediffDef>PN_MeisterAdviceBuff</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNMeisterAdvice</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNMeisterAdvice</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>500</Ability_Duration>
<Ability_EffectRadius>9.9</Ability_EffectRadius>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>9.9</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_MeisterAdvice</hediffDef>
<onlyBrain>True</onlyBrain>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<AbilityDef>
<defName>PN_IntensiveMedicalAbility</defName>
<label>intensive medical mode</label>
<description>This ability makes users more proficient in medical work.</description>
<descriptionHyperlinks>
<HediffDef>PN_IntensiveMedical</HediffDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNIntensiveMedical</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNIntensiveMedical</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_1day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>84</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_IntensiveMedical</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--면역증진-->
<AbilityDef>
<defName>PN_ImmunityDriveAbility</defName>
<label>Immunity drive</label>
<description>Offer module support that energizes the body, boosting someone's immunity gain for one day.</description>
<descriptionHyperlinks>
<HediffDef>PN_ImmunityDrive</HediffDef>
<AbilityDef>PN_ImmunityDriveAbility</AbilityDef>
</descriptionHyperlinks>
<groupDef>PNModule_rightoff</groupDef>
<iconPath>UI/Abilities/PNImmunityDrive</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNImmunityDrive</warmupMoteSocialSymbol>
<hotKey>Misc12</hotKey>
<jobDef>CastAbilityOnThingMelee</jobDef>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<warmupSound>ImmunityDrive_Resolve</warmupSound>
<statBases>
<Ability_Duration>1000</Ability_Duration>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_ImmunityDrive</hediffDef>
<replaceExisting>true</replaceExisting>
</li>
</comps>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>1.5</warmupTime>
<targetParams>
<canTargetBuildings>False</canTargetBuildings>
<neverTargetHostileFaction>True</neverTargetHostileFaction>
</targetParams>
</verbProperties>
</AbilityDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<AbilityDef>
<defName>PN_FieldMedicAbility</defName>
<label>field medic mode</label>
<description>This ability enables users to provide rapid medical support in the field.</description>
<descriptionHyperlinks>
<HediffDef>PN_FieldMedic</HediffDef>
<AbilityDef>PN_StimPackAbility</AbilityDef>
</descriptionHyperlinks>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>False</targetRequired>
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
<iconPath>UI/Abilities/PNFieldMedic</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNFieldMedic</warmupMoteSocialSymbol>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<groupDef>PNModule_2day</groupDef>
<hotKey>Misc12</hotKey>
<uiOrder>3</uiOrder>
<warmupStartSound>CombatCommand_Warmup</warmupStartSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>0.5</warmupTime>
<range>-1</range>
<drawAimPie>False</drawAimPie>
<requireLineOfSight>False</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>false</canTargetMechs>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_FieldMedic</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<!--스팀팩-->
<AbilityDef>
<defName>PN_StimPackAbility</defName>
<label>injection stim pack</label>
<description>Inject drugs that increase physical stat into the target. It is not addictive, but side effects occur when the effect is over.</description>
<descriptionHyperlinks>
<HediffDef>PN_StimPack</HediffDef>
<HediffDef>PN_StimPackSideEffect</HediffDef>
</descriptionHyperlinks>
<groupDef>PNModule_rightoff</groupDef>
<iconPath>UI/Abilities/PNStimPack</iconPath>
<warmupMoteSocialSymbol>UI/Abilities/PNStimPack</warmupMoteSocialSymbol>
<hotKey>Misc12</hotKey>
<jobDef>CastAbilityOnThingMelee</jobDef>
<stunTargetWhileCasting>True</stunTargetWhileCasting>
<showPsycastEffects>False</showPsycastEffects>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<warmupSound>ImmunityDrive_Resolve</warmupSound>
<statBases>
<Ability_Duration>250</Ability_Duration>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PN_StimPack</hediffDef>
<replaceExisting>true</replaceExisting>
</li>
</comps>
<verbProperties>
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>False</drawAimPie>
<range>-1</range>
<warmupTime>1.5</warmupTime>
<targetParams>
<canTargetBuildings>False</canTargetBuildings>
<neverTargetHostileFaction>True</neverTargetHostileFaction>
</targetParams>
</verbProperties>
</AbilityDef>
</Defs>

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@ -0,0 +1,146 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
[모듈 목록]
근접 버프
사격 버프
의료 버프
생산 버프
농업 버프
채굴 버프
-->
<!--==================================== 난사광 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_RapidFire</defName>
<label>module active (rapid fire)</label>
<description>The hediff created by activating rapid fire ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.70</AimingDelayFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_RapidFireOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_RapidFireOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>5000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<ShootingAccuracyPawn>-3</ShootingAccuracyPawn>
</statOffsets>
<statFactors>
<AimingDelayFactor>1.3</AimingDelayFactor>
</statFactors>
</li>
</stages>
</HediffDef>
<!--==================================== 근접전 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_CQC</defName>
<label>module active (CQC)</label>
<description>The hediff created by activating close quarters combat ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.10</offset>
</li>
</capMods>
<statOffsets>
<MeleeHitChance>2</MeleeHitChance>
<MeleeDodgeChance>2</MeleeDodgeChance>
<IncomingDamageFactor>-0.15</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_CQCOverload</li>
</triggeredHediff>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<HediffDef>
<defName>PN_CQCOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>5000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.10</offset>
</li>
</capMods>
<statOffsets>
<MeleeHitChance>-4</MeleeHitChance>
<MeleeDodgeChance>-4</MeleeDodgeChance>
<IncomingDamageFactor>-0.25</IncomingDamageFactor>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">-0.20</MeleeDamageFactor>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

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@ -0,0 +1,529 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef Name="PN_HediffAsImplantBase" Abstract="True">
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<defaultLabelColor>(0.6, 0.8, 0.7)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<makesSickThought>false</makesSickThought>
<tendable>false</tendable>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<!--==================================== 전투 지휘 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommand</defName>
<label>module active (officer)</label>
<description>By encouraging and commanding nearby allies, this person can enhance their focus in combat and thus their battle performance.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range>
<mote>Mote_CombatCommand</mote>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters>
<hediff><li>PN_OfficerCommandBuff</li></hediff>
</li>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
</comps>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.80</AimingDelayFactor>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>
<HediffDef ParentName="RoleStatBuff">
<defName>PN_OfficerCommandBuff</defName>
<label>officer command</label>
<description>Combat abilities are boosted thanks to being near someone who is using the officer command ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>10</maxDistance>
<customMote>Mote_CombatCommandLinkLine</customMote>
</li>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<MeleeDamageFactor MayRequire="Ludeon.RimWorld.Biotech">0.10</MeleeDamageFactor>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.80</AimingDelayFactor>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_OfficerCommandThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff><li>PN_OfficerCommandBuff</li></hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>command from automaton</label>
<description>I can't believe I have to follow the commands of an automaton.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PN_OfficerCommandThoughtforPN</defName>
<workerClass>AutomataRace.ThoughtWorker_RaceBPHediff</workerClass>
<stages>
<li>
<label>command from officer</label>
<description>The officer is with us. We will be able to win this battle under the officer's command.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
<modExtensions>
<li Class="AutomataRace.ThoughtWorkerDef_RaceBPHediff">
<race>Paniel_Race</race>
<hediff><li>PN_OfficerCommandBuff</li></hediff>
<bodyPart>PNBrain</bodyPart>
<bodyPartCount>
<min>1</min>
<max>999</max>
</bodyPartCount>
</li>
</modExtensions>
</ThoughtDef>
<HediffDef>
<defName>PN_OfficerCommandOverload</defName>
<label>module overloaded</label>
<labelNoun>module overloaded</labelNoun>
<description>module overloaded</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>60000</disappearsAfterTicks>
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<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>
</li>
</stages>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_MeisterAdvice</defName>
<label>module active (meister)</label>
<description>By encouraging and advising nearby allies, this person can enhance their focus in engineer work performance.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_GiveHediffsInRange">
<range>9.9</range>
<mote>Mote_WorkCommand</mote>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<onlyTargetColonists>true</onlyTargetColonists>
</targetingParameters>
<hediff>PN_MeisterAdviceBuff</hediff>
</li>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
</comps>
<stages>
<li>
<capMods>
</capMods>
<statOffsets>
</statOffsets>
<statFactors>
<MiningSpeed>1.25</MiningSpeed>
<DeepDrillingSpeed>1.25</DeepDrillingSpeed>
<GeneralLaborSpeed>1.25</GeneralLaborSpeed>
<ConstructionSpeed>1.25</ConstructionSpeed>
<DrugCookingSpeed>1.25</DrugCookingSpeed>
</statFactors>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>
<HediffDef ParentName="RoleStatBuff">
<defName>PN_MeisterAdviceBuff</defName>
<label>meister's advice</label>
<description>work abilities are boosted thanks to being near someone who is using the meister's advice ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>10</maxDistance>
<customMote>Mote_WorkCommandLinkLine</customMote>
</li>
</comps>
<isBad>false</isBad>
<stages>
<li>
<statFactors>
<MiningSpeed>1.25</MiningSpeed>
<DeepDrillingSpeed>1.25</DeepDrillingSpeed>
<GeneralLaborSpeed>1.25</GeneralLaborSpeed>
<ConstructionSpeed>1.25</ConstructionSpeed>
<DrugCookingSpeed>1.25</DrugCookingSpeed>
</statFactors>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>0.20</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_MeisterAdviceThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_MeisterAdviceBuff</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>advice from automaton</label>
<description>I can't believe I have to follow the advice of an automaton.</description>
<baseMoodEffect>-5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_IntensiveMedical</defName>
<label>module active (intensive medical)</label>
<description>The hediff created by activating intensive medical ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<MoveSpeed>0.2</MoveSpeed>
</statOffsets>
<statFactors>
<MedicalTendSpeed>1.50</MedicalTendSpeed>
<MedicalTendQuality>1.50</MedicalTendQuality>
<MedicalOperationSpeed>1.50</MedicalOperationSpeed>
<MedicalSurgerySuccessChance>1.50</MedicalSurgerySuccessChance>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_ImmunityDriveAbility</abilityDef>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--면역증진-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_ImmunityDrive</defName>
<label>immunity drive</label>
<description>immunity drive</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statFactors>
<ImmunityGainSpeed>1.25</ImmunityGainSpeed>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_FieldMedic</defName>
<label>module active (field medic)</label>
<description>The hediff created by activating field medic ability.</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statOffsets>
<MoveSpeed>0.4</MoveSpeed>
</statOffsets>
<statFactors>
<MedicalTendSpeed>1.50</MedicalTendSpeed>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_OfficerCommandOverload</li>
</triggeredHediff>
</li>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_StimPackAbility</abilityDef>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<!--스팀팩-->
<HediffDef ParentName="RoleStatBuff">
<defName>PN_StimPack</defName>
<label>stim pack injected</label>
<description>stim pack injected</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<painFactor>0.5</painFactor>
<restFallFactor>0.5</restFallFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.10</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>0.30</offset>
</li>
</capMods>
<statOffsets>
<MentalBreakThreshold>-0.12</MentalBreakThreshold>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>True</showRemainingTime>
</li>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_PostRemoveTrigger_HediffAdd">
<triggeredHediff>
<li>PN_StimPackSideEffect</li>
</triggeredHediff>
</li>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>PN_StimPackSideEffect</li>
</hediffToNullify>
</li>
</comps>
<isBad>false</isBad>
</HediffDef>
<ThoughtDef>
<defName>PN_StimPackThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_StimPack</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>high on stim pack</label>
<description>Feeling pumped! Let's do this!</description>
<baseMoodEffect>20</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<HediffDef>
<defName>PN_StimPackSideEffect</defName>
<label>stim pack side effect</label>
<labelNoun>stim pack side effect</labelNoun>
<description>stim pack side effect</description>
<hediffClass>HediffWithComps</hediffClass>
<maxSeverity>1.0</maxSeverity>
<initialSeverity>1.0</initialSeverity>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1</severityPerDay>
<showDaysToRecover>true</showDaysToRecover>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<label>extreme</label>
<minSeverity>0</minSeverity>
<painFactor>3</painFactor>
<restFallFactorOffset>0.3</restFallFactorOffset>
<hungerRateFactorOffset>0.5</hungerRateFactorOffset>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.50</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.10</offset>
</li>
</capMods>
</li>
<li>
<label>major</label>
<minSeverity>0.80</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.20</offset>
</li>
<li>
<capacity>Sight</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>BloodPumping</capacity>
<offset>-0.10</offset>
</li>
<li>
<capacity>Manipulation</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.90</minSeverity>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>PN_StimPackSideEffectThought</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>PN_StimPackSideEffect</hediff>
<validWhileDespawned>true</validWhileDespawned>
<stages>
<li>
<label>stim pack withdrawal</label>
<description>I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?</description>
<baseMoodEffect>-15</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<HediffDef ParentName="PN_HediffAsImplantBase">
<defName>PN_HediffMechanicNullifierSpacer</defName>
<label>Paniel Mechanic nullifier (spacer)</label>
<description>Paniel Mechanic nullifier (spacer).</description>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="AutomataRace.MoharHediffs.HediffCompProperties_HediffNullifier">
<hediffToNullify>
<li>PN_MeisterAdvice</li>
<li>PN_IntensiveMedical</li>
</hediffToNullify>
</li>
</comps>
</HediffDef>
</Defs>

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@ -0,0 +1,111 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--Structure-->
<MemeDef>
<defName>PN_Structure</defName>
<label>PnL bylaws</label>
<description>Bylaws of PnL industry. An exemplary PnL employee would not break bylaws.</description>
<category>Structure</category>
<iconPath>Icon/Paniel_bylaw</iconPath>
<impact>0</impact>
<worshipRoomLabel>Conference room</worshipRoomLabel>
<deityCount>0</deityCount>
<generalRules>
<rulesStrings>
<li>memeLeaderNoun->CEO</li>
<li>memeMoralist->Personnel Manager</li>
</rulesStrings>
</generalRules>
<descriptionMaker>
<rules>
<rulesStrings>
<li>episode(tag=meme_PN_Structure) ->...PnL Industry, founded by Paul and Lauren, has evolved from a small industrial company in Glitterworld to a giant interstellar company.\n\n...\n\nEven though we were kicked out of Rimworld for an "unfortunate incident," we're going back to Glitterworld.</li>
</rulesStrings>
</rules>
<patterns>
<li>
<def>PN_IdeoStoryPattern</def>
</li>
</patterns>
<constants>
<li>
<key>PN_Structure</key>
<value>true</value>
</li>
</constants>
</descriptionMaker>
<symbolPacks>
<li>
<ideoName>PnL bylaws</ideoName>
<theme>PnL</theme>
<adjective>PnL</adjective>
<member>PnL Employee</member>
</li>
</symbolPacks>
<requireOne>
<li>
<li>BodyMod_Approved</li>
</li>
<li>
<li>OrganUse_Acceptable</li>
</li>
<li>
<li>DrugUse_MedicalOrSocial</li>
</li>
<li>
<li>Apostasy_Abhorrent</li>
</li>
<li>
<li>IdeoDiversity_Abhorrent</li>
</li>
<li>
<li>Nudity_Female_UncoveredGroinOrChestDisapproved</li>
</li>
<li>
<li>Nudity_Male_UncoveredGroinOrChestDisapproved</li>
</li>
<li>
<li>Execution_DontCare</li>
</li>
<li>
<li>Scarification_Horrible</li>
</li>
<li>
<li>Slavery_Abhorrent</li>
</li>
<li>
<li>HAR_AlienSlavery_Abhorrent</li>
</li>
<li>
<li>Cannibalism_Horrible</li>
</li>
<li>
<li>NutrientPasteEating_DontMind</li>
</li>
</requireOne>
</MemeDef>
<IdeoStoryPatternDef>
<defName>PN_IdeoStoryPattern</defName>
<segments>
<li>episode</li>
</segments>
<rules>
<include>
<li>IdeoDescriptionGlobal</li>
</include>
</rules>
</IdeoStoryPatternDef>
<IdeoIconDef>
<defName>PN_IdeoIcon</defName>
<iconPath>Icon/Paniel_Icon</iconPath>
<memes>
<li>PN_Structure</li>
</memes>
</IdeoIconDef>
</Defs>

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@ -0,0 +1,211 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 장교 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_OfficerModule</defName>
<label>officer module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nCombat model (legd)\n\nThis module allows automaton to use officer command ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_OfficerCommandAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_OfficerModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_OfficerModuleHediff</defName>
<label>officer module</label>
<description>The hediff created by installing officer module.</description>
<descriptionHyperlinks>
<ThingDef>PN_OfficerModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_OfficerCommandAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 마이스터 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_MeisterModule</defName>
<label>meister module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nEngineer model (legd)\n\nThis module allows automaton to use meister's advice ability.</description>
<descriptionHyperlinks>
<AbilityDef>PN_MeisterAdviceAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_MeisterModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_MeisterModuleHediff</defName>
<label>meister module</label>
<description>The hediff created by installing meister module.</description>
<descriptionHyperlinks>
<ThingDef>PN_MeisterModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_MeisterAdviceAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 집중 의료 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_IntensiveMedicalModule</defName>
<label>intensive medical module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd)\n\nThis module allows automaton to use intensive medical mode ability.\nAnd if automaton activates intensive medical mode, immunity drive ability can be used.</description>
<descriptionHyperlinks>
<AbilityDef>PN_IntensiveMedicalAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_IntensiveMedicalModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_IntensiveMedicalModuleHediff</defName>
<label>intensive medical module</label>
<description>The hediff created by installing intensive medical module.</description>
<descriptionHyperlinks>
<ThingDef>PN_IntensiveMedicalModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_IntensiveMedicalAbility</abilityDef>
</li>
</comps>
</HediffDef>
<!--==================================== 야전 의료 모듈 ====================================-->
<ThingDef ParentName="PN_ApparelModuleSpacer">
<defName>PN_FieldMedicModule</defName>
<label>field medic module</label>
<description>[CAUTION]\nThis module can only be installed on compatible models.\nAlso, the module system must be stable.\n\n[compatible models list]\n\nDomestic model (legd)\nCombat model (legd)\n\nThis module allows automaton to use field medic mode ability.\nAnd if automaton activates field medic mod, injection stim pack ability can be used.</description>
<descriptionHyperlinks>
<AbilityDef>PN_FieldMedicAbility</AbilityDef>
</descriptionHyperlinks>
<statBases>
<WorkToMake>75000</WorkToMake>
</statBases>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
<PN_Component>3</PN_Component>
</costList>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Module</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<apparel>
<tags>
</tags>
</apparel>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>PN_FieldMedicModuleHediff</hediff>
<part>PNTorso</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="PN_ApparelSpacerModuleHediffBase">
<defName>PN_FieldMedicModuleHediff</defName>
<label>field medical module</label>
<description>The hediff created by installing intensive field medical module.</description>
<descriptionHyperlinks>
<ThingDef>PN_FieldMedicModule</ThingDef>
</descriptionHyperlinks>
<stages>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDef>PN_FieldMedicAbility</abilityDef>
</li>
</comps>
</HediffDef>
</Defs>

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@ -0,0 +1,170 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef ParentName="PN_AddedBodyPartBase">
<defName>PN_ExperimentalEngineCore</defName>
<label>experimental engine core</label>
<labelNoun>a experimental engine core</labelNoun>
<description>An experimental engine core. allow automata to power without fuel. using this can be extrame dangerous.\n\n
Warning: This implant cannot be safety removed after installation.</description>
<hediffClass>HediffWithComps</hediffClass>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalEngineCore</ThingDef>
</descriptionHyperlinks>
<addedPartProps>
<solid>true</solid>
<partEfficiency>1.1</partEfficiency>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<hungerRateFactorOffset>0.75</hungerRateFactorOffset>
</li>
</stages>
<comps>
<!-- <li Class="HediffCompProperties_DisableNeed">
<needs>
<li>Outdoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
<li>Comfort</li>
<li MayRequire="Dubwise.DubsBadHygiene">Bladder</li>
</needs>
</li> -->
</comps>
</HediffDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_ExperimentalEngineCore</defName>
<label>automaton experimental engine core</label>
<description>An experimental engine core. allow automata to power without fuel. using this can be extrame dangerous.</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallExperimentalEngineCore</RecipeDef>
</descriptionHyperlinks>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<PN_BrainCasingAntigrain>1</PN_BrainCasingAntigrain>
<PN_AutomatonFuel>1000</PN_AutomatonFuel>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Parts</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallExperimentalEngineCore</defName>
<label>install experimental engine core</label>
<description>Install an experimental engine core.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalEngineCore</ThingDef>
<HediffDef>PN_ExperimentalEngineCore</HediffDef>
</descriptionHyperlinks>
<jobString>Installing experimental engine core.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_ExperimentalEngineCore</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNCore</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_ExperimentalEngineCore</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveExperimentalEngineCore</defName>
<label>remove experimental engine core</label>
<description>Remove the experimental engine core.</description>
<descriptionHyperlinks>
<ThingDef>PN_ExperimentalEngineCore</ThingDef>
<HediffDef>PN_ExperimentalEngineCore</HediffDef>
</descriptionHyperlinks>
<jobString>Removing experimental engine core.</jobString>
<removesHediff>PN_ExperimentalEngineCore</removesHediff>
</RecipeDef>
<ThingDef ParentName="PN_BodyPartNormalBase">
<defName>PN_AutoRepairSystem</defName>
<label>automaton auto repair system</label>
<description>An automata auto repair system. allow automaton slowly repair damaged body part.</description>
<descriptionHyperlinks>
<RecipeDef>PN_InstallAutoRepairSystem</RecipeDef>
</descriptionHyperlinks>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<PN_SelfRepairKit>1</PN_SelfRepairKit>
</costList>
<statBases>
<Mass>0.3</Mass>
</statBases>
<recipeMaker>
<researchPrerequisite>PNRP_TierC_Parts</researchPrerequisite>
</recipeMaker>
</ThingDef>
<RecipeDef ParentName="PN_SurgeryInstallImplantBase">
<defName>PN_InstallAutoRepairSystem</defName>
<label>install auto repair system</label>
<description>Install an auto repair system.</description>
<descriptionHyperlinks>
<ThingDef>PN_AutoRepairSystem</ThingDef>
<HediffDef>PN_AutoRepairSystem</HediffDef>
</descriptionHyperlinks>
<jobString>Installing auto repair system.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_AutoRepairSystem</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>PNTorso</li>
</appliedOnFixedBodyParts>
<addsHediff>PN_AutoRepairSystem</addsHediff>
</RecipeDef>
<RecipeDef ParentName="PN_SurgeryRemoveImplantBase">
<defName>PN_RemoveAutoRepairSystem</defName>
<label>remove auto repair system</label>
<description>Remove the auto repair system.</description>
<descriptionHyperlinks>
<ThingDef>PN_AutoRepairSystem</ThingDef>
<HediffDef>PN_AutoRepairSystem</HediffDef>
</descriptionHyperlinks>
<jobString>Removing auto repair system.</jobString>
<removesHediff>PN_AutoRepairSystem</removesHediff>
</RecipeDef>
<HediffDef ParentName="PN_ImplantHediffBase">
<defName>PN_AutoRepairSystem</defName>
<label>auto repair system</label>
<description>An auto repair system. slowly repair damaged body part.</description>
<descriptionHyperlinks>
<ThingDef>PN_AutoRepairSystem</ThingDef>
</descriptionHyperlinks>
<stages>
<li>
<minSeverity>0</minSeverity>
<regeneration>10</regeneration>
<showRegenerationStat>true</showRegenerationStat>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<PN_ExperimentalEngineCore.label>实验型动力核心</PN_ExperimentalEngineCore.label>
<PN_ExperimentalEngineCore.description>一个已安装的实验型动力核心,能驱动姬关人形而无需额外燃料消耗。使用可能伴随巨大潜在风险。</PN_ExperimentalEngineCore.description>
<PN_ExperimentalEngineCore.labelNoun>实验型动力核心</PN_ExperimentalEngineCore.labelNoun>
<PN_AutoRepairSystem.label>自动修复系统</PN_AutoRepairSystem.label>
<PN_AutoRepairSystem.description>已安装的姬关人形自动修复系统,能缓慢修复身体部件的损伤。</PN_AutoRepairSystem.description>
<PN_AutoRepairSystem.labelNoun>自动修复系统</PN_AutoRepairSystem.labelNoun>
</LanguageData>

View File

@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<PN_InstallExperimentalEngineCore.label>安装实验型动力核心</PN_InstallExperimentalEngineCore.label>
<PN_InstallExperimentalEngineCore.description>安装实验型动力核心</PN_InstallExperimentalEngineCore.description>
<PN_InstallExperimentalEngineCore.jobString>安装实验型动力核心中</PN_InstallExperimentalEngineCore.jobString>
<PN_RemoveExperimentalEngineCore.label>移除实验型动力核心</PN_RemoveExperimentalEngineCore.label>
<PN_RemoveExperimentalEngineCore.description>移除实验型动力核心</PN_RemoveExperimentalEngineCore.description>
<PN_RemoveExperimentalEngineCore.jobString>移除实验型动力核心中</PN_RemoveExperimentalEngineCore.jobString>
<PN_InstallAutoRepairSystem.label>安装自动修复系统</PN_InstallAutoRepairSystem.label>
<PN_InstallAutoRepairSystem.description>安装自动修复系统</PN_InstallAutoRepairSystem.description>
<PN_InstallAutoRepairSystem.jobString>安装自动修复系统中</PN_InstallAutoRepairSystem.jobString>
<PN_RemoveAutoRepairSystem.label>移除自动修复系统</PN_RemoveAutoRepairSystem.label>
<PN_RemoveAutoRepairSystem.description>移除自动修复系统</PN_RemoveAutoRepairSystem.description>
<PN_RemoveAutoRepairSystem.jobString>移除自动修复系统中</PN_RemoveAutoRepairSystem.jobString>
</LanguageData>

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@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<PN_ExperimentalEngineCore.label>姬关人形实验型动力核心</PN_ExperimentalEngineCore.label>
<PN_ExperimentalEngineCore.description>一个实验性的动力核心。允许姬关人形在不使用燃料的情况下提供动力。使用可能伴随巨大潜在风险。</PN_ExperimentalEngineCore.description>
<PN_AutoRepairSystem.label>姬关人形自动修复系统</PN_AutoRepairSystem.label>
<PN_AutoRepairSystem.description>一个实验性的姬关人形自动修复系统模块。允许姬关人形缓慢的自我修复损伤。</PN_AutoRepairSystem.description>
</LanguageData>

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@ -0,0 +1,364 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Save Our Ship 2</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<!-- 티어B메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaid"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelMaidHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어B워커 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorker"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelWorkerHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어B솔져 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldier"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelSoldierHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 시큐리티 유니폼 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityUniform"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_EliteSecurityHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C로얄가드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguard"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalguardHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C마이스터 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeister"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterHatWithMonocle"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmeisterMonocle"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<!-- 티어C로열메이드 -->
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>100</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaid"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/apparel/tags</xpath>
<value>
<li>EVA</li>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/statBases/Insulation_Cold</xpath>
<value>
<Insulation_Cold>50</Insulation_Cold>
</value>
</li>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "PN_ApparelRoyalmaidHat"]/statBases/Insulation_Heat</xpath>
<value>
<Insulation_Heat>25</Insulation_Heat>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="RI_RootImplantBase">
<defName>PN_EnergyRoot</defName>
<label>【Medium quality】Energy root for Automata</label>
<description>A cyan middle quality energy root. The energy root is a benign neuroma the size of a mung bean, located inside the prefrontal lobe, an organ that only a very small number of people have. Once you have the energy root, you can feel the Qi in the atmosphere, and indirectly receive a large amount of memory information in a moment.</description>
<graphicData>
<texPath>Things/Health/EnergyRoot</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>2000</MarketValue>
<Mass>2.5</Mass>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Usable">
<compClass>WhoXiuXian.CompUsableRoot</compClass>
<useJob>InstallEnergyRoot</useJob>
<useLabel>Inject {0_label} to become a cultivator</useLabel>
</li>
<li Class="WhoXiuXian.CompProperties_UseEffectInstallRoot">
<hediffDef>Hediff_RI_EnergyRoot</hediffDef>
<Severity>0.5</Severity>
<bodyPart>PNBrain</bodyPart>
<requiresPsychicallySensitive>false</requiresPsychicallySensitive>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_EnergyRoot</defName>
<label>make 【Medium quality】Energy root for Automata</label>
<description>make 【Medium quality】Energy root for Automata.</description>
<jobString>Making 【Medium quality】Energy root for Automata.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>1</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>EnergyRoot</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PN_EnergyRoot>1</PN_EnergyRoot>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
<ThingDef ParentName="RI_RootImplantBase">
<defName>PN_EnergyRootHigh</defName>
<label>【Best quality】Energy root for Automata</label>
<description>A cyan high quality energy root. The energy root is a benign neuroma the size of a mung bean, located inside the prefrontal lobe, an organ that only a very small number of people have. Once you have the energy root, you can feel the Qi in the atmosphere, and indirectly receive a large amount of memory information in a moment.\n\nThis energy root is extremely active and can speed up the efficiency of Qi acquisition.</description>
<graphicData>
<texPath>Things/Health/EnergyRootHigh</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>3000</MarketValue>
<Mass>2.5</Mass>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Usable">
<compClass>WhoXiuXian.CompUsableRoot</compClass>
<useJob>InstallEnergyRoot</useJob>
<useLabel>Inject {0_label} to become a cultivator</useLabel>
</li>
<li Class="WhoXiuXian.CompProperties_UseEffectInstallRoot">
<hediffDef>Hediff_RI_EnergyRoot</hediffDef>
<bodyPart>PNBrain</bodyPart>
<Severity>1</Severity>
<requiresPsychicallySensitive>false</requiresPsychicallySensitive>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_EnergyRootHigh</defName>
<label>make 【Best quality】Energy root for Automata</label>
<description>make 【Best quality】Energy root for Automata.</description>
<jobString>Making 【Best quality】Energy root for Automata.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>1</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>EnergyRootHigh</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PN_EnergyRootHigh>1</PN_EnergyRootHigh>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
<ThingDef ParentName="RI_RootImplantBase">
<defName>PN_EnergyRootLow</defName>
<label>【Low quality】Energy root for Automata</label>
<description>A cyan low quality energy root. The energy root is a benign neuroma the size of a mung bean, located inside the prefrontal lobe, an organ that only a very small number of people have. Once you have the energy root, you can feel the Qi in the atmosphere, and indirectly receive a large amount of memory information in a moment.\n\nThis energy root is not very active, and the acquisition of Qi is slower than the average cultivator.</description>
<graphicData>
<texPath>Things/Health/EnergyRootLow</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>1000</MarketValue>
<Mass>2.5</Mass>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Usable">
<compClass>WhoXiuXian.CompUsableRoot</compClass>
<useJob>InstallEnergyRoot</useJob>
<useLabel>Inject {0_label} to become a cultivator</useLabel>
</li>
<li Class="WhoXiuXian.CompProperties_UseEffectInstallRoot">
<hediffDef>Hediff_RI_EnergyRoot</hediffDef>
<Severity>0.3</Severity>
<bodyPart>PNBrain</bodyPart>
<requiresPsychicallySensitive>false</requiresPsychicallySensitive>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_EnergyRootLow</defName>
<label>make 【Low quality】Energy root for Automata</label>
<description>make 【Low quality】Energy root for Automata.</description>
<jobString>Making 【Low quality】Energy root for Automata.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>1</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>EnergyRootLow</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PN_EnergyRootLow>1</PN_EnergyRootLow>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
<ThingDef ParentName="RI_RootImplantBase">
<defName>PN_RI_Things_JadeLiquid</defName>
<label>QingMing jade wine for Automata</label>
<description>A medicinal wine that makes you feel wonderful. After drinking, one can briefly gain a connection with the celestial deity and receive a soul shock directly from the celestial deity. This will forcibly activate a person's energy root, and if there is no energy root, part of the Qi in the wine will be used to create a lower energy root. The effect of this medicinal wine is varied, and it seems that the effect of all people is not the same. Most people have heard a man who named Thran's laugh, or a few gossip, or a hiccup. For a moment their souls seem to travel through the endless darkness and see themselves from birth to the present, and when they come to their senses, it seems as if they have had a dream, but the slightly sore forehead reminds them that they have become cultivator.</description>
<graphicData>
<texPath>Things/Health/RI_Things_JadeLiquid</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>1000</MarketValue>
<Mass>2.5</Mass>
</statBases>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Usable">
<compClass>WhoXiuXian.CompUsableRoot</compClass>
<useJob>InstallEnergyRoot</useJob>
<useLabel>Drink {0_label} to please the Thran and become a cultivator</useLabel>
</li>
<li Class="WhoXiuXian.CompProperties_UseEffectInstallRoot">
<hediffDef>Hediff_RI_EnergyRoot</hediffDef>
<Severity>0.3</Severity>
<bodyPart>PNBrain</bodyPart>
<requiresPsychicallySensitive>false</requiresPsychicallySensitive>
</li>
</comps>
</ThingDef>
<RecipeDef>
<defName>PN_Make_PN_RI_Things_JadeLiquid</defName>
<label>make QingMing jade wine for Automata</label>
<description>make QingMing jade wine for Automata.</description>
<jobString>Making QingMing jade wine for Automata.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>1</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>RI_Things_JadeLiquid</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PN_RI_Things_JadeLiquid>1</PN_RI_Things_JadeLiquid>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<ModMetaData>
<name>Paniel Misc Compatibility Patch</name>
<author>Kalo</author>
<packageId>kalospacer.PanielMiscCompatibilityPatch</packageId>
<supportedVersions>
<li>1.5</li>
</supportedVersions>
<modIconPath IgnoreIfNoMatchingField="True">Icon/Paniel_Logi</modIconPath>
<description>
Miscellaneous compatibility patch for Paniel the Automata.
</description>
<modDependencies>
<!--<li>
<packageId>AhnDemi.PanieltheAutomata</packageId>
<displayName>Paniel the Automata</displayName>
<steamWorkshopUrl>https://steamcommunity.com/workshop/filedetails/?id=2649305776</steamWorkshopUrl>
</li>-->
</modDependencies>
<loadAfter>
<li>AhnDemi.PanieltheAutomata</li>
<li>kalospacer.AhnDemi.PanieltheAutomata</li>
<li>RI.RimImmortal.Core</li>
</loadAfter>
</ModMetaData>

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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<PN_Make_PN_EnergyRoot.label>制作【中品】姬关人形用灵芽</PN_Make_PN_EnergyRoot.label>
<PN_Make_PN_EnergyRoot.description>将【中品】灵芽改造为【中品】姬关人形用灵芽。</PN_Make_PN_EnergyRoot.description>
<PN_Make_PN_EnergyRoot.jobString>正在制作【中品】姬关人形用灵芽。</PN_Make_PN_EnergyRoot.jobString>
<PN_Make_PN_EnergyRootHigh.label>制作【上品】姬关人形用灵芽</PN_Make_PN_EnergyRootHigh.label>
<PN_Make_PN_EnergyRootHigh.description>将【上品】灵芽改造为【上品】姬关人形用灵芽。</PN_Make_PN_EnergyRootHigh.description>
<PN_Make_PN_EnergyRootHigh.jobString>正在制作【上品】姬关人形用灵芽。</PN_Make_PN_EnergyRootHigh.jobString>
<PN_Make_PN_EnergyRootLow.label>制作【下品】姬关人形用灵芽</PN_Make_PN_EnergyRootLow.label>
<PN_Make_PN_EnergyRootLow.description>将【下品】灵芽改造为【下品】姬关人形用灵芽。</PN_Make_PN_EnergyRootLow.description>
<PN_Make_PN_EnergyRootLow.jobString>正在制作【下品】姬关人形用灵芽。</PN_Make_PN_EnergyRootLow.jobString>
<PN_Make_PN_RI_Things_JadeLiquid.label>制作姬关人形用青玉仙露</PN_Make_PN_RI_Things_JadeLiquid.label>
<PN_Make_PN_RI_Things_JadeLiquid.description>将青玉仙露改造为姬关人形用青玉仙露。</PN_Make_PN_RI_Things_JadeLiquid.description>
<PN_Make_PN_RI_Things_JadeLiquid.jobString>正在制作姬关人形用青玉仙露。</PN_Make_PN_RI_Things_JadeLiquid.jobString>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: 【Medium quality】Energy root -->
<PN_EnergyRoot.label>【中品】姬关人形用灵芽</PN_EnergyRoot.label>
<!-- EN: A cyan middle quality energy root. The energy root is a benign neuroma the size of a mung bean, located inside the prefrontal lobe, an organ that only a very small number of people have. Once you have the energy root, you can feel the Qi in the atmosphere, and indirectly receive a large amount of memory information in a moment. -->
<PN_EnergyRoot.description>一颗青色的中品灵芽。\n\n灵芽是一个绿豆大小的良性神经瘤位于前额叶内部只有极少数人拥有此器官。而一旦拥有灵芽就可以感受到大气中灵气的存在并在一瞬间接收到大量的记忆信息。</PN_EnergyRoot.description>
<!-- EN: Inject {0_label} to become a cultivator -->
<PN_EnergyRoot.comps.CompUsableRoot.useLabel>注入{0_label},变成修炼者</PN_EnergyRoot.comps.CompUsableRoot.useLabel>
<!-- EN: 【Best quality】Energy root -->
<PN_EnergyRootHigh.label>【上品】姬关人形用灵芽</PN_EnergyRootHigh.label>
<!-- EN: A cyan high quality energy root. The energy root is a benign neuroma the size of a mung bean, located inside the prefrontal lobe, an organ that only a very small number of people have. Once you have the energy root, you can feel the Qi in the atmosphere, and indirectly receive a large amount of memory information in a moment.\n\nThis energy root is extremely active and can speed up the efficiency of Qi acquisition. -->
<PN_EnergyRootHigh.description>一颗青色的上品灵芽。\n\n灵芽是一个绿豆大小的良性神经瘤位于前额叶内部只有极少数人拥有此器官。而一旦拥有灵芽就可以感受到大气中灵气的存在并在一瞬间接收到大量的记忆信息。这颗灵芽极其活跃可以加快灵气获取的效率。</PN_EnergyRootHigh.description>
<!-- EN: Inject {0_label} to become a cultivator -->
<PN_EnergyRootHigh.comps.CompUsableRoot.useLabel>注入{0_label},变成修炼者</PN_EnergyRootHigh.comps.CompUsableRoot.useLabel>
<!-- EN: 【Low quality】Energy root -->
<PN_EnergyRootLow.label>【下品】姬关人形用灵芽</PN_EnergyRootLow.label>
<!-- EN: A cyan low quality energy root. The energy root is a benign neuroma the size of a mung bean, located inside the prefrontal lobe, an organ that only a very small number of people have. Once you have the energy root, you can feel the Qi in the atmosphere, and indirectly receive a large amount of memory information in a moment.\n\nThis energy root is not very active, and the acquisition of Qi is slower than the average cultivator. -->
<PN_EnergyRootLow.description>一颗青色的下品灵芽。\n\n灵芽是一个绿豆大小的良性神经瘤位于前额叶内部只有极少数人拥有此器官。而一旦拥有灵芽就可以感受到大气中灵气的存在并在一瞬间接收到大量的记忆信息。这颗灵芽不太活跃对灵气的获取比一般修炼者慢一些。</PN_EnergyRootLow.description>
<!-- EN: Inject {0_label} to become a cultivator -->
<PN_EnergyRootLow.comps.CompUsableRoot.useLabel>注入{0_label},变成修炼者</PN_EnergyRootLow.comps.CompUsableRoot.useLabel>
<!-- EN: QingMing jade wine -->
<PN_RI_Things_JadeLiquid.label>姬关人形用青玉仙露</PN_RI_Things_JadeLiquid.label>
<!-- EN: A medicinal wine that makes you feel wonderful. After drinking, one can briefly gain a connection with the celestial deity and receive a soul shock directly from the celestial deity. This will forcibly activate a person's energy root, and if there is no energy root, part of the Qi in the wine will be used to create a lower energy root. The effect of this medicinal wine is varied, and it seems that the effect of all people is not the same. Most people have heard a man who named Thran's laugh, or a few gossip, or a hiccup. For a moment their souls seem to travel through the endless darkness and see themselves from birth to the present, and when they come to their senses, it seems as if they have had a dream, but the slightly sore forehead reminds them that they have become cultivator. -->
<PN_RI_Things_JadeLiquid.description>一种能让人产生奇妙感觉的药酒。喝下后可以令人短暂获得与天仙的连接,并直接从天仙那里受到一股灵魂冲击。这将会强行激活一个人的灵芽,如果没有灵芽,则会用药酒中的部分灵气制造一颗下品灵芽。\n\n这种药酒的效果众说纷纭似乎所有人的效果都不相同。大部分人都听到了一个自称为喰仙的人的笑声抑或是几句闲言碎语或者是打嗝声。他们的灵魂在一瞬间仿佛穿越到了一望无际的黑暗中并看到了自己从出生到现在的景象而等他们回过神来似乎又觉得是做了一场梦但微微作痛的前额会提醒他们他们已经成为了修炼者。</PN_RI_Things_JadeLiquid.description>
<!-- EN: Drink {0_label} to please the Thran and become a cultivator -->
<PN_RI_Things_JadeLiquid.comps.CompUsableRoot.useLabel>喝下{0_label}以取悦喰仙,成为修炼者</PN_RI_Things_JadeLiquid.comps.CompUsableRoot.useLabel>
</LanguageData>

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<?xml version="1.0" encoding="utf-8" ?>
<loadFolders>
<v1.5>
<li>1.5/Core</li>
<li>Content</li>
<li IfModActive="RI.RimImmortal.Core">1.5/Mods/RimImmortal</li>
</v1.5>
</loadFolders>

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This Mod is for compatibility with other mods.To use this,Copy the entire folder "Paniel_Misc_Compatibility_Patch" to your Mods folder and active it.
Now Contain:
RimImmoral:Core
Save our Ship 2
Yayo's Combat 3
//这个Mod是为了与其他Mod兼容。要使用这个将整个"Paniel_Misc_Compatibility_Patch"文件夹复制到你的Mods文件夹并激活它。
现在包含:
边缘仙路-羽化登仙 RimImmortal-Core[1.5]
Save our Ship 2
Yayo's Combat 3

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

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

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@ -0,0 +1,272 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--베이스-->
<RoyalTitleDef Abstract="True" Name="PN_TitleBase">
<tags>
<li>PN_PnLCareerTitleTag</li>
</tags>
<commonality>1</commonality>
<awardThought>PN_TitlePromotion</awardThought>
<lostThought>PN_TitleDemotion</lostThought>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
</RoyalTitleDef>
<!--Intern 인턴-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Intern</defName>
<label>Intern</label>
<description>Intern of PnL Logistics.</description>
<seniority>0</seniority>
<favorCost>1</favorCost>
<permitPointsAwarded>0</permitPointsAwarded>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
</RoyalTitleDef>
<!--Associate 사원-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Associate</defName>
<label>Associate</label>
<description>Associate of PnL Logistics.</description>
<seniority>1</seniority>
<favorCost>6</favorCost>
<permitPointsAwarded>1</permitPointsAwarded>
<changeHeirQuestPoints>1200</changeHeirQuestPoints>
<recruitmentResistanceOffset>10</recruitmentResistanceOffset>
</RoyalTitleDef>
<!--Senior 대리-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Senior</defName>
<label>Senior</label>
<description>Senior of PnL Logistics.</description>
<seniority>2</seniority>
<favorCost>8</favorCost>
<permitPointsAwarded>2</permitPointsAwarded>
<changeHeirQuestPoints>1600</changeHeirQuestPoints>
<recruitmentResistanceOffset>25</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--Manager 과장-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Manager</defName>
<label>Manager</label>
<description>Manager of PnL Logistics.</description>
<seniority>3</seniority>
<favorCost>18</favorCost>
<permitPointsAwarded>3</permitPointsAwarded>
<minExpectation>Moderate</minExpectation>
<changeHeirQuestPoints>2200</changeHeirQuestPoints>
<recruitmentResistanceOffset>40</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>16</area>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealSimple</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Senior Manager 부장-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_SeniorManager</defName>
<label>Senior Manager</label>
<description>Senior Manager of PnL Logistics.</description>
<seniority>4</seniority>
<favorCost>24</favorCost>
<permitPointsAwarded>4</permitPointsAwarded>
<permits>
<li>PN_TradeBenefit</li>
</permits>
<minExpectation>Moderate</minExpectation>
<changeHeirQuestPoints>2800</changeHeirQuestPoints>
<recruitmentResistanceOffset>60</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>24</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>40</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealSimple</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Director 이사-->
<RoyalTitleDef ParentName="PN_TitleBase">
<defName>PN_Title_Director</defName>
<label>Director</label>
<description>Director of PnL Logistics.</description>
<seniority>500</seniority>
<favorCost>54</favorCost>
<permitPointsAwarded>5</permitPointsAwarded>
<permits>
<li>PN_TradeBenefit</li>
</permits>
<minExpectation>High</minExpectation>
<changeHeirQuestPoints>3500</changeHeirQuestPoints>
<recruitmentResistanceOffset>75</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>24</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>50</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealFine</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--NPC Only-->
<RoyalTitleDef ParentName="PN_TitleBase" Abstract="True" Name="PN_TitleBaseNPC">
<permits>
<li>PN_TradeBenefit</li>
</permits>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
<bedroomRequirements>
<li Class="RoomRequirement_Area">
<area>30</area>
</li>
<li Class="RoomRequirement_Impressiveness">
<impressiveness>70</impressiveness>
</li>
<li Class="RoomRequirement_TerrainWithTags">
<labelKey>RoomRequirementAllFineFloored</labelKey>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
</li>
<li Class="RoomRequirement_ForbiddenBuildings">
<labelKey>RoomRequirementNoProductionFacilities</labelKey>
<buildingTags>
<li>Production</li>
</buildingTags>
</li>
</bedroomRequirements>
<foodRequirement>
<minQuality>MealFine</minQuality>
<allowedTypes>Processed, Liquor</allowedTypes>
<allowedDefs>
<li>Ambrosia</li>
<li>Milk</li>
<li>RawBerries</li>
</allowedDefs>
</foodRequirement>
</RoyalTitleDef>
<!--Senior Director 상무-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_Title_SeniorDirector</defName>
<label>Senior Director</label>
<description>Senior Director of PnL Logistics.</description>
<seniority>600</seniority>
<commonality>1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>125</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--VP 전무-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleVP</defName>
<label>VP</label>
<description>VP of PnL Logistics.</description>
<seniority>700</seniority>
<commonality>1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>150</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--SVP 부사장-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleSVP</defName>
<label>SVP</label>
<description>SVP of PnL Logistics.</description>
<seniority>800</seniority>
<commonality>0.6</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>200</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
<!--CEO-->
<RoyalTitleDef ParentName="PN_TitleBaseNPC">
<defName>PN_TitleCEO</defName>
<label>CEO</label>
<description>CEO of PnL Logistics.</description>
<seniority>900</seniority>
<commonality>0.1</commonality>
<minExpectation>High</minExpectation>
<recruitmentResistanceOffset>300</recruitmentResistanceOffset>
<requiredMinimumApparelQuality>Normal</requiredMinimumApparelQuality>
</RoyalTitleDef>
</Defs>

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

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

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