<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--==================================== 오토마톤 제작대 ====================================--> <ThingDef ParentName="BenchBase"> <defName>PN_AutomatonBench</defName> <label>automaton fabrication bench</label> <description>...</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> <li>Make_ComponentIndustrial</li> <li>Make_ComponentSpacer</li> </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> <!--==================================== 오토캐논 ====================================--> <ThingDef ParentName="BuildingBase"> <defName>PN_Artillery_Base</defName> <label>PnL Auto Artillery</label> <description>...</description> <thingClass>Building_TurretGun</thingClass> <graphicData> <texPath>Things/Building/PN_Artillery_Base</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>CutoutComplex</shaderType> <drawSize>(3,3)</drawSize> <damageData> <rect>(0.2,0.2,0.6,0.6)</rect> </damageData> </graphicData> <uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath> <altitudeLayer>Building</altitudeLayer> <minifiedDef>MinifiedThing</minifiedDef> <thingCategories> <li>BuildingsSecurity</li> </thingCategories> <stealable>false</stealable> <size>(3,3)</size> <statBases> <MaxHitPoints>220</MaxHitPoints> <Flammability>0.7</Flammability> <WorkToBuild>15000</WorkToBuild> <Mass>100</Mass> <Beauty>-20</Beauty> <ShootingAccuracyTurret>0.996</ShootingAccuracyTurret> </statBases> <tickerType>Normal</tickerType> <comps> <li Class="CompProperties_Explosive"> <explosiveRadius>5.9</explosiveRadius> <explosiveDamageType>Bomb</explosiveDamageType> <chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage> </li> <li Class="CompProperties_Refuelable"> <fuelLabel>Shells Remaining</fuelLabel> <fuelGizmoLabel>Shell</fuelGizmoLabel> <fuelFilter> <thingDefs> <li>PN_Shell_HighExplosive</li> </thingDefs> </fuelFilter> <fuelCapacity>8</fuelCapacity> <initialFuelPercent>0</initialFuelPercent> <autoRefuelPercent>1</autoRefuelPercent> <showFuelGizmo>true</showFuelGizmo> <minimumFueledThreshold>1</minimumFueledThreshold> <fuelMultiplier>1</fuelMultiplier> <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed> <outOfFuelMessage>Cannot shoot: No shells</outOfFuelMessage> <fuelIconPath>Things/Building/PN_shellfuel</fuelIconPath> </li> </comps> <passability>PassThroughOnly</passability> <pathCost>50</pathCost> <fillPercent>0.5</fillPercent> <hasTooltip>true</hasTooltip> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>50</costStuffCount> <costList> <Steel>250</Steel> <ComponentIndustrial>15</ComponentIndustrial> </costList> <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded> <designationCategory>Security</designationCategory> <specialDisplayRadius>14.9</specialDisplayRadius> <constructionSkillPrerequisite>6</constructionSkillPrerequisite> <building> <ai_combatDangerous>true</ai_combatDangerous> <turretGunDef>PN_Artillery_Turret</turretGunDef> <turretBurstCooldownTime>10</turretBurstCooldownTime> <!--사격 쿨타임--> <turretTopDrawSize>3.0</turretTopDrawSize> <turretTopOffset>(0, 0.35)</turretTopOffset> </building> <placeWorkers> <li>PlaceWorker_TurretTop</li> </placeWorkers> <researchPrerequisites> <li>PNRP_AutoArtillery</li> </researchPrerequisites> <uiIconScale>0.6</uiIconScale> </ThingDef> <ThingDef ParentName="BaseWeaponTurret"> <defName>PN_Artillery_Turret</defName> <label>PnL Auto Artillery Turret</label> <description>...</description> <graphicData> <texPath>Things/Building/PN_Artillery_Turret</texPath> <graphicClass>Graphic_Single</graphicClass> <drawSize>(6.0,6.0)</drawSize> </graphicData> <soundInteract>Interact_Rifle</soundInteract> <menuHidden>true</menuHidden> <destroyOnDrop>true</destroyOnDrop> <tradeability>None</tradeability> <useHitPoints>false</useHitPoints> <statBases> <AccuracyTouch>0.20</AccuracyTouch> <AccuracyShort>0.30</AccuracyShort> <AccuracyMedium>0.40</AccuracyMedium> <AccuracyLong>0.95</AccuracyLong> <RangedWeapon_Cooldown>0</RangedWeapon_Cooldown> <DeteriorationRate>0</DeteriorationRate> <Mass>40</Mass> <Flammability>0</Flammability> </statBases> <weaponTags Inherit="false"> <li>Artillery_BaseDestroyer</li> </weaponTags> <verbs> <li> <verbClass>Verb_Shoot</verbClass> <forceNormalTimeSpeed>false</forceNormalTimeSpeed> <hasStandardCommand>true</hasStandardCommand> <defaultProjectile>PN_Bullet_Shell_HighExplosive</defaultProjectile> <warmupTime>5.0</warmupTime> <forcedMissRadius>4</forcedMissRadius> <requireLineOfSight>false</requireLineOfSight> <minRange>14.9</minRange> <range>500</range> <burstShotCount>1</burstShotCount> <soundCast>PNCannonSound</soundCast> <muzzleFlashScale>16</muzzleFlashScale> <consumeFuelPerShot>1</consumeFuelPerShot> </li> </verbs> </ThingDef> <ThingDef ParentName="MakeableShellBase"> <defName>PN_Shell_HighExplosive</defName> <label>PnL high-explosive shell</label> <description>A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/Resource/Shell/Shell_HighExplosive</texPath> <graphicClass>Graphic_StackCount</graphicClass> </graphicData> <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> <Steel>25</Steel> <PN_AutomatonFuel>15</PN_AutomatonFuel> </costList> <recipeMaker> <recipeUsers Inherit="false"> <li>PN_AutomatonBench</li> </recipeUsers> <researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite> </recipeMaker> </ThingDef> <ThingDef ParentName="BaseBullet"> <defName>PN_Bullet_Shell_HighExplosive</defName> <label>high-explosive shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>Bomb</damageDef> <!-- damage amount is the damage def default --> <speed>100</speed> <explosionRadius>3.9</explosionRadius> <flyOverhead>true</flyOverhead> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>MortarBomb_Explode</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> </projectile> </ThingDef> </Defs>