2021-08-26 01:07:47 +09:00

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<?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>PN_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 ====================================-->
<!--<DesignatorDropdownGroupDef>
<defName>PN_Artillery_Dropdown</defName>
<label>PnL Auto Artillery</label>
</DesignatorDropdownGroupDef>
<ThingDef Abstract="True" Name="PN_Artillery_Base" ParentName="BuildingBase">
<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>
<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>
<drawerType>MapMeshAndRealTime</drawerType>
<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>5</fuelCapacity>
<initialFuelPercent>0</initialFuelPercent>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<fuelMultiplier>1</fuelMultiplier>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<outOfFuelMessage>Cannot shoot: No PnL 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>6</ComponentIndustrial>
</costList>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<specialDisplayRadius>29.9</specialDisplayRadius>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<building>
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>PN_Artillery_Turret</turretGunDef>
<turretBurstCooldownTime>10</turretBurstCooldownTime>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
</building>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
</researchPrerequisites>
<uiIconScale>0.6</uiIconScale>
</ThingDef>
<ThingDef ParentName="PN_Artillery_Base">
<defName>PN_Artillery_Base_Brain</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_Brain>1</PN_Brain>
</costList>
</ThingDef>
<ThingDef ParentName="PN_Artillery_Base">
<defName>PN_Artillery_Base_Core</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_BrainCasing>1</PN_BrainCasing>
</costList>
</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>
<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</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<defaultProjectile>PN_Bullet_Shell_HighExplosive</defaultProjectile>
<warmupTime>5.0</warmupTime>
<forcedMissRadius>8</forcedMissRadius>
<requireLineOfSight>false</requireLineOfSight>
<minRange>29.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundCast>PNCannonSound</soundCast>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_Shell_HighExplosive</defName>
<label>PnL high-explosive shell</label>
<description>...</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
<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>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<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>
<tickerType>Normal</tickerType>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
<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="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>
<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>