347 lines
13 KiB
XML
347 lines
13 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--==================================== 오토캐논 ====================================-->
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<ThingDef ParentName="BuildingBase">
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<defName>PN_Artillery_Base_Core</defName>
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<label>PnL Howitzer</label>
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<description>Howitzer designed by PnL Industry. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</description>
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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 />
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<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
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<altitudeLayer>Building</altitudeLayer>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-3)</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 Inherit="false" />
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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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<PN_BrainCasing>1</PN_BrainCasing>
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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>Shots until core overload</fuelLabel>
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<fuelGizmoLabel>Core overload</fuelGizmoLabel>
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<outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
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<fuelFilter>
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<thingDefs>
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<li>PN_BrainCasing</li>
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</thingDefs>
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</fuelFilter>
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<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
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<fuelCapacity>10</fuelCapacity>
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<fuelMultiplier>10</fuelMultiplier>
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<initialFuelPercent>1</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</autoRefuelPercent>
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<fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
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</li>
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</comps>
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<statBases>
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<MaxHitPoints>520</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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<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
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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>0.5</turretBurstWarmupTime>
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<turretBurstCooldownTime>7.0</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>0.9</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 Howitzer Turret</label>
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<description>Howitzer designed by PnL Industries. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</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>30</recoilPower>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<weaponTags Inherit="false">
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</weaponTags>
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<!--<statBases>
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<AccuracyTouch>0.20</AccuracyTouch>
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<AccuracyShort>0.85</AccuracyShort>
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<AccuracyMedium>0.98</AccuracyMedium>
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<AccuracyLong>0.80</AccuracyLong>
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</statBases>-->
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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>2.0</warmupTime>
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<forcedMissRadius>0</forcedMissRadius>
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<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
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<!--<isMortar>true</isMortar>-->
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<requireLineOfSight>false</requireLineOfSight>
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<minRange>29.9</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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<thingDefs>
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<li>PN_Shell_HE</li>
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<li>PN_Shell_AP</li>
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<li>PN_Shell_CI</li>
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<li>PN_Shell_EMP</li>
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<li>PN_Shell_FF</li>
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<li>PN_Shell_Smoke</li>
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<li>PN_Shell_AG</li>
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</thingDefs>
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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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<li>PN_Shell_AP</li>
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<li>PN_Shell_EMP</li>
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<li>PN_Shell_FF</li>
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<li>PN_Shell_Smoke</li>
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<li>PN_Shell_AG</li>
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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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<!--==================================== 레일건 ====================================-->
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<ThingDef ParentName="BuildingBase">
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<defName>PN_Railgun_Base_Core</defName>
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<label>PnL Railgun</label>
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<description>Railgun designed by PnL Industry.</description>
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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 />
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<!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
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<altitudeLayer>Building</altitudeLayer>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-3)</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 Inherit="false" />
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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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<ComponentSpacer>12</ComponentSpacer>
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<PN_BrainCasing>1</PN_BrainCasing>
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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_Flickable"/>
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<li Class="CompProperties_Breakdownable"/>
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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_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>3600</basePowerConsumption>
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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>14.9</explosiveRadius>
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<explosiveDamageType>EMP</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>Shots until core overload</fuelLabel>
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<fuelGizmoLabel>Core overload</fuelGizmoLabel>
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<outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
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<fuelFilter>
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<thingDefs>
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<li>PN_BrainCasing</li>
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</thingDefs>
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</fuelFilter>
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<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
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<fuelCapacity>1</fuelCapacity>
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<fuelMultiplier>1</fuelMultiplier>
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<initialFuelPercent>1</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</autoRefuelPercent>
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<fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
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</li>
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</comps>
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<statBases>
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<MaxHitPoints>520</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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<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
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</statBases>
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<building>
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<turretGunDef>PN_Railgun_Turret</turretGunDef>
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<turretTopDrawSize>3.0</turretTopDrawSize>
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<turretTopOffset>(0, 0.35)</turretTopOffset>
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<turretBurstWarmupTime>4.5</turretBurstWarmupTime>
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<turretBurstCooldownTime>7.0</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_Railgun</li>
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</researchPrerequisites>
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<uiIconPath>Things/Building/PN_Railgun_Ui</uiIconPath>
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<uiIconScale>0.9</uiIconScale>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>PN_Railgun_Turret</defName>
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<label>PnL Railgun Turret</label>
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<description>Railgun designed by PnL Industries.</description>
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<graphicData>
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<texPath>Things/Building/PN_Railgun_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>30</recoilPower>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<weaponTags Inherit="false">
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</weaponTags>
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<!--<statBases>
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<AccuracyTouch>0.20</AccuracyTouch>
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<AccuracyShort>0.85</AccuracyShort>
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<AccuracyMedium>0.98</AccuracyMedium>
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<AccuracyLong>0.80</AccuracyLong>
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</statBases>-->
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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>4.5</warmupTime>
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<forcedMissRadius>0</forcedMissRadius>
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<forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
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<!--<isMortar>true</isMortar>-->
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<requireLineOfSight>true</requireLineOfSight>
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<minRange>4.9</minRange>
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<range>500</range>
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<burstShotCount>1</burstShotCount>
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<soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
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<soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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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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<thingDefs>
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<li>PN_Shell_RG</li>
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</thingDefs>
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</filter>
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</fixedStorageSettings>
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<defaultStorageSettings>
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<filter>
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<thingDefs>
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<li>PN_Shell_RG</li>
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</thingDefs>
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</filter>
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</defaultStorageSettings>
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</building>
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</ThingDef>
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</Defs> |