2021-10-03 08:09:30 +09:00

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<?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/ThingCategories/Manufactured</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>5</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>10</Uranium>
<Steel>25</Steel>
<Chemfuel>30</Chemfuel>
</costList>
<costListForDifficulty>
<difficultyVar>classicMortars</difficultyVar>
<costList>
<Uranium>15</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>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</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>5</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>