<?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>