<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <!--blooded chain sword-->
  <ManeuverDef>
    <defName>PN_ChainCutManeuverMono</defName>
    <requiredCapacity>PN_ChainCutToolMono</requiredCapacity>
    <verb>
      <verbClass>Verb_MeleeAttackDamage</verbClass>
      <meleeDamageDef>PN_ChainCutDamageMono</meleeDamageDef>
    </verb>
    <logEntryDef>MeleeAttack</logEntryDef>
    <combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
    <combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
    <combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
    <combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
  </ManeuverDef>

  <ToolCapacityDef>
    <defName>PN_ChainCutToolMono</defName>
    <label>chainsword cut</label>
  </ToolCapacityDef>

  <DamageDef ParentName="CutBase">
    <defName>PN_ChainCutDamageMono</defName>
    <hediff>PN_ChainCutHediffMono</hediff>
    <hediffSkin>PN_ChainCutHediffMono</hediffSkin>
    <hediffSolid>PN_ChainCrackHediffMono</hediffSolid>
    <cutCleaveBonus>1.4</cutCleaveBonus>
    <workerClass>DamageWorker_AddInjury</workerClass>
    <armorCategory>Sharp</armorCategory>
    <impactSoundType>Slice</impactSoundType>
  </DamageDef>

  <HediffDef ParentName="InjuryBase">
    <defName>PN_ChainCutHediffMono</defName>
    <label>cut</label>
    <labelNoun>a cut</labelNoun>
    <description>a cut.</description>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>bandaged</labelTendedWell>
        <labelTendedWellInner>sutured</labelTendedWellInner>
        <labelSolidTendedWell>set</labelSolidTendedWell>
      </li>
      <li Class="HediffCompProperties_Infecter">
        <infectionChance>0.15</infectionChance>
      </li>
      <li Class="HediffCompProperties_GetsPermanent">
        <permanentLabel>cut scar</permanentLabel>
      </li>
      <li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
        <damageDef>PN_ChainCutDamage_ConMono</damageDef>
        <ticksPerDamage>6</ticksPerDamage>
        <damageAmount>4</damageAmount>
        <endTicks>18</endTicks>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.0125</painPerSeverity>
      <averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
      <bleedRate>0.06</bleedRate>
      <canMerge>false</canMerge>
      <destroyedLabel>Cut off</destroyedLabel>
      <destroyedOutLabel>Cut off</destroyedOutLabel>
    </injuryProps>
  </HediffDef>

  <DamageDef ParentName="CutBase">
    <defName>PN_ChainCutDamage_ConMono</defName>
    <cutCleaveBonus>1.4</cutCleaveBonus>
    <workerClass>DamageWorker_AddInjury</workerClass>
    <armorCategory>Sharp</armorCategory>
    <impactSoundType>Slice</impactSoundType>
  </DamageDef>

  <HediffDef ParentName="InjuryBase">
    <defName>PN_ChainCrackHediffMono</defName>
    <label>crack</label>
    <labelNoun>a crack wound</labelNoun>
    <description>A crack.</description>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>set</labelTendedWell>
        <labelTendedWellInner>set</labelTendedWellInner>
        <labelSolidTendedWell>set</labelSolidTendedWell>
      </li>
      <li Class="HediffCompProperties_GetsPermanent">
        <permanentLabel>permanent crack</permanentLabel>
      </li>
      <li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
        <damageDef>PN_ChainCrackDamage_ConMono</damageDef>
        <ticksPerDamage>6</ticksPerDamage>
        <damageAmount>2</damageAmount>
        <endTicks>12</endTicks>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.01</painPerSeverity>
      <averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
      <destroyedLabel>Shattered</destroyedLabel>
    </injuryProps>
  </HediffDef>

  <DamageDef ParentName="CutBase">
    <defName>PN_ChainCrackDamage_ConMono</defName>
    <cutCleaveBonus>1.4</cutCleaveBonus>
    <workerClass>DamageWorker_AddInjury</workerClass>
    <armorCategory>Sharp</armorCategory>
    <impactSoundType>Slice</impactSoundType>
  </DamageDef>

  <!--electrical blunt-->

  <ManeuverDef>
    <defName>PN_ElectricalBluntManeuver</defName>
    <requiredCapacity>PN_ElectricalBluntTool</requiredCapacity>
    <verb>
      <verbClass>Verb_MeleeAttackDamage</verbClass>
      <meleeDamageDef>PN_ElectricalBluntDamage</meleeDamageDef>
    </verb>
    <logEntryDef>MeleeAttack</logEntryDef>
    <combatLogRulesHit>Maneuver_Smash_MeleeHit</combatLogRulesHit>
    <combatLogRulesDeflect>Maneuver_Smash_MeleeDeflect</combatLogRulesDeflect>
    <combatLogRulesMiss>Maneuver_Smash_MeleeMiss</combatLogRulesMiss>
    <combatLogRulesDodge>Maneuver_Smash_MeleeDodge</combatLogRulesDodge>
  </ManeuverDef>

  <ToolCapacityDef>
    <defName>PN_ElectricalBluntTool</defName>
    <label>electrical blunt</label>
  </ToolCapacityDef>

  <DamageDef ParentName="BluntBase">
    <defName>PN_ElectricalBluntDamage</defName>
    <hediff>PN_ElectricalCrushHediff</hediff>
    <hediffSkin>PN_ElectricalBruiseHediff</hediffSkin>
    <hediffSolid>Crack</hediffSolid>
  </DamageDef>

  <HediffDef ParentName="InjuryBase">
    <defName>PN_ElectricalCrushHediff</defName>
    <label>crush</label>
    <labelNoun>a crush wound</labelNoun>
    <description>A crushing wound.</description>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>bandaged</labelTendedWell>
        <labelTendedWellInner>sutured</labelTendedWellInner>
        <labelSolidTendedWell>set</labelSolidTendedWell>
      </li>
      <li Class="HediffCompProperties_Infecter">
        <infectionChance>0.15</infectionChance>
      </li>
      <li Class="HediffCompProperties_GetsPermanent">
        <permanentLabel>mangled scar</permanentLabel>
      </li>
      <li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
        <damageDef>PN_ElectricalBurnDamage_Con</damageDef>
        <ticksPerDamage>6</ticksPerDamage>
        <damageAmount>4</damageAmount>
        <endTicks>18</endTicks>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.0125</painPerSeverity>
      <averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
      <bleedRate>0.01</bleedRate>
      <canMerge>true</canMerge>
      <destroyedLabel>Crushed</destroyedLabel>
    </injuryProps>
  </HediffDef>

  <HediffDef ParentName="InjuryBase">
    <defName>PN_ElectricalBruiseHediff</defName>
    <label>bruise</label>
    <labelNoun>a bruise</labelNoun>
    <description>A bruise.</description>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>bandaged</labelTendedWell>
        <labelTendedWellInner>tended</labelTendedWellInner>
        <labelSolidTendedWell>set</labelSolidTendedWell>
      </li>
      <li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
        <damageDef>PN_ElectricalBurnDamage_Con</damageDef>
        <ticksPerDamage>6</ticksPerDamage>
        <damageAmount>4</damageAmount>
        <endTicks>18</endTicks>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.0125</painPerSeverity>
      <averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
      <canMerge>false</canMerge>
      <destroyedLabel>Destroyed</destroyedLabel>
    </injuryProps>
  </HediffDef>

  <DamageDef ParentName="Flame">
    <defName>PN_ElectricalBurnDamage_Con</defName>
    <label>electrical burn</label>
    <workerClass>DamageWorker_AddInjury</workerClass>
    <hediff>PN_ElectricalBurn</hediff>
  </DamageDef>

  <HediffDef ParentName="InjuryBase">
    <defName>PN_ElectricalBurn</defName>
    <label>electrical burn</label>
    <labelNoun>a electrical burn</labelNoun>
    <description>A electrical burn.</description>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>bandaged</labelTendedWell>
        <labelTendedWellInner>tended</labelTendedWellInner>
        <labelSolidTendedWell>tended</labelSolidTendedWell>
      </li>
      <li Class="HediffCompProperties_Infecter">
        <infectionChance>0.30</infectionChance>
      </li>
      <li Class="HediffCompProperties_GetsPermanent">
        <permanentLabel>burn scar</permanentLabel>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.01875</painPerSeverity>
      <averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
      <canMerge>false</canMerge>
      <destroyedLabel>Burned off</destroyedLabel>
      <destroyedOutLabel>Burned out</destroyedOutLabel>
    </injuryProps>
  </HediffDef>

  <!--electrical Stab-->

  <ManeuverDef>
    <defName>PN_ElectricalStabManeuver</defName>
    <requiredCapacity>PN_ElectricalStabTool</requiredCapacity>
    <verb>
      <verbClass>Verb_MeleeAttackDamage</verbClass>
      <meleeDamageDef>PN_ElectricalStabDamage</meleeDamageDef>
    </verb>
    <logEntryDef>MeleeAttack</logEntryDef>
    <combatLogRulesHit>Maneuver_Slash_MeleeHit</combatLogRulesHit>
    <combatLogRulesDeflect>Maneuver_Slash_MeleeDeflect</combatLogRulesDeflect>
    <combatLogRulesMiss>Maneuver_Slash_MeleeMiss</combatLogRulesMiss>
    <combatLogRulesDodge>Maneuver_Slash_MeleeDodge</combatLogRulesDodge>
  </ManeuverDef>

  <ToolCapacityDef>
    <defName>PN_ElectricalStabTool</defName>
    <label>electrical stab</label>
  </ToolCapacityDef>

  <DamageDef>
    <defName>PN_ElectricalStabDamage</defName>
    <label>stab</label>
    <workerClass>DamageWorker_Stab</workerClass>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has been stabbed to death.</deathMessage>
    <hediff>PN_ElectricalStabHediff</hediff>
    <hediffSolid>Crack</hediffSolid>
    <impactSoundType>Slice</impactSoundType>
    <armorCategory>Sharp</armorCategory>
    <stabChanceOfForcedInternal>0.6</stabChanceOfForcedInternal>
    <overkillPctToDestroyPart>0.4~1.0</overkillPctToDestroyPart>
  </DamageDef>

  <HediffDef ParentName="InjuryBase">
    <defName>PN_ElectricalStabHediff</defName>
    <label>stab</label>
    <labelNoun>a stab wound</labelNoun>
    <description>A stab wound.</description>
    <comps>
      <li Class="HediffCompProperties_TendDuration">
        <labelTendedWell>bandaged</labelTendedWell>
        <labelTendedWellInner>sutured</labelTendedWellInner>
        <labelSolidTendedWell>set</labelSolidTendedWell>
      </li>
      <li Class="HediffCompProperties_Infecter">
        <infectionChance>0.15</infectionChance>
      </li>
      <li Class="HediffCompProperties_GetsPermanent">
        <permanentLabel>stab scar</permanentLabel>
      </li>
      <li Class="ContDamPN.HediffCompProperties_ContinuousDamage">
        <damageDef>PN_ElectricalBurnDamage_Con</damageDef>
        <ticksPerDamage>6</ticksPerDamage>
        <damageAmount>4</damageAmount>
        <endTicks>12</endTicks>
      </li>
    </comps>
    <injuryProps>
      <painPerSeverity>0.0125</painPerSeverity>
      <averagePainPerSeverityPermanent>0.00625</averagePainPerSeverityPermanent>
      <bleedRate>0.06</bleedRate>
      <canMerge>false</canMerge>
      <destroyedLabel>Cut off</destroyedLabel>
      <destroyedOutLabel>Cut out</destroyedOutLabel>
    </injuryProps>
  </HediffDef>
</Defs>