<?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>TorgueAnty.Projectile_Torgue_Rocket</thingClass>
    <projectile Class="TorgueAnty.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>
    </costList>
  </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="TorgueAnty.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>1.9</explosionRadius>
      <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>TorgueAnty.TorgueAnty_DamageWorker_AddInjury</workerClass>-->
  </DamageDef>

  <!--관통탄-->

  <ThingDef ParentName="PN_ShellBase">
    <defName>PN_Shell_AP</defName>
    <label>PnL AP shell</label>
    <description>A special shell that hits a single target with huge damaged. Difficult to hit against moving enemies. Explodes when damaged.</description>
    <graphicData>
      <texPath>Things/Item/PNShell/PNShellAP</texPath>
    </graphicData>
    <projectileWhenLoaded>PN_Bullet_Shell_AP</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>
      <Uranium>15</Uranium>
      <Steel>25</Steel>
      <Chemfuel>30</Chemfuel>
    </costList>
    <costListForDifficulty>
      <difficultyVar>classicMortars</difficultyVar>
      <costList>
        <Uranium>25</Uranium>
        <Steel>25</Steel>
        <Chemfuel>30</Chemfuel>
      </costList>
    </costListForDifficulty>
  </ThingDef>

  <ThingDef ParentName="PN_BaseBullet_Shell">
    <defName>PN_Bullet_Shell_AP</defName>
    <label>AP shell</label>
    <graphicData>
      <texPath>Things/Projectile/ShellHighExplosive</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>TransparentPostLight</shaderType>
    </graphicData>
    <thingClass>Projectile_Explosive</thingClass>
    <projectile>
      <damageDef>PN_APbomb</damageDef>
      <speed>205</speed>
      <explosionRadius>0.9</explosionRadius>
      <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
      <soundExplode>MortarBomb_Explode</soundExplode>
      <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
      <soundAmbient>MortarRound_Ambient</soundAmbient>
    </projectile>
  </ThingDef>

  <DamageDef ParentName="Bomb">
    <defName>PN_APbomb</defName>
    <workerClass>DamageWorker_Stab</workerClass>
    <stabChanceOfForcedInternal>1.0</stabChanceOfForcedInternal>
    <overkillPctToDestroyPart>0.6~1.0</overkillPctToDestroyPart>
    <armorCategory>Sharp</armorCategory>
    <defaultDamage>125</defaultDamage>
    <minDamageToFragment>200</minDamageToFragment>
    <defaultStoppingPower>5.0</defaultStoppingPower>
    <defaultArmorPenetration>1.20</defaultArmorPenetration>
    <buildingDamageFactorImpassable>0.2</buildingDamageFactorImpassable>
    <buildingDamageFactorPassable>0.2</buildingDamageFactorPassable>
    <plantDamageFactor>1</plantDamageFactor>
    <explosionAffectOutsidePartsOnly>true</explosionAffectOutsidePartsOnly>
  </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>
    </costList>
  </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="TorgueAnty.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>
      <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>
    </costList>
  </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="TorgueAnty.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>
    </costList>
  </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="TorgueAnty.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>
        <postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
        <postExplosionSpawnChance>1</postExplosionSpawnChance>
        <postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
        <wickTicks>30~60</wickTicks>
      </li>
    </comps>
    <costList>
      <Shell_Smoke>5</Shell_Smoke>
      <Chemfuel>20</Chemfuel>
    </costList>
  </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="TorgueAnty.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>
      <postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef>
      <postExplosionSpawnChance>1</postExplosionSpawnChance>
    </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>
</Defs>