596 lines
23 KiB
XML
596 lines
23 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--포탄 베이스-->
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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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<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
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</ThingCategoryDef>
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<ThingDef ParentName="ResourceBase" Name="PN_ShellBase" Abstract="True">
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<graphicData>
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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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<thingCategories>
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<li>PN_Shell</li>
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</thingCategories>
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<tradeability>Buyable</tradeability>
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<tickerType>Normal</tickerType>
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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="PN_BaseBullet" Name="PN_BaseBullet_Shell" Abstract="True">
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<projectile>
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<flyOverhead>true</flyOverhead>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="PN_BaseBullet_Shell" Name="PN_Cl_Shell" Abstract="True">
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<thingClass>TorgueAnty.Projectile_Torgue_Rocket</thingClass>
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<projectile Class="TorgueAnty.TorgueProjectileProps">
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<damageDef>PN_CLbomb</damageDef>
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<speed>205</speed>
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<explosionRadius>0.9</explosionRadius>
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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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<!--<subProjectile></subProjectile>
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<clusterCount></clusterCount>
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<clusterRadius></clusterRadius>-->
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</projectile>
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</ThingDef>
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<DamageDef ParentName="Bomb">
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<defName>PN_CLbomb</defName>
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<defaultDamage>10</defaultDamage>
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<defaultStoppingPower>5.0</defaultStoppingPower>
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<defaultArmorPenetration>1.30</defaultArmorPenetration>
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<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
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<plantDamageFactor>1</plantDamageFactor>
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</DamageDef>
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<!--확산 고폭탄-->
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<ThingDef ParentName="PN_ShellBase">
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<defName>PN_Shell_HE</defName>
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<label>PnL cluster HE shell</label>
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<description>A high explosion cluster bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
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<graphicData>
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<texPath>Things/Item/PNShell/PNShellHE</texPath>
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</graphicData>
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<projectileWhenLoaded>PN_Bullet_Shell_HE</projectileWhenLoaded>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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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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<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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<costList>
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<Shell_HighExplosive>10</Shell_HighExplosive>
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<Chemfuel>20</Chemfuel>
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</costList>
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</ThingDef>
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<ThingDef ParentName="PN_Cl_Shell">
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<defName>PN_Bullet_Shell_HE</defName>
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<label>cluster HE 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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<projectile Class="TorgueAnty.TorgueProjectileProps">
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<subProjectile>PN_Bullet_Shell_HE_Sub</subProjectile>
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<clusterCount>16</clusterCount>
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<clusterRadius>6.9</clusterRadius>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="PN_BaseBullet_Shell">
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<defName>PN_Bullet_Shell_HE_Sub</defName>
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<label>cluster HE 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>6.5</speed>
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<explosionRadius>1.9</explosionRadius>
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<arcHeightFactor>60</arcHeightFactor>
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<shadowSize>0.6</shadowSize>
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<flyOverhead>true</flyOverhead>
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<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
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<soundExplode>MortarIncendiary_Explode</soundExplode>
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<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
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<soundAmbient>MortarRound_Ambient</soundAmbient>
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<ai_IsIncendiary>true</ai_IsIncendiary>
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</projectile>
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</ThingDef>
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<DamageDef ParentName="Bomb">
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<defName>PN_CL_Bomb</defName>
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<!---<workerClass>TorgueAnty.TorgueAnty_DamageWorker_AddInjury</workerClass>-->
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</DamageDef>
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<!--관통탄-->
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<ThingDef ParentName="PN_ShellBase">
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<defName>PN_Shell_AP</defName>
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<label>PnL AP shell</label>
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<description>A special shell that hits a single target with huge damaged. Difficult to hit against moving enemies. Explodes when damaged.</description>
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<graphicData>
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<texPath>Things/Item/PNShell/PNShellAP</texPath>
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</graphicData>
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<projectileWhenLoaded>PN_Bullet_Shell_AP</projectileWhenLoaded>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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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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<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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<costList>
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<Uranium>15</Uranium>
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<Steel>25</Steel>
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<Chemfuel>30</Chemfuel>
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</costList>
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<costListForDifficulty>
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<difficultyVar>classicMortars</difficultyVar>
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<costList>
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<Uranium>25</Uranium>
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<Steel>25</Steel>
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<Chemfuel>30</Chemfuel>
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</costList>
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</costListForDifficulty>
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</ThingDef>
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<ThingDef ParentName="PN_BaseBullet_Shell">
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<defName>PN_Bullet_Shell_AP</defName>
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<label>AP 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>PN_APbomb</damageDef>
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<speed>205</speed>
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<explosionRadius>0.9</explosionRadius>
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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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<DamageDef ParentName="Bomb">
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<defName>PN_APbomb</defName>
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<workerClass>DamageWorker_Stab</workerClass>
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<stabChanceOfForcedInternal>1.0</stabChanceOfForcedInternal>
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<overkillPctToDestroyPart>0.6~1.0</overkillPctToDestroyPart>
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<armorCategory>Sharp</armorCategory>
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<defaultDamage>125</defaultDamage>
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<minDamageToFragment>200</minDamageToFragment>
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<defaultStoppingPower>5.0</defaultStoppingPower>
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<defaultArmorPenetration>1.20</defaultArmorPenetration>
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<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
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<plantDamageFactor>1</plantDamageFactor>
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<explosionAffectOutsidePartsOnly>true</explosionAffectOutsidePartsOnly>
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</DamageDef>
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<!--확산 소이탄-->
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<ThingDef ParentName="PN_ShellBase">
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<defName>PN_Shell_CI</defName>
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<label>PnL cluster incendiary shell</label>
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<description>A cluster incendiary bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
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<graphicData>
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<texPath>Things/Item/PNShell/PNShellIN</texPath>
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</graphicData>
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<projectileWhenLoaded>PN_Bullet_Shell_CI</projectileWhenLoaded>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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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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<comps>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>3.9</explosiveRadius>
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<explosiveDamageType>Flame</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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<costList>
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<Shell_Incendiary>10</Shell_Incendiary>
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<Chemfuel>20</Chemfuel>
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</costList>
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</ThingDef>
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<ThingDef ParentName="PN_Cl_Shell">
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<defName>PN_Bullet_Shell_CI</defName>
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<label>cluster incendiary 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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<projectile Class="TorgueAnty.TorgueProjectileProps">
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<subProjectile>PN_Bullet_Shell_CI_Sub</subProjectile>
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<clusterCount>16</clusterCount>
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<clusterRadius>8.1</clusterRadius>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="PN_BaseBullet_Shell">
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<defName>PN_Bullet_Shell_CI_Sub</defName>
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<label>cluster incendiary shell</label>
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<graphicData>
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<texPath>Things/Projectile/ShellIncendiary</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>Flame</damageDef>
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<speed>6.5</speed>
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<explosionRadius>2.4</explosionRadius>
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<arcHeightFactor>60</arcHeightFactor>
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<shadowSize>0.6</shadowSize>
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<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
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<preExplosionSpawnChance>0.27</preExplosionSpawnChance>
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<flyOverhead>true</flyOverhead>
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<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
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<soundExplode>MortarIncendiary_Explode</soundExplode>
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<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
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<soundAmbient>MortarRound_Ambient</soundAmbient>
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<ai_IsIncendiary>true</ai_IsIncendiary>
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</projectile>
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</ThingDef>
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<!--확산 전자기탄-->
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<ThingDef ParentName="PN_ShellBase">
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<defName>PN_Shell_EMP</defName>
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<label>PnL cluster EMP shell</label>
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<description>A cluster EMP bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
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<graphicData>
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<texPath>Things/Item/PNShell/PNShellEM</texPath>
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</graphicData>
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<projectileWhenLoaded>PN_Bullet_Shell_EMP</projectileWhenLoaded>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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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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<comps>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>12.9</explosiveRadius>
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<explosiveDamageType>EMP</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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<costList>
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<Shell_EMP>5</Shell_EMP>
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<Chemfuel>20</Chemfuel>
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</costList>
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</ThingDef>
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<ThingDef ParentName="PN_Cl_Shell">
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<defName>PN_Bullet_Shell_EMP</defName>
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<label>cluster EMP 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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<projectile Class="TorgueAnty.TorgueProjectileProps">
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<damageDef>EMP</damageDef>
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<subProjectile>PN_Bullet_Shell_EMP_Sub</subProjectile>
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<clusterCount>10</clusterCount>
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<clusterRadius>14.9</clusterRadius>
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<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
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<soundExplode>Explosion_EMP</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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<ThingDef ParentName="PN_BaseBullet_Shell">
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<defName>PN_Bullet_Shell_EMP_Sub</defName>
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<label>cluster EMP shell</label>
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<graphicData>
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<texPath>Things/Projectile/ShellEMP</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>EMP</damageDef>
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<speed>6.5</speed>
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<explosionRadius>5.9</explosionRadius>
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<arcHeightFactor>60</arcHeightFactor>
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<shadowSize>0.6</shadowSize>
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<flyOverhead>true</flyOverhead>
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<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
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<soundExplode>Explosion_EMP</soundExplode>
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<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
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<soundAmbient>MortarRound_Ambient</soundAmbient>
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<ai_IsIncendiary>true</ai_IsIncendiary>
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</projectile>
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</ThingDef>
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<!--확산 소방거품탄-->
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<ThingDef ParentName="PN_ShellBase">
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<defName>PN_Shell_FF</defName>
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<label>PnL cluster Firefoam shell</label>
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<description>A cluster firefoam bomb that scatters submunitions when it hits a target. Explodes when damaged.</description>
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<graphicData>
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<texPath>Things/Item/PNShell/PNShellFF</texPath>
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</graphicData>
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<projectileWhenLoaded>PN_Bullet_Shell_FF</projectileWhenLoaded>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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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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<comps>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>10.9</explosiveRadius>
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<explosiveDamageType>Extinguish</explosiveDamageType>
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<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
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<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
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<postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef>
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<postExplosionSpawnChance>1</postExplosionSpawnChance>
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<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
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<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
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<explosionEffect>ExtinguisherExplosion</explosionEffect>
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<wickTicks>30~60</wickTicks>
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</li>
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</comps>
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<costList>
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<Shell_Firefoam>5</Shell_Firefoam>
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<Chemfuel>20</Chemfuel>
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</costList>
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</ThingDef>
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<ThingDef ParentName="PN_Cl_Shell">
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<defName>PN_Bullet_Shell_FF</defName>
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<label>cluster Firefoam 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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<projectile Class="TorgueAnty.TorgueProjectileProps">
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<damageDef>Extinguish</damageDef>
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<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> |