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@@ -55,8 +55,6 @@
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<writeCombatLog>True</writeCombatLog>
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<showPsycastEffects>False</showPsycastEffects>
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<aiCanUse>true</aiCanUse>
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<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
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<ai_IsIncendiary>true</ai_IsIncendiary>
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<cooldownTicksRange>600</cooldownTicksRange>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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@@ -64,7 +62,7 @@
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<warmupTime>1</warmupTime>
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<soundCast>WarqueenWarUrchinsSpawned</soundCast>
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<ai_IsWeapon>true</ai_IsWeapon>
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<ai_IsWeapon>false</ai_IsWeapon>
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<ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
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<requireLineOfSight>false</requireLineOfSight>
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@@ -86,15 +84,112 @@
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_AbilityAreaDestruction">
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<range>18</range>
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<lineWidthEnd>12</lineWidthEnd>
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<lineWidthEnd>18</lineWidthEnd>
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<canHitFilledCells>true</canHitFilledCells>
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<affectAllies>false</affectAllies>
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<affectCaster>false</affectCaster>
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<castEffecter>Fire_SpewShort</castEffecter>
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<castEffecterMaintainTicks>60</castEffecterMaintainTicks>
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<hitEffecter>Fire_Spew</hitEffecter>
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<hitEffecterMaintainTicks>30</hitEffecterMaintainTicks>
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<castEffecter>WULA_AreaDestruction_Shockwave</castEffecter>
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<hitEffecter>WULA_AreaDestruction_Hit</hitEffecter>
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</li>
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</comps>
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</AbilityDef>
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<EffecterDef>
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<defName>WULA_AreaDestruction_Hit</defName>
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<children>
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<li>
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<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
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<moteDef>WULA_Mote_ChargeLanceShot</moteDef>
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<burstCount>1~4</burstCount>
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<scale>0.4~0.8</scale>
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<speed>20~40</speed>
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<angle>135~225</angle>
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<positionRadius>0.01</positionRadius>
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<spawnLocType>OnSource</spawnLocType>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
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<moteDef>WULA_Mote_ChargeLanceShot</moteDef>
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<burstCount>2~3</burstCount>
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<scale>0.4~0.8</scale>
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<speed>10~20</speed>
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<angle>135~225</angle>
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<positionRadius>0.01</positionRadius>
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<spawnLocType>OnSource</spawnLocType>
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</li>
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</children>
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<offsetTowardsTarget>0.25~0.25</offsetTowardsTarget>
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<positionRadius>0.1</positionRadius>
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</EffecterDef>
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<EffecterDef>
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<defName>WULA_AreaDestruction_Shockwave</defName>
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<children>
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<li>
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<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
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<fleckDef>Fleck_BlastMechBandShockwave</fleckDef>
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<burstCount>1</burstCount>
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<spawnLocType>OnSource</spawnLocType>
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<absoluteAngle>true</absoluteAngle>
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<rotation>0~0</rotation>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
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<moteDef>WULA_AreaDestruction_Mainwave</moteDef>
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<burstCount>1</burstCount>
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<scale>1</scale>
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<speed>20</speed>
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<angle>0</angle>
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<positionRadius>0.01</positionRadius>
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<spawnLocType>OnSource</spawnLocType>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
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<fleckDef>FlashMechBand</fleckDef>
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<burstCount>1</burstCount>
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<spawnLocType>OnSource</spawnLocType>
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<absoluteAngle>true</absoluteAngle>
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<rotation>0~0</rotation>
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</li>
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<li>
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<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
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<moteDef>Mote_RedFlashStrong</moteDef>
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<burstCount>1</burstCount>
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<spawnLocType>OnSource</spawnLocType>
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<scale>24</scale>
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</li>
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</children>
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</EffecterDef>
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<ThingDef ParentName="MoteBase">
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<defName>WULA_Mote_ChargeLanceShot</defName>
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<graphicData>
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<texPath>Things/Projectile/ChargeLanceShot</texPath>
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<drawSize>(0.75,1.5)</drawSize>
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<shaderType>MoteGlow</shaderType>
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<color>(0.6,0.1,0.6,1)</color>
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</graphicData>
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<altitudeLayer>Projectile</altitudeLayer>
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<mote>
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<fadeInTime>0.2</fadeInTime>
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<solidTime>0.4</solidTime>
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<fadeOutTime>0.2</fadeOutTime>
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<growthRate>-0.8</growthRate>
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<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
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</mote>
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</ThingDef>
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<ThingDef ParentName="MoteBase">
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<defName>WULA_AreaDestruction_Mainwave</defName>
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<graphicData>
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<texPath>Wula/Mote/WULA_AreaDestruction_Mainwave</texPath>
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<drawSize>(15,15)</drawSize>
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<shaderType>MoteGlow</shaderType>
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<color>(0.6,0.1,0.6,0.5)</color>
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</graphicData>
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<altitudeLayer>Floor</altitudeLayer>
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<mote>
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<fadeInTime>0.2</fadeInTime>
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<solidTime>0.4</solidTime>
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<fadeOutTime>0.2</fadeOutTime>
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<growthRate>0.25</growthRate>
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<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
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</mote>
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</ThingDef>
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</Defs>
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@@ -231,6 +231,44 @@
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<techHediffsChance>1</techHediffsChance>
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<techHediffsMoney>9999~9999</techHediffsMoney>
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</PawnKindDef>
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<PawnKindDef ParentName="HeavyMechanoidKind">
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<defName>Wula_Psi_Titan</defName>
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<label>PAt-52"灵能泰坦"</label>
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<race>Wula_Psi_Titan</race>
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<defaultFactionType>PlayerColony</defaultFactionType>
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<allowInMechClusters>false</allowInMechClusters>
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<canMeleeAttack>false</canMeleeAttack>
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<isGoodBreacher>true</isGoodBreacher>
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<combatPower>1000</combatPower>
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<isBoss>true</isBoss>
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<maxPerGroup>1</maxPerGroup>
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<flyingAnimationFramePathPrefix>Wula/Things/Wula_Mech_Mobile_Factory/Flying/Wula_Mech_Mobile_Factory_Flying_</flyingAnimationFramePathPrefix>
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<flyingAnimationDrawSize>1</flyingAnimationDrawSize>
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<flyingAnimationFrameCount>1</flyingAnimationFrameCount>
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<flyingAnimationTicksPerFrame>2</flyingAnimationTicksPerFrame>
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<flyingAnimationInheritColors>false</flyingAnimationInheritColors>
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<lifeStages>
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<li>
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<bodyGraphicData>
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<texPath>Wula/Things/Wula_Psi_Titan/Bodies/Naked_Thin</texPath>
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<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
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<!-- <shaderType>TransparentPostLight</shaderType> -->
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>10</drawSize>
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</bodyGraphicData>
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</li>
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</lifeStages>
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<weaponMoney>0</weaponMoney>
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<controlGroupPortraitZoom>0.4</controlGroupPortraitZoom>
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<abilities>
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<li>WULA_PsiCrusher</li>
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</abilities>
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</PawnKindDef>
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<!-- 战斗类乌拉 -->
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<PawnKindDef>
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@@ -598,8 +598,8 @@
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_AreaShield">
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<radius>3</radius>
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<baseHitPoints>50</baseHitPoints>
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<radius>5</radius>
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<baseHitPoints>100</baseHitPoints>
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<rechargeDelay>2400</rechargeDelay>
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<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
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@@ -609,7 +609,7 @@
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<breakEffecter>Shield_Break</breakEffecter>
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<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
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<color>(0.9, 0.2, 0.2, 0.2)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<!-- 拦截设置 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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@@ -48,7 +48,7 @@
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<graphicData>
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<texPath>Wula/Projectile/WULA_Shrapnel</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(1,2)</drawSize>
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<drawSize>(1.5,2)</drawSize>
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</graphicData>
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<modExtensions>
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<li Class="WulaFallenEmpire.TrackingBulletDef">
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@@ -1445,6 +1445,70 @@
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="WULA_BaseMechanoid">
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<defName>Wula_Psi_Titan</defName>
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<label>PAt-6"灵能泰坦"</label>
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<description>由乌拉帝国大教堂所开发的重型灵能机械体,以短距离折跃优雅地穿梭于炮火间,并用灵能盾抵挡敌方射弹侵袭。该机体不仅镌刻了破坏力强大的星光追猎术式用以发起远距离跟踪打击,还拥有一系列改变战局的灵能能力。\n\n但是在近身搏斗中,灵能泰坦是一个可笑的对手,并且它的秘文纹路很容易遭到外力破坏,它的本体无法吸收太多伤害!</description>
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<uiIconPath>Wula/Things/Wula_Psi_Titan/Wula_Psi_Titan_Icon</uiIconPath>
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<statBases>
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<BandwidthCost>1</BandwidthCost>
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<MoveSpeed>1</MoveSpeed>
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<EnergyShieldEnergyMax>5</EnergyShieldEnergyMax>
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<MaxFlightTime>9999</MaxFlightTime>
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<FlightCooldown>0</FlightCooldown>
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</statBases>
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<race>
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<body>Mech_Warqueen</body>
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<baseBodySize>30</baseBodySize>
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<lifeStageAges>
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<li>
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<def>MechanoidFullyFormed</def>
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<minAge>0</minAge>
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<soundWounded>Pawn_Mech_Warqueen_Wounded</soundWounded>
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<soundDeath>Pawn_Mech_Warqueen_Death</soundDeath>
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<soundCall>Pawn_Mech_Warqueen_Call</soundCall>
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</li>
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</lifeStageAges>
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<baseHealthScale>25</baseHealthScale>
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<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
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<!-- <thinkTreeConstant>WarUrchinConstant</thinkTreeConstant> -->
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</race>
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<tools>
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<li>
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<label>碾压</label>
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<capacities>
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<li>Blunt</li>
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</capacities>
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<power>360</power>
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<cooldownTime>8</cooldownTime>
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<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
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<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
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</li>
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</tools>
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<comps>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
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<minDrawSize>8.2</minDrawSize>
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<maxDrawSize>8.4</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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</li>
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<!-- 飞行组件 -->
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<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
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<!-- 飞行触发条件:仅在征召时飞行 -->
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<flightCondition>Drafted</flightCondition>
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<!-- 链接到我们刚刚创建的 AnimationDef -->
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<flyingAnimationNorth>WULA_Hover_FlyNorth</flyingAnimationNorth>
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<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
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<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
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</li>
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</comps>
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</ThingDef>
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<!-- 特殊单位 -->
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<ThingDef ParentName="BaseMechanoidWalker">
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@@ -346,15 +346,5 @@
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<WULA_TaxCollection.Status.Failed>- 逾期</WULA_TaxCollection.Status.Failed>
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<!-- 区域护盾Gizmo文本 -->
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<AreaShield_Cooldown>冷却中</AreaShield_Cooldown>
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<AreaShield_Inactive>未激活</AreaShield_Inactive>
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<AreaShield_Yes>是</AreaShield_Yes>
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<AreaShield_No>否</AreaShield_No>
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<AreaShield_Tooltip_Basic>区域护盾状态:\n最大生命值:{0}\n保护半径:{1}格\n破碎冷却:{3}秒</AreaShield_Tooltip_Basic>
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<AreaShield_Tooltip_Intercept>拦截设置:\n- 地面投射物:{0}\n- 空中投射物:{1}\n- 非敌对投射物:{2}</AreaShield_Tooltip_Intercept>
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<AreaShield_CooldownRemaining>冷却剩余时间:{0}秒</AreaShield_CooldownRemaining>
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<AreaShield_InactiveReason>护盾未激活:\n- 装备未被穿戴\n- 穿戴者死亡或倒下\n- 护盾已破碎</AreaShield_InactiveReason>
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<ShieldOfflineByMoving>未激活-移动中</ShieldOfflineByMoving>
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</LanguageData>
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