全局订单材质支持,全局订单小图标,部分属性的stat暴露

This commit is contained in:
2025-11-05 16:50:54 +08:00
parent fde14edc0a
commit 0ec8e886e8
19 changed files with 1229 additions and 1249 deletions

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@@ -1092,4 +1092,4 @@
<!-- <WULA_Trait_Broken_Personality>0</WULA_Trait_Broken_Personality> -->
</disallowedTraits>
</AlienRace.AlienBackstoryDef>
</Defs>
</Defs>

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@@ -4,9 +4,9 @@
<defName>WULA_Child_Backstory01</defName>
<ignoreIllegalLabelCharacterConfigError>False</ignoreIllegalLabelCharacterConfigError>
<slot>Childhood</slot>
<title>产地:</title>
<titleShort></titleShort>
<description>[PAWN_nameDef] 是诞生于乌拉帝国的合成人</description>
<title>产地:科鲁普</title>
<titleShort>科鲁普</titleShort>
<description>[PAWN_nameDef] 是产自科鲁普星区的合成人。这片星区是一个四战之地——由于其地处边缘且地缘政治复杂,乌拉帝国从未真正掌控这片星区,但是此处优秀的稀有水晶和异星天然气使得帝国不愿放弃此星区的掌控。\n\n在此处生产的合成人使用的战略物资远高于其他星区这使得其拥有更高的机体耐久和更低的能量消耗</description>
<skillGains>
<Shooting>3</Shooting>
<Melee>3</Melee>
@@ -16,15 +16,28 @@
</spawnCategories>
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>Wula_Synth</li>
<li>WULA_Addons_Antenna_Hediff_Base</li>
<!--<li>MechlinkImplant</li>-->
<li>WULA_Child_Backstory01_Hediff</li>
</forcedHediffs>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_BrokenPersonalityTrait</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
</AlienRace.AlienBackstoryDef>
</Defs>
<HediffDef>
<defName>WULA_Child_Backstory01_Hediff</defName>
<label>产地:科鲁普</label>
<description>[PAWN_nameDef] 是产自科鲁普星区的合成人。这片星区是一个四战之地——由于其地处边缘且地缘政治复杂,乌拉帝国从未真正掌控这片星区,但是此处优秀的稀有水晶和异星天然气使得帝国不愿放弃此星区的掌控。\n\n在此处生产的合成人使用的战略物资远高于其他星区这使得其拥有更高的机体耐久和更低的能量消耗。</description>
<hediffClass>HediffWithComps</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
</li>
</stages>
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_MaintenanceDamage">
<damageToMaintenanceFactor>0.0025</damageToMaintenanceFactor> <!-- 1点伤害 = 0.25%维护度减少 -->
</li>
</comps>
</HediffDef>
</Defs>

View File

@@ -1,23 +1,126 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<StatCategoryDef>
<defName>WULA_Synth</defName>
<label>乌拉帝国机械</label>
<displayOrder>160</displayOrder>
</StatCategoryDef>
<!-- 机械能量 -->
<StatDef>
<defName>WulaEnergyMaxLevelOffset</defName>
<label>机械乌拉能量上限</label>
<description>影响机械乌拉能量上限的偏移量。</description>
<category>PawnMisc</category>
<category>WULA_Synth</category>
<minValue>-1</minValue>
<defaultBaseValue>1</defaultBaseValue>
<!-- <maxValue>1</maxValue> -->
<toStringStyle>PercentZero</toStringStyle>
</StatDef>
<StatDef>
<defName>WulaEnergyFallRateFactor</defName>
<label>机械乌拉能量消耗速度</label>
<description>影响机械乌拉能量消耗速度的乘数因子。</description>
<category>PawnMisc</category>
<category>WULA_Synth</category>
<defaultBaseValue>1</defaultBaseValue>
<minValue>0</minValue>
<toStringStyle>PercentZero</toStringStyle>
</StatDef>
</Defs>
<!-- 纳米修复相关统计 -->
<StatDef>
<defName>WULA_NanoRepairCostPerHP</defName>
<label>纳米修复能量消耗</label>
<description>纳米修复系统修复每点生命值所消耗的能量。</description>
<category>WULA_Synth</category>
<defaultBaseValue>0.1</defaultBaseValue>
<toStringStyle>PercentZero</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_NanoRepair</workerClass>
</StatDef>
<StatDef>
<defName>WULA_NanoRepairCooldownAfterDamage</defName>
<label>纳米修复冷却时间</label>
<description>受到伤害后纳米修复系统进入冷却的时间(秒)。</description>
<category>WULA_Synth</category>
<defaultBaseValue>300</defaultBaseValue>
<toStringStyle>Integer</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_NanoRepair</workerClass>
</StatDef>
<!-- 维护系统统计 -->
<StatDef>
<defName>WULA_MaintenanceDegradationFactor</defName>
<label>维护退化乘数</label>
<description>乌拉帝国合成人维护需求退化速率的乘数。数值越高,机械乌拉越容易陷入低维护状态。</description>
<category>WULA_Synth</category>
<defaultBaseValue>1.0</defaultBaseValue>
<toStringStyle>FloatTwo</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_Maintenance</workerClass>
</StatDef>
<StatDef>
<defName>WULA_MaintenanceStatusThresholdFactor</defName>
<label>维护等级阈值</label>
<description>影响乌拉帝国合成人维护状态阈值的乘数。数值越高,越容易陷入低维护带来的减益状态。</description>
<category>WULA_Synth</category>
<defaultBaseValue>1.0</defaultBaseValue>
<toStringStyle>FloatTwo</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_Maintenance</workerClass>
</StatDef>
<StatDef>
<defName>WULA_MaintenanceDamageToMaintenanceFactor</defName>
<label>维护伤害</label>
<description>乌拉帝国合成人因为伤害导致维护度损失的程度。数值越高,受到伤害时损失越多维护度。</description>
<category>WULA_Synth</category>
<defaultBaseValue>0.01</defaultBaseValue>
<toStringStyle>PercentZero</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_Maintenance</workerClass>
</StatDef>
<!-- 具体的状态阈值乘数 -->
<StatDef>
<defName>WULA_MaintenanceMinorBreakdownThresholdFactor</defName>
<label>轻微故障等级阈值</label>
<description>影响乌拉帝国合成人进入轻微故障阈值的乘数。数值越高,越容易进入轻微故障状态。</description>
<category>WULA_Synth</category>
<defaultBaseValue>1.0</defaultBaseValue>
<toStringStyle>FloatTwo</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_Maintenance</workerClass>
</StatDef>
<StatDef>
<defName>WULA_MaintenanceMajorBreakdownThresholdFactor</defName>
<label>严重故障等级阈值</label>
<description>影响乌拉帝国合成人进入严重故障阈值的乘数。数值越高,越容易进入严重故障状态。</description>
<category>WULA_Synth</category>
<defaultBaseValue>1.0</defaultBaseValue>
<toStringStyle>FloatTwo</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_Maintenance</workerClass>
</StatDef>
<StatDef>
<defName>WULA_MaintenanceCriticalFailureThresholdFactor</defName>
<label>完全故障等级阈值</label>
<description>影响乌拉帝国合成人进入完全故障阈值的乘数。数值越高,越容易进入完全故障状态。</description>
<category>WULA_Synth</category>
<defaultBaseValue>1.0</defaultBaseValue>
<toStringStyle>FloatTwo</toStringStyle>
<showOnMechanoids>true</showOnMechanoids>
<showOnDrones>true</showOnDrones>
<workerClass>WulaFallenEmpire.StatWorker_Maintenance</workerClass>
</StatDef>
</Defs>

View File

@@ -1,61 +1,8 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 贵族服装 -->
<ThingDef Name="WULA_ApparelRoyalBase" ParentName="ApparelMakeableBase" Abstract="True">
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
<researchPrerequisite>WULA_Synth_Clothes_3_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<displayPriority>225</displayPriority>
</recipeMaker>
<costStuffCount>125</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<thingCategories>
<li>ApparelNoble</li>
</thingCategories>
<statBases>
<WorkToMake>15000</WorkToMake>
<Mass>1</Mass>
<StuffEffectMultiplierArmor>0.35</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>1</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>1</StuffEffectMultiplierInsulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<apparel>
<tags>
<li>Royal</li>
<li>Wula_Apparel</li>
</tags>
<useWornGraphicMask>true</useWornGraphicMask>
<!-- 在身体后渲染 -->
<!-- <shellRenderedBehindHead>true</shellRenderedBehindHead> -->
<!-- 待查? -->
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<!-- 会考虑温度,待查? -->
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<!-- 会考虑毒性环境,待查? -->
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(1,1,1,1)</only>
</li>
</options>
</colorGenerator>
</ThingDef>
<ThingDef Name="WULA_ApparelHatRoyalBase" ParentName="HatMakeableBase" Abstract="True">
<ThingDef Name="WULA_ApparelCivilBase" ParentName="ApparelMakeableBase" Abstract="True">
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"/>
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
@@ -63,9 +10,67 @@
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<apparel>
<tags>
<li>Wula_Apparel</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>Middle</li>
</layers>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
<useWornGraphicMask>true</useWornGraphicMask>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(1,1,1,1)</only>
</li>
</options>
</colorGenerator>
<possessionCount>1</possessionCount>
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<statBases>
<Mass>1</Mass>
<WorkToMake>7000</WorkToMake>
<StuffEffectMultiplierArmor>0.35</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>1</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>1</StuffEffectMultiplierInsulation_Heat>
</statBases>
</ThingDef>
<ThingDef Name="WULA_ApparelRoyalBase" ParentName="WULA_ApparelCivilBase" Abstract="True">
<thingCategories>
<li>ApparelNoble</li>
</thingCategories>
<apparel>
<tags>
<li>Royal</li>
</tags>
<useWornGraphicMask>true</useWornGraphicMask>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
</apparel>
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef Name="WULA_ApparelCivilHatBase" ParentName="HatMakeableBase" Abstract="True">
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<apparel>
<tags>
<li>Wula_Apparel</li>
</tags>
<renderSkipFlags>
@@ -88,20 +93,52 @@
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
<researchPrerequisite>WULA_Synth_Clothes_3_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<displayPriority>225</displayPriority>
</recipeMaker>
<statBases>
<Mass>0.2</Mass>
<WorkToMake>3000</WorkToMake>
<StuffEffectMultiplierArmor>0.35</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>1</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>1</StuffEffectMultiplierInsulation_Heat>
</statBases>
</ThingDef>
<ThingDef Name="WULA_ApparelRoyalHatBase" ParentName="WULA_ApparelCivilHatBase" Abstract="True">
<thingCategories>
<li>ApparelNoble</li>
</thingCategories>
<apparel>
<tags>
<li>Royal</li>
</tags>
</apparel>
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef Name="WULA_ApparelOnSkinBase" ParentName="ApparelMakeableBase" Abstract="True">
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"/>
<apparel>
<tags>
<li>Wula_Apparel</li>
<li>Wula_Inner</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>OnSkin</li>
</layers>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
<useWornGraphicMask>true</useWornGraphicMask>
</apparel>
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="WULA_ApparelRoyalBase">
<defName>WULA_Official_Uniform</defName>
<label>乌拉帝国双幡礼服</label>
@@ -150,535 +187,6 @@
<possessionCount>1</possessionCount>
</ThingDef>
<!-- 平民服装 -->
<ThingDef Name="WULA_ApparelCivilBase" ParentName="ApparelMakeableBase" Abstract="True">
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<apparel>
<tags>
<li>Wula_Apparel_Init</li>
<li>Wula_Apparel</li>
<li>Wula_Clothes</li>
</tags>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
<useWornGraphicMask>true</useWornGraphicMask>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(1,1,1,1)</only>
</li>
</options>
</colorGenerator>
<possessionCount>1</possessionCount>
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<statBases>
<Mass>1</Mass>
<WorkToMake>7000</WorkToMake>
<StuffEffectMultiplierArmor>0.35</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>1</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>1</StuffEffectMultiplierInsulation_Heat>
</statBases>
</ThingDef>
<ThingDef Name="WULA_ApparelCivilHatBase" ParentName="HatMakeableBase" Abstract="True">
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<apparel>
<tags>
<li>Wula_Apparel</li>
<li>Wula_Clothes</li>
</tags>
<renderSkipFlags>
<li>None</li>
</renderSkipFlags>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
<useWornGraphicMask>true</useWornGraphicMask>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>(1,1,1,1)</only>
</li>
</options>
</colorGenerator>
<possessionCount>1</possessionCount>
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<statBases>
<Mass>0.2</Mass>
<WorkToMake>3000</WorkToMake>
<StuffEffectMultiplierArmor>0.35</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>1</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>1</StuffEffectMultiplierInsulation_Heat>
</statBases>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Sailor_Dress</defName>
<label>乌拉帝国水手连衣裙</label>
<description>这是乌拉帝国的一款连衣裙,上到贵族下到平民都可以穿,在肃穆的帝国中传递出了一丝俏皮和活泼。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Sailor_Dress</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<!-- <li>Shoulders</li> -->
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Sailor_Dress</wornGraphicPath>
</apparel>
<costStuffCount>100</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<equippedStatOffsets>
<SocialImpact>0.1</SocialImpact>
<MoveSpeed>0.15</MoveSpeed>
<!-- <SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.1</SlaveSuppressionOffset>
<WorkSpeedGlobal>0.15</WorkSpeedGlobal> -->
</equippedStatOffsets>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Maid_Uniform</defName>
<label>乌拉帝国女仆装</label>
<description>乌拉帝国平民所穿的女仆装。虽然她们更习惯让异族的奴隶服侍自己,不过还是有一些乌拉星人选择从事服务业。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Maid_Uniform</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Maid_Uniform</wornGraphicPath>
</apparel>
<equippedStatOffsets>
<PlantWorkSpeed>0.15</PlantWorkSpeed>
<PlantHarvestYield>0.1</PlantHarvestYield>
<CookSpeed>0.2</CookSpeed>
<ButcheryFleshSpeed>0.2</ButcheryFleshSpeed>
<!-- <SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.1</SlaveSuppressionOffset>
<WorkSpeedGlobal>0.15</WorkSpeedGlobal> -->
</equippedStatOffsets>
<costStuffCount>100</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilHatBase">
<defName>WULA_Maid_Uniform_Headband</defName>
<label>乌拉帝国女仆发饰</label>
<description>乌拉帝国女仆装的配套发饰。</description>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<displayPriority>105</displayPriority>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Maid_Uniform_Headband</texPath>
</graphicData>
<statBases>
<Mass>0.1</Mass>
</statBases>
<equippedStatOffsets>
</equippedStatOffsets>
<costStuffCount>20</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<apparel>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<layers>
<li>Overhead</li>
</layers>
<parentTagDef>ApparelHead</parentTagDef>
<wornGraphicPath>Wula/Apparel/WULA_Maid_Uniform_Headband</wornGraphicPath>
</apparel>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Nurse_Uniform</defName>
<label>乌拉帝国护士装</label>
<description>乌拉帝国平民所穿的护士装。一反常态的深色护士服反倒让病人感到不安——不过比起救人,她们更多的是在执行一些在其他种族看来“非道德”的医学操作。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Nurse_Uniform</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Nurse_Uniform</wornGraphicPath>
</apparel>
<equippedStatOffsets>
<MedicalTendQualityOffset>1</MedicalTendQualityOffset>
</equippedStatOffsets>
<costStuffCount>100</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilHatBase">
<defName>WULA_Nurse_Uniform_Headband</defName>
<label>乌拉帝国护士帽</label>
<description>乌拉帝国护士装的配套发饰。</description>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<displayPriority>105</displayPriority>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Nurse_Uniform_Headband</texPath>
</graphicData>
<statBases>
<Mass>0.1</Mass>
</statBases>
<equippedStatOffsets>
</equippedStatOffsets>
<costStuffCount>20</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<apparel>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<layers>
<li>Overhead</li>
</layers>
<parentTagDef>ApparelHead</parentTagDef>
<wornGraphicPath>Wula/Apparel/WULA_Nurse_Uniform_Headband</wornGraphicPath>
</apparel>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Qipao</defName>
<label>乌拉帝国旗袍</label>
<description>乌拉帝国中较高等的公民所着服装,修身而不失典雅之姿。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Qipao</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Qipao</wornGraphicPath>
</apparel>
<equippedStatOffsets>
<ResearchSpeedFactor>0.1</ResearchSpeedFactor>
<EntityStudyRate MayRequire="Ludeon.RimWorld.Anomaly">0.1</EntityStudyRate>
<SocialImpact>0.1</SocialImpact>
</equippedStatOffsets>
<costStuffCount>100</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<skillRequirements>
<Crafting>3</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Nun_Uniform</defName>
<label>乌拉帝国修女服</label>
<description>乌拉帝国修女所着的衣服,虽然作为战斗服装来说几乎没有防护,但是它可以用乌拉帝国的技术抽出穿着者的灵能并形成一道灵能护盾——无论使用者是否愿意。</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Apparel/WULA_Nun_Uniform</texPath>
</graphicData>
<apparel>
<tags>
<li>Wula_FE_Spiritualist_T1</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Nun_Uniform</wornGraphicPath>
</apparel>
<costList Inherit="False">
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<statBases>
<WorkToMake>10000</WorkToMake>
<MaxHitPoints>200</MaxHitPoints>
<ArmorRating_Sharp>0.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.1</ArmorRating_Blunt>
<ArmorRating_Heat>0.1</ArmorRating_Heat>
<EnergyShieldEnergyMax>1.5</EnergyShieldEnergyMax>
</statBases>
<equippedStatOffsets>
<MeleeDodgeChance>0.2</MeleeDodgeChance>
<MentalBreakThreshold>-0.1</MentalBreakThreshold>
</equippedStatOffsets>
<costStuffCount>200</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_2_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>1.5</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>250</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilHatBase">
<defName>WULA_Nun_veil</defName>
<label>乌拉帝国修女头巾</label>
<description>乌拉帝国修女装的配套发饰,能像服装那样支起一个较小的灵能护盾。</description>
<tickerType>Normal</tickerType>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_2_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<displayPriority>105</displayPriority>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Nun_veil</texPath>
</graphicData>
<statBases>
<EnergyShieldEnergyMax>0.25</EnergyShieldEnergyMax>
<Mass>0.1</Mass>
</statBases>
<equippedStatOffsets>
</equippedStatOffsets>
<costStuffCount>50</costStuffCount>
<costList Inherit="False">
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<apparel>
<tags>
<li>Wula_FE_Spiritualist_T1</li>
</tags>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<layers>
<li>Overhead</li>
</layers>
<parentTagDef>ApparelHead</parentTagDef>
<wornGraphicPath>Wula/Apparel/WULA_Nun_veil</wornGraphicPath>
</apparel>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>1.46</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>100</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<!-- 内衬 -->
<ThingDef Name="WULA_ApparelOnSkinBase" ParentName="ApparelMakeableBase" Abstract="True">
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
<costStuffCount>30</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<apparel>
<tags>
<li>Wula_Apparel</li>
<li>Wula_Inner</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<layers>
<li>OnSkin</li>
</layers>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
<useWornGraphicMask>true</useWornGraphicMask>
</apparel>
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<possessionCount>1</possessionCount>
<statBases>
<Mass>0.2</Mass>
<StuffEffectMultiplierArmor>0.1</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.5</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.5</StuffEffectMultiplierInsulation_Heat>
</statBases>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Bodystocking</defName>
<label>乌拉帝国连身黑丝</label>
@@ -769,7 +277,6 @@
</statBases>
</ThingDef>
<!-- 普通甲 -->
<ThingDef Name="WULA_ApparelArmorBase" ParentName="ArmorMachineableBase" Abstract="True">
<techLevel>Spacer</techLevel>
<tickerType>Normal</tickerType>
@@ -1290,7 +797,6 @@
</costList>
</ThingDef>
<!-- 盾牌 -->
<ThingDef Name="WULA_ApparelShieldBase" ParentName="ArmorMachineableBase" Abstract="True">
<techLevel>Spacer</techLevel>
<tickerType>Normal</tickerType>
@@ -1512,7 +1018,6 @@
</ThingDef>
<!-- 特殊 -->
<ThingDef ParentName="ApparelNoQualityBase">
<defName>Apparel_WULA_Manpack_Loitering_Munition</defName>
<label>MPl_8"蛭石"</label>
@@ -1635,7 +1140,6 @@
</modExtensions>
</ThingDef>
<ApparelLayerDef>
<defName>Shield</defName>
<label>盾牌</label>

View File

@@ -1,286 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="WULA_ApparelRoyalBase">
<defName>WULA_Witch_Uniform</defName>
<label>乌拉帝国学院魔女装</label>
<description>乌拉帝国图书馆的外勤人员所着制服,时尚轻便,内部埋藏了大量的纳米级管线,用于和战场上的机械部队建立链接,并极大强化附近的乌拉帝国机械部队——话说回来,操纵机械族作战也算是召唤师吧?</description>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<HediffDef>WULA_Witch_Uniform_Hediff</HediffDef>
<HediffDef>WULA_Witch_Uniform_Mech_Hediff</HediffDef>
</descriptionHyperlinks>
<graphicData>
<texPath>Wula/Apparel/WULA_Witch_Uniform</texPath>
</graphicData>
<apparel>
<tags>
<li>RoyalTier6</li>
<li>Wula_FE_Materialist_T3</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Witch_Uniform</wornGraphicPath>
</apparel>
<costList Inherit="False">
<Hyperweave>100</Hyperweave>
</costList>
<costStuffCount>300</costStuffCount>
<statBases>
<WorkToMake>50000</WorkToMake>
<MaxHitPoints>3000</MaxHitPoints>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.2</ArmorRating_Blunt>
<ArmorRating_Heat>0.2</ArmorRating_Heat>
<StuffEffectMultiplierArmor>0.5</StuffEffectMultiplierArmor>
</statBases>
<equippedStatOffsets>
<MechBandwidth>32</MechBandwidth>
<MechControlGroups>2</MechControlGroups>
<MechFormingSpeed>2</MechFormingSpeed>
<MechRepairSpeed>2</MechRepairSpeed>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>200</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker Inherit="False" IsNull="True" />
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>WULA_Witch_Uniform_Hediff</hediff>
<part>Brain</part>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHatRoyalBase">
<defName>WULA_Witch_Hat</defName>
<label>乌拉帝国学院魔女帽</label>
<description>乌拉帝国学院魔女装的配套帽子,和其衣服一样可以强化乌拉星人操纵机械集群的能力,此外还允许附近的机械族不需要能量补给——话说回来,操纵机械族作战也算是召唤师吧?</description>
<tickerType>Normal</tickerType>
<recipeMaker Inherit="False" IsNull="True" />
<descriptionHyperlinks>
<HediffDef>WULA_Witch_Hat_Hediff</HediffDef>
<HediffDef>WULA_Witch_Hat_Mech_Hediff</HediffDef>
</descriptionHyperlinks>
<graphicData>
<texPath>Wula/Apparel/WULA_Witch_Hat</texPath>
</graphicData>
<statBases>
<Mass>0.1</Mass>
</statBases>
<equippedStatOffsets>
<MechBandwidth>24</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
<MechFormingSpeed>1</MechFormingSpeed>
<MechRepairSpeed>1</MechRepairSpeed>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>150</costStuffCount>
<costList Inherit="False">
<Hyperweave>50</Hyperweave>
</costList>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<apparel>
<tags>
<li>RoyalTier6</li>
<li>Wula_FE_Spiritualist_T3</li>
</tags>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<layers>
<li>Overhead</li>
</layers>
<parentTagDef>ApparelHead</parentTagDef>
<wornGraphicPath>Wula/Apparel/WULA_Witch_Hat</wornGraphicPath>
<!-- <drawData>
<dataSouth>
<layer>9999</layer>
</dataSouth>
</drawData> -->
</apparel>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>WULA_Witch_Hat_Hediff</hediff>
<part>Brain</part>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Witch_Uniform_Hediff</defName>
<label>乌拉帝国机械超频</label>
<description>由乌拉帝国学院魔女装所提供的特殊立场,可以强化大范围内所有乌拉帝国机械体的战斗能力——灵能机械体和乌拉猫猫类机械体除外。</description>
<descriptionHyperlinks>
<HediffDef>WULA_Witch_Uniform_Mech_Hediff</HediffDef>
</descriptionHyperlinks>
<hediffClass>HediffWithComps</hediffClass>
<priceImpact>false</priceImpact>
<comps>
<!-- 这里使用我们新创建的C#类的完整名称 -->
<li Class="WulaFallenEmpire.HediffCompProperties_GiveHediffsInRangeToRace">
<range>40</range>
<hediff>WULA_Witch_Uniform_Mech_Hediff</hediff>
<!-- 定义可以被影响的种族列表 -->
<targetRaces>
<li>Wula_AI_Heavy_Panzer</li>
<li>Wula_AI_Heavy_Panzer_Gunnery</li>
<li>WULA_Alpha_Wolf</li>
<li>WULA_Alpha_Mantodea</li>
<li>WULA_Mech_Flyer</li>
<li>WULA_Mech_Flyer_Melta</li>
<li>Wula_Mech_Mobile_Factory</li>
<li>Wula_Mech_Mobile_Factory_CR</li>
<li>Wula_Mech_Mobile_Factory_LR</li>
<li>Wula_AI_Engineer_Mother</li>
<li>Wula_AI_Engineer_Mother_Attack</li>
</targetRaces>
<!-- 其他参数和原版一样 -->
<targetingParameters>
<canTargetSelf>false</canTargetSelf>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>true</canTargetMechs>
</targetingParameters>
<onlyPawnsInSameFaction>true</onlyPawnsInSameFaction>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_Witch_Uniform_Mech_Hediff</defName>
<label>机械超频</label>
<defaultLabelColor>(0.52, 1, 0.95)</defaultLabelColor>
<hediffClass>HediffWithComps</hediffClass>
<descriptionHyperlinks>
<HediffDef>WULA_Witch_Uniform_Hediff</HediffDef>
</descriptionHyperlinks>
<isBad>false</isBad>
<description>一位身着乌拉帝国学院魔女装的乌拉星人在该机械体附近,为机械提供了强大的战斗能力加成。</description>
<debugLabelExtra>other</debugLabelExtra>
<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
<initialSeverity>1</initialSeverity> <!-- 初始层数设置为10 -->
<maxSeverity>1</maxSeverity> <!-- 最大层数,可以根据需要调整 -->
<stages>
<li>
<statFactors>
<AimingDelayFactor>0.5</AimingDelayFactor>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
<MeleeDamageFactor>1.5</MeleeDamageFactor>
<MeleeCooldownFactor>0.5</MeleeCooldownFactor>
<MoveSpeed>2</MoveSpeed>
<IncomingDamageFactor>0.75</IncomingDamageFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>40</maxDistance>
<!-- <customMote>Mote_WorkCommandLinkLine</customMote> -->
</li>
</comps>
</HediffDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Witch_Hat_Hediff</defName>
<label>乌拉帝国自持协议</label>
<description>由乌拉帝国学院魔女装所提供的特殊立场,可以使大范围的乌拉帝国机械体自行汲取能量而无需充电——灵能机械体和乌拉猫猫类机械体除外。</description>
<descriptionHyperlinks>
<HediffDef>WULA_Witch_Hat_Mech_Hediff</HediffDef>
</descriptionHyperlinks>
<hediffClass>HediffWithComps</hediffClass>
<priceImpact>false</priceImpact>
<comps>
<!-- 这里使用我们新创建的C#类的完整名称 -->
<li Class="WulaFallenEmpire.HediffCompProperties_GiveHediffsInRangeToRace">
<range>40</range>
<hediff>WULA_Witch_Hat_Mech_Hediff</hediff>
<!-- 定义可以被影响的种族列表 -->
<targetRaces>
<li>Wula_AI_Heavy_Panzer</li>
<li>Wula_AI_Heavy_Panzer_Gunnery</li>
<li>WULA_Alpha_Wolf</li>
<li>WULA_Alpha_Mantodea</li>
<li>WULA_Mech_Flyer</li>
<li>WULA_Mech_Flyer_Melta</li>
<li>Wula_Mech_Mobile_Factory</li>
<li>Wula_Mech_Mobile_Factory_CR</li>
<li>Wula_Mech_Mobile_Factory_LR</li>
<li>Wula_AI_Engineer_Mother</li>
<li>Wula_AI_Engineer_Mother_Attack</li>
</targetRaces>
<!-- 其他参数和原版一样 -->
<targetingParameters>
<canTargetSelf>false</canTargetSelf>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>false</canTargetAnimals>
<canTargetHumans>false</canTargetHumans>
<canTargetMechs>true</canTargetMechs>
</targetingParameters>
<onlyPawnsInSameFaction>true</onlyPawnsInSameFaction>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_Witch_Hat_Mech_Hediff</defName>
<label>自持激活</label>
<defaultLabelColor>(0.52, 1, 0.95)</defaultLabelColor>
<hediffClass>HediffWithComps</hediffClass>
<descriptionHyperlinks>
<HediffDef>WULA_Witch_Hat_Hediff</HediffDef>
</descriptionHyperlinks>
<isBad>false</isBad>
<!-- <tickerType>Normal</tickerType> -->
<description>一位身着乌拉帝国学院魔女帽的乌拉星人在该机械体附近,发出的自持协议信号使该机械族自行汲取能量而无需充电。</description>
<debugLabelExtra>other</debugLabelExtra>
<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
<initialSeverity>1</initialSeverity> <!-- 初始层数设置为10 -->
<maxSeverity>1</maxSeverity> <!-- 最大层数,可以根据需要调整 -->
<stages>
<li>
<disablesNeeds>
<li>MechEnergy</li>
</disablesNeeds>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>40</maxDistance>
<!-- <customMote>Mote_WorkCommandLinkLine</customMote> -->
</li>
</comps>
</HediffDef>
</Defs>

View File

@@ -779,6 +779,8 @@
</li>
<li Class="WulaFallenEmpire.CompProperties_HediffGiver">
<hediffs>
<li>Wula_Synth</li>
<li>WULA_Addons_Antenna_Hediff_Base</li>
<li>WULA_NanoRepairHediff</li>
</hediffs>
<addChance>1.0</addChance>

View File

@@ -210,4 +210,45 @@
<WULA_ItemsSentToOutputStorage>{0}件物资被舰队退回(随着下一次成品空投一起退回)</WULA_ItemsSentToOutputStorage>
<WULA_InputStorageItems>输入存储: {0}</WULA_InputStorageItems>
<WULA_OutputStorageItems>输出存储: {0}</WULA_OutputStorageItems>
<WULA_ChooseStuff>材质</WULA_ChooseStuff>
<WULA_ChooseStuffTooltip>为此武器选择材质</WULA_ChooseStuffTooltip>
<WULA_CurrentStuff>当前材质:{0}</WULA_CurrentStuff>
<WULA_NoStuffAvailable>没有可用的材质</WULA_NoStuffAvailable>
<WULA_StuffSelected>已选择 {0} 作为材质</WULA_StuffSelected>
<WULA_StuffAutoSelected>已自动选择 {0} 作为材质</WULA_StuffAutoSelected>
<WULA_AutoSelectStuff>自动选择(最充足)</WULA_AutoSelectStuff>
<WULA_ClearStuffSelection>清除选择</WULA_ClearStuffSelection>
<WULA_StuffSelectionCleared>材质选择已清除</WULA_StuffSelectionCleared>
<WULA_CannotChangeStuffAfterStart>生产开始后无法更改材质</WULA_CannotChangeStuffAfterStart>
<WULA_RecipeDoesNotSupportStuff>此武器不支持材质选择</WULA_RecipeDoesNotSupportStuff>
<WULA_NoStuffSelected>未选择材质</WULA_NoStuffSelected>
<!-- 区分固定消耗和材质消耗 -->
<WULA_FixedIngredients>固定原料</WULA_FixedIngredients>
<WULA_StuffMaterial>材质</WULA_StuffMaterial>
<!-- 材质属性相关 -->
<WULA_Commonality>普遍性</WULA_Commonality>
<WULA_Adjective>前缀</WULA_Adjective>
<!-- 纳米修复统计相关翻译 -->
<WULA_NanoRepairCostPerHP>纳米修复能量消耗</WULA_NanoRepairCostPerHP>
<WULA_NanoRepairCostPerHP_Desc>纳米修复系统修复每点生命值所消耗的能量。数值越低,修复消耗越低。</WULA_NanoRepairCostPerHP_Desc>
<WULA_NanoRepairCooldownAfterDamage>纳米修复冷却时间</WULA_NanoRepairCooldownAfterDamage>
<WULA_NanoRepairCooldownAfterDamage_Desc>受到伤害后纳米修复系统进入冷却的时间。数值越低,系统响应越快。</WULA_NanoRepairCooldownAfterDamage_Desc>
<!-- 纳米修复统计解释文本 -->
<WULA_NanoRepair_Properties>纳米修复系统属性:</WULA_NanoRepair_Properties>
<WULA_NanoRepair_CostPerHP_Line>• 每点生命值修复消耗: {0}</WULA_NanoRepair_CostPerHP_Line>
<WULA_NanoRepair_MinEnergyThreshold_Line>• 最低启动能量阈值: {0}</WULA_NanoRepair_MinEnergyThreshold_Line>
<WULA_NanoRepair_CooldownAfterDamage_Line>• 伤害后冷却时间: {1} 秒</WULA_NanoRepair_CooldownAfterDamage_Line>
<WULA_NanoRepair_SystemStatus_Line>• 系统状态: {0}</WULA_NanoRepair_SystemStatus_Line>
<WULA_NanoRepair_SystemStatus_Enabled>已启用</WULA_NanoRepair_SystemStatus_Enabled>
<WULA_NanoRepair_SystemStatus_Disabled>已禁用</WULA_NanoRepair_SystemStatus_Disabled>
<!-- 维护系统统计解释 -->
<WULA_Maintenance_Properties>维护系统属性:</WULA_Maintenance_Properties>
<WULA_Maintenance_DegradationFactor_Explanation>• 阈值前退化速率: {0}/天\n• 阈值后退化速率: {1}/天\n• 阈值天数: {2}天</WULA_Maintenance_DegradationFactor_Explanation>
<WULA_Maintenance_StatusThresholdFactor_Explanation>• 轻微故障阈值: {0}\n• 严重故障阈值: {1}\n• 完全故障阈值: {2}</WULA_Maintenance_StatusThresholdFactor_Explanation>
<WULA_Maintenance_DamageToMaintenanceFactor_Explanation>• 伤害转换因子: {0}/点伤害</WULA_Maintenance_DamageToMaintenanceFactor_Explanation>
<WULA_Maintenance_MinorBreakdownThreshold_Explanation>• 轻微故障阈值: {0}</WULA_Maintenance_MinorBreakdownThreshold_Explanation>
<WULA_Maintenance_MajorBreakdownThreshold_Explanation>• 严重故障阈值: {0}</WULA_Maintenance_MajorBreakdownThreshold_Explanation>
<WULA_Maintenance_CriticalFailureThreshold_Explanation>• 完全故障阈值: {0}</WULA_Maintenance_CriticalFailureThreshold_Explanation>
</LanguageData>