267 lines
9.3 KiB
XML
267 lines
9.3 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--==================================== 오토캐논 ====================================-->
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<ThingDef Name="PN_BaseArtilleryBuilding" ParentName="BuildingBase" Abstract="True">
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<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>
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<thingClass>Building_TurretGun</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
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<graphicData>
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<texPath>Things/Building/PN_Artillery_Base</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<drawSize>(3,3)</drawSize>
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</graphicData>
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<minifiedDef>MinifiedThing</minifiedDef>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-2)</interactionCellOffset> <!--상호작용 위치-->
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<stealable>false</stealable>
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<size>(3,3)</size>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<fillPercent>0.4</fillPercent>
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<thingCategories>
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<li>BuildingsSecurity</li>
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</thingCategories>
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<stuffCategories>
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<li>Metallic</li>
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</stuffCategories>
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<tickerType>Normal</tickerType>
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<designationHotKey>Misc4</designationHotKey>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<designationCategory>Security</designationCategory>
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<costStuffCount>150</costStuffCount>
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<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
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<costList>
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<Steel>150</Steel>
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<ComponentIndustrial>6</ComponentIndustrial>
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</costList>
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<inspectorTabs>
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<li>ITab_Shells</li>
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</inspectorTabs>
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<comps>
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<li Class="CompProperties_Forbiddable"/>
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<li Class="CompProperties_Mannable">
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<manWorkType>Violent</manWorkType>
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</li>
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<li Class="CompProperties_Explosive">
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<wickTicks>240</wickTicks>
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<explosiveRadius>5.9</explosiveRadius>
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<explosiveDamageType>Bomb</explosiveDamageType>
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<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
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</li>
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<li Class="CompProperties_Refuelable">
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<fuelLabel>PnL Fuel</fuelLabel>
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<fuelGizmoLabel>Fuel capacity</fuelGizmoLabel>
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<outOfFuelMessage>Cannot shoot: Needs fuel drum can</outOfFuelMessage>
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<fuelFilter>
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<thingDefs>
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<li>PN_Fueldrumcan</li>
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</thingDefs>
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</fuelFilter>
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<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
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<fuelCapacity>20</fuelCapacity>
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<fuelMultiplier>10</fuelMultiplier>
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<initialFuelPercent>0</initialFuelPercent>
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<showFuelGizmo>true</showFuelGizmo>
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<minimumFueledThreshold>1</minimumFueledThreshold>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
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<autoRefuelPercent>0.5</autoRefuelPercent>
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<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
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<fuelIconPath>Things/Building/PN_cannonfuel</fuelIconPath>
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</li>
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</comps>
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<statBases>
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<MaxHitPoints>220</MaxHitPoints>
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<Flammability>0.7</Flammability>
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<WorkToBuild>15000</WorkToBuild>
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<Mass>200</Mass>
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<Beauty>-20</Beauty>
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</statBases>
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<building>
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<turretGunDef>PN_Artillery_Turret</turretGunDef>
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<turretTopDrawSize>3.0</turretTopDrawSize>
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<turretTopOffset>(0, 0.35)</turretTopOffset>
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<turretBurstWarmupTime>1.0</turretBurstWarmupTime>
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<turretBurstCooldownTime>3.0</turretBurstCooldownTime>
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<buildingTags Inherit="false">
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</buildingTags>
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</building>
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<placeWorkers>
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<li>PlaceWorker_TurretTop</li>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<researchPrerequisites>
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<li>PNRP_AutoArtillery</li>
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</researchPrerequisites>
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<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
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<uiIconScale>0.6</uiIconScale>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>PN_Artillery_Turret</defName>
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<label>PnL Auto Artillery Turret</label>
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<description>...</description>
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<graphicData>
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<texPath>Things/Building/PN_Artillery_Turret</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(6.0,6.0)</drawSize>
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</graphicData>
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<recoilPower>20</recoilPower>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<weaponTags Inherit="false">
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</weaponTags>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
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<warmupTime>4.0</warmupTime>
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<forcedMissRadius>1</forcedMissRadius>
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<forcedMissRadiusClassicMortars>1</forcedMissRadiusClassicMortars>
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<isMortar>true</isMortar>
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<requireLineOfSight>false</requireLineOfSight>
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<minRange>11.9</minRange>
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<range>500</range>
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<burstShotCount>1</burstShotCount>
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<soundCast>PNCannonSound</soundCast>
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<muzzleFlashScale>16</muzzleFlashScale>
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<consumeFuelPerShot>1</consumeFuelPerShot>
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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</li>
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</verbs>
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<comps>
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<li Class="CompProperties_ChangeableProjectile" />
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</comps>
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<building>
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<fixedStorageSettings>
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<filter>
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<categories>
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<li>PN_Shell</li>
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</categories>
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</filter>
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</fixedStorageSettings>
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<defaultStorageSettings>
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<filter>
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<categories>
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<li>PN_Shell</li>
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</categories>
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<disallowedThingDefs>
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</disallowedThingDefs>
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</filter>
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</defaultStorageSettings>
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</building>
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</ThingDef>
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<DesignatorDropdownGroupDef>
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<defName>PN_Artillery_Dropdown</defName>
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<label>PnL Auto Artillery</label>
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</DesignatorDropdownGroupDef>
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<ThingDef ParentName="PN_BaseArtilleryBuilding">
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<defName>PN_Artillery_Base_Brain</defName>
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<label>PnL Auto Artillery</label>
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<description>...</description>
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<costList>
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<PN_Brain>1</PN_Brain>
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</costList>
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</ThingDef>
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<ThingDef ParentName="PN_BaseArtilleryBuilding">
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<defName>PN_Artillery_Base_Core</defName>
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<label>PnL Auto Artillery</label>
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<description>...</description>
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<costList>
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<PN_BrainCasing>1</PN_BrainCasing>
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</costList>
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</ThingDef>
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<ThingCategoryDef>
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<defName>PN_Shell</defName>
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<label>PnL Shell</label>
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<parent>PN_AutomatonCatagory</parent>
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<resourceReadoutRoot>true</resourceReadoutRoot>
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<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
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</ThingCategoryDef>
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<ThingDef ParentName="ResourceBase">
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<defName>PN_Shell_HighExplosive</defName>
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<label>PnL high-explosive shell</label>
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<description>...</description>
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<graphicData>
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<texPath>Things/Item/PNShellHE</texPath>
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<graphicClass>Graphic_StackCount</graphicClass>
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<drawSize>1.0</drawSize>
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</graphicData>
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<techLevel>Industrial</techLevel>
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<stackLimit>25</stackLimit>
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<uiIconForStackCount>1</uiIconForStackCount>
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<healthAffectsPrice>false</healthAffectsPrice>
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<soundInteract>Metal_Drop</soundInteract>
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<soundDrop>Standard_Drop</soundDrop>
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<projectileWhenLoaded>PN_Bullet_Shell_HighExplosive</projectileWhenLoaded>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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<MarketValue>55</MarketValue>
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<Mass>1.25</Mass>
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<Flammability>1.0</Flammability>
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<DeteriorationRate>1.5</DeteriorationRate>
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</statBases>
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<thingCategories>
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<li>PN_Shell</li>
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</thingCategories>
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<tradeability>Sellable</tradeability>
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<comps>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>3.9</explosiveRadius>
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<explosiveDamageType>Bomb</explosiveDamageType>
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<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
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<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
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<wickTicks>30~60</wickTicks>
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</li>
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</comps>
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<tickerType>Normal</tickerType>
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<costList>
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<Steel>25</Steel>
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<PN_AutomatonFuel>15</PN_AutomatonFuel>
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</costList>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<effectWorking>Cook</effectWorking>
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<soundWorking>Recipe_Machining</soundWorking>
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<workAmount>800</workAmount>
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<targetCountAdjustment>5</targetCountAdjustment>
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<workSkill>Crafting</workSkill>
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<recipeUsers Inherit="false">
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
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<skillRequirements>
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<Crafting>4</Crafting>
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</skillRequirements>
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</recipeMaker>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>PN_Bullet_Shell_HighExplosive</defName>
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<label>high-explosive shell</label>
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<graphicData>
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<texPath>Things/Projectile/ShellHighExplosive</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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</graphicData>
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<thingClass>Projectile_Explosive</thingClass>
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<projectile>
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<damageDef>Bomb</damageDef>
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<speed>100</speed>
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<explosionRadius>3.9</explosionRadius>
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<flyOverhead>true</flyOverhead>
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<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
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<soundExplode>MortarBomb_Explode</soundExplode>
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<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
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<soundAmbient>MortarRound_Ambient</soundAmbient>
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</projectile>
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</ThingDef>
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</Defs> |