<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--==================================== 오토캐논 ====================================--> <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_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>0.5</turretBurstWarmupTime> <turretBurstCooldownTime>7.0</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_AP</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_AP</li> <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.</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> <ComponentSpacer>12</ComponentSpacer> <PN_BrainCasing>1</PN_BrainCasing> </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_Power"> <compClass>CompPowerTrader</compClass> <basePowerConsumption>3600</basePowerConsumption> </li> <li Class="CompProperties_Explosive"> <wickTicks>240</wickTicks> <explosiveRadius>14.9</explosiveRadius> <explosiveDamageType>EMP</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>1</fuelCapacity> <fuelMultiplier>1</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_Railgun_Turret</turretGunDef> <turretTopDrawSize>3.0</turretTopDrawSize> <turretTopOffset>(0, 0.35)</turretTopOffset> <turretBurstWarmupTime>4.5</turretBurstWarmupTime> <turretBurstCooldownTime>7.0</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> <!--<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>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>