2021-08-17 22:05:01 +09:00

216 lines
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XML

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--=================================== 레시피 설정 ===================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Recipe_PN_RemoveBrain_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsHumanlike"></li>
<li Class="AutomataRace.ThingDefInject.IsFlesh"></li>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<not>true</not>
<defName>Paniel_Race</defName>
</li>
</conditions>
<recipes>
<li>PN_ExtractBrain</li>
</recipes>
</AutomataRace.ThingDefInjectDef>
<!--==================================== 시체 설정 ====================================-->
<AutomataRace.ThingDefInjectDef>
<defName>Comp_CorpseSelfDestruct_Inject</defName>
<conditions>
<li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
<defName>Corpse_Paniel_Race</defName>
</li>
</conditions>
<comps>
<li Class="AutomataRace.CompProperties_SelfResurrect">
<resurrectDelayTick>200</resurrectDelayTick>
<hediffCondition>PN_ResurrectModule</hediffCondition>
<removeHediffAfterResurrect>true</removeHediffAfterResurrect>
</li>
<li Class="CompProperties_Explosive">
<compClass>AutomataRace.CompExplosiveInstant</compClass>
<explosiveRadius>1.5</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<requiredDamageTypeToExplode>Bomb</requiredDamageTypeToExplode>
<wickTicks>200~750</wickTicks>
</li>
</comps>
</AutomataRace.ThingDefInjectDef>
<!--<DamageDef>
<defName>PN_CorpseBomb</defName>
<label>bomb</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<isExplosive>true</isExplosive>
<deathMessage>{0} has died in an explosion.</deathMessage>
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Blunt</impactSoundType>
<armorCategory>Sharp</armorCategory>
<minDamageToFragment>15</minDamageToFragment>
<defaultDamage>10</defaultDamage>
<defaultStoppingPower>0.5</defaultStoppingPower>
<defaultArmorPenetration>0.0</defaultArmorPenetration>
<buildingDamageFactor>1</buildingDamageFactor>
<plantDamageFactor>1</plantDamageFactor>
<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<explosionCellMote>Mote_BlastDry</explosionCellMote>
<explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
<explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
<soundExplosion>Explosion_Bomb</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>-->
<!--==================================== 고어 설정 ====================================-->
<ThingDef ParentName="BaseFilth">
<defName>Paniel_Oil</defName>
<label>Oil</label>
<thingClass>LiquidFuel</thingClass>
<useHitPoints>true</useHitPoints>
<tickerType>Normal</tickerType>
<statBases>
<Beauty>-30</Beauty>
<Cleanliness>-10</Cleanliness>
<MaxHitPoints>150</MaxHitPoints>
<Flammability>2.0</Flammability>
</statBases>
<graphicData>
<texPath>Things/Filth/Spatter</texPath>
<color>(51, 51, 51, 180)</color>
</graphicData>
<filth>
<disappearsInDays>35~40</disappearsInDays>
<rainWashes>true</rainWashes>
<cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
<canFilthAttach>true</canFilthAttach>
<maxThickness>1</maxThickness>
<cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
</filth>
</ThingDef>
<ThingCategoryDef>
<defName>PN_CorpseCategory</defName>
<label>Automaton corpses</label>
<parent>Corpses</parent>
</ThingCategoryDef>
<FleshTypeDef>
<defName>PN_Flesh</defName>
<corpseCategory>PN_CorpseCategory</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<!--<genericWounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</genericWounds>
<bandagedWounds>
<li>
<texture>Things/Pawn/Wounds/BandagedA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedC</texture>
</li>
</bandagedWounds>
<hediffWounds>
<li MayRequire="Ludeon.RimWorld.Ideology">
<hediff>Scarification</hediff>
<wounds>
<li>
<texture>Things/Pawn/Wounds/ScarificationA</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationB</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationC</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
</li>
</wounds>
</li>
<li>
<hediff>MissingBodyPart</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<tintWithSkinColor>true</tintWithSkinColor>
<missingBodyPartFresh>false</missingBodyPartFresh>
<scale>0.7</scale>
</li>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<missingBodyPartFresh>true</missingBodyPartFresh>
<scale>0.7</scale>
</li>
</wounds>
</li>
<li>
<hediff>BionicEye</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/BionicEye_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/BionicEye_south</textureNorth>
<textureEast>Things/Pawn/Wounds/BionicEye_east</textureEast>
<textureWest>Things/Pawn/Wounds/BionicEye_east</textureWest>
<flipWest>true</flipWest>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<scale>0.85</scale>
</li>
</wounds>
</li>
<li>
<hediff>ArchotechEye</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/ArchotechEye_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/ArchotechEye_south</textureNorth>
<textureEast>Things/Pawn/Wounds/ArchotechEye_east</textureEast>
<textureWest>Things/Pawn/Wounds/ArchotechEye_east</textureWest>
<flipWest>true</flipWest>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<scale>0.85</scale>
</li>
</wounds>
</li>
</hediffWounds>-->
</FleshTypeDef>
</Defs>