光束炮
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@@ -787,21 +787,22 @@
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
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<!-- <li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
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<globalCooldownTicks>1000</globalCooldownTicks>
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<requiredFacility>BombardmentFacility</requiredFacility>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_EnergyLance">
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<durationTicks>600</durationTicks>
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</li> -->
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<li Class="WulaFallenEmpire.CompProperties_AbilityEnergyLance">
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<durationTicks>450</durationTicks>
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<moveDistance>20</moveDistance>
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<useFixedDistance>true</useFixedDistance>
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<firesPerTick>3</firesPerTick>
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<energyLanceDef>WULA_EnergyLance_Base</energyLanceDef>
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<firesPerTick>4</firesPerTick>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
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<!-- <li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility"> -->
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<!-- <flyOverDef></flyOverDef> -->
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<requiredFacility>BombardmentFacility</requiredFacility>
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<facilityNotFoundMessage>需要拥有<color=#BD2F31><i>武器阵列</i></color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
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</li>
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<!-- <requiredFacility>BombardmentFacility</requiredFacility>
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<facilityNotFoundMessage>需要拥有<color=#BD2F31><i>武器阵列</i></color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
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</li> -->
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</comps>
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</AbilityDef>
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</Defs>
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@@ -75,6 +75,8 @@
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<abilityDefs>
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<li>WULA_Firepower_Minigun_Strafe</li>
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<li>WULA_Firepower_Cannon_Salvo</li>
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<li>WULA_Firepower_Cannon_Surveillance_Beacon</li>
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<li>WULA_Firepower_EnergyLance_Strafe</li>
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</abilityDefs>
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</li>
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</comps>
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@@ -888,48 +888,117 @@
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="OrbitalStrikeBase">
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<ThingDef ParentName="EtherealThingBase">
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<defName>WULA_EnergyLance_Base</defName>
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<label>power beam</label>
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<thingClass>PowerBeam</thingClass>
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</ThingDef>
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<ThingDef ParentName="OrbitalStrikeBase">
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<defName>WULA_EnergyLance_Base</defName>
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<label>energy lance</label>
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<label>乌拉帝国光矛</label>
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<description>移动的能量光束武器</description>
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<thingClass>WulaFallenEmpire.EnergyLance</thingClass>
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<tickerType>Normal</tickerType>
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<drawerType>RealtimeOnly</drawerType>
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<drawOffscreen>true</drawOffscreen>
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<seeThroughFog>true</seeThroughFog>
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<modExtensions>
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<li Class="WulaFallenEmpire.EnergyLanceExtension">
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<damageDef>Flame</damageDef>
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<igniteFires>true</igniteFires>
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<fireIgniteChance>0.9</fireIgniteChance>
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<damageAmountRange>
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<min>60</min>
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<max>95</max>
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</damageAmountRange>
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<corpseDamageAmountRange>
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<min>5</min>
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<max>10</max>
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</corpseDamageAmountRange>
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<moveSmoothing>0.001</moveSmoothing>
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<moteSpawnInterval>3</moteSpawnInterval>
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<moteScale>0.8</moteScale>
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<firesPerTick>4</firesPerTick>
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<effectRadius>15</effectRadius>
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</li>
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<li Class="WulaFallenEmpire.AbilityWeaponDefExtension">
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<weaponDef>WULA_RW_Base_AR</weaponDef>
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</li>
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</modExtensions>
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<comps>
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<!-- 使用原版的轨道光束组件 -->
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<!-- 光束视觉效果 -->
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<li Class="CompProperties_OrbitalBeam">
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<width>6</width>
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<color>(255, 200, 50, 242)</color>
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<color>(147, 116, 201, 212)</color>
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<sound>OrbitalBeam</sound>
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</li>
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<!-- 相机震动 -->
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<li Class="CompProperties_CameraShaker">
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<mag>0.02</mag>
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</li>
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<!-- 天空效果 -->
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<li Class="CompProperties_AffectsSky">
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<fadeInTicks>30</fadeInTicks>
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<fadeOutTicks>15</fadeOutTicks>
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<skyColors>
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<sky>(255, 220, 180)</sky>
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<shadow>(220, 200, 160)</shadow>
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<overlay>(255, 240, 200)</overlay>
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<saturation>1.2</saturation>
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<sky>(147, 116, 201)</sky>
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<shadow>(147, 116, 185)</shadow>
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<overlay>(147, 116, 150)</overlay>
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<saturation>1.5</saturation>
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</skyColors>
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</li>
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<li Class="CompProperties_Effecter">
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<effecterDef>WULA_EnergyLance_Effecter</effecterDef>
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</li>
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</comps>
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</ThingDef>
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<EffecterDef>
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<defName>WULA_EnergyLance_Effecter</defName>
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<maintainTicks>300</maintainTicks>
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<children>
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<li>
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<subEffecterClass>SubEffecter_Sustainer</subEffecterClass>
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<soundDef>VoidStructure_Emerging</soundDef>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
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<fleckDef>EnergyLance_Fleck</fleckDef>
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<chancePerTick>1</chancePerTick>
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<lifespanMaxTicks>999</lifespanMaxTicks>
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<chancePeriodTicks>40</chancePeriodTicks>
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<burstCount>1~1</burstCount>
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<scale>15</scale>
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<spawnLocType>OnSource</spawnLocType>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
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<fleckDef>EnergyLance_Fleck</fleckDef>
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<chancePerTick>1</chancePerTick>
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<lifespanMaxTicks>999</lifespanMaxTicks>
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<chancePeriodTicks>40</chancePeriodTicks>
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<burstCount>1~1</burstCount>
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<scale>5</scale>
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<spawnLocType>OnSource</spawnLocType>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
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<fleckDef>EnergyLance_Fleck</fleckDef>
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<chancePerTick>1</chancePerTick>
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<lifespanMaxTicks>999</lifespanMaxTicks>
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<chancePeriodTicks>40</chancePeriodTicks>
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<burstCount>1~1</burstCount>
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<scale>2</scale>
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<spawnLocType>OnSource</spawnLocType>
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</li>
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</children>
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</EffecterDef>
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<FleckDef ParentName="FleckBase">
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<defName>EnergyLance_Fleck</defName>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<fadeInTime>1</fadeInTime>
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<solidTime>0</solidTime>
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<fadeOutTime>1</fadeOutTime>
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<growthRate>5</growthRate>
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<graphicData>
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<graphicClass>Graphic_FleckPulse</graphicClass>
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<texPath>Things/Mote/PowerBeam</texPath>
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<shaderType>MoteGlow</shaderType>
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<color>(147, 116, 201, 255)</color>
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<shaderParameters>
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<_NoiseTex>/Things/Mote/PsycastNoise</_NoiseTex>
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<_NoiseIntensity>100</_NoiseIntensity>
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<_Color2>(1, 1, 1, 0.85)</_Color2>
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</shaderParameters>
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<drawSize>10.0</drawSize>
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</graphicData>
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</FleckDef>
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</Defs>
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