feat(wula): 更新武装穿梭机并添加新武器

- 重新设计了武装穿梭机的外观和性能
- 添加了带有口袋空间功能的武装穿梭机
- 新增了 PMr-89 "四叶" 自动炮和 PMr-88 "三叶" 突击步枪
- 优化了子弹和武器的特效
This commit is contained in:
2025-08-25 20:29:51 +08:00
parent 5cfb439a31
commit 2388034c82
6 changed files with 372 additions and 599 deletions

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@@ -1,287 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_ArmedShuttleWithPocket</defName>
<label>乌拉武装运输机</label>
<description>An advanced chemfuel-powered shuttle with integrated pocket space technology. Equipped with a defensive turret and internal storage dimension that doesn't require hacking to access. Perfect for long-distance exploration and mobile operations.</description>
<thingClass>WulaFallenEmpire.Building_ArmedShuttleWithPocket</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<size>(3,5)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<uiIconScale>1</uiIconScale>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
<shadowData>
<volume>(1.8, 1.0, 4.1)</volume>
<offset>(-0.1, 0, 0)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>6000</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>40000</WorkToBuild>
<Mass>150</Mass>
<Comfort>0.65</Comfort>
</statBases>
<tickerType>Normal</tickerType>
<designationCategory>Odyssey</designationCategory>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<costList>
<Steel>300</Steel>
<Plasteel>200</Plasteel>
<ComponentIndustrial>8</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<ShuttleEngine>1</ShuttleEngine>
</costList>
<canOverlapZones>true</canOverlapZones>
<killedLeavings>
<Steel>60</Steel>
<Plasteel>60</Plasteel>
<ChunkSlagSteel>5</ChunkSlagSteel>
<ComponentIndustrial>4</ComponentIndustrial>
</killedLeavings>
<rotatable>true</rotatable>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(2, 0, 0)</interactionCellOffset>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>RealtimeOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<building>
<claimable>false</claimable>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<paintable>true</paintable>
<isInert>true</isInert>
<forcedCostLeavings>
<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
</forcedCostLeavings>
<turretGunDef>WULA_WM_Panzer_Turret</turretGunDef>
<turretBurstCooldownTime>5.5</turretBurstCooldownTime>
<turretTopDrawSize>1.75</turretTopDrawSize>
<turretTopOffset>(0, 0.05)</turretTopOffset>
</building>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
<li>ITab_Shells</li>
</inspectorTabs>
<researchPrerequisites>
<li>Shuttles</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_Shuttle">
<shipDef>Ship_ArmedShuttleWithPocket</shipDef>
</li>
<li Class="CompProperties_Launchable">
<fuelPerTile>2.5</fuelPerTile>
<minFuelCost>40</minFuelCost>
<skyfallerLeaving>ArmedShuttleWithPocketLeaving_WULA</skyfallerLeaving>
<worldObjectDef>PassengerShuttle</worldObjectDef>
<cooldownTicks>3000</cooldownTicks> <!-- 1.25 hours -->
<fixedLaunchDistanceMax>75</fixedLaunchDistanceMax>
<cooldownEndedMessage>{0} is ready to launch again.</cooldownEndedMessage>
</li>
<li Class="CompProperties_Transporter">
<massCapacity>750</massCapacity>
<max1PerGroup>true</max1PerGroup>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
<pawnExitSound>Shuttle_PawnExit</pawnExitSound>
<showMassInInspectString>true</showMassInInspectString>
</li>
<li Class="CompProperties_Refuelable">
<fuelCapacity>500</fuelCapacity>
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
<initialConfigurableTargetFuelLevel>500</initialConfigurableTargetFuelLevel>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<fuelLabel>Chemfuel</fuelLabel>
<fuelGizmoLabel>Chemfuel</fuelGizmoLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<canEjectFuel>true</canEjectFuel>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-400</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_AmbientSound">
<sound>ShuttleIdle_Ambience</sound>
</li>
<li Class="CompProperties_ProjectileInterceptor">
<radius>6</radius>
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<color>(0.5, 0.3, 0.9, 0.5)</color>
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<activeSound>BulletShield_Ambience</activeSound>
<disarmedByEmpForTicks>1080</disarmedByEmpForTicks>
<chargeIntervalTicks>-1</chargeIntervalTicks>
<chargeDurationTicks>0</chargeDurationTicks>
</li>
</comps>
<modExtensions>
<li Class="WulaFallenEmpire.PocketMapProperties">
<pocketMapGenerator>WULA_PocketSpace_Small</pocketMapGenerator>
<exitDef>WULA_PocketMapExit</exitDef>
<pocketMapSize>(13, 13)</pocketMapSize>
<allowDirectAccess>true</allowDirectAccess>
</li>
</modExtensions>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
<li>PlaceWorker_TurretTop</li>
</placeWorkers>
<uiOrder>2601</uiOrder>
</ThingDef>
<!-- 到达天降物 -->
<ThingDef ParentName="ShuttleSkyfallerBase">
<defName>ArmedShuttleWithPocketIncoming_WULA</defName>
<label>armed shuttle with pocket space (incoming)</label>
<thingClass>ShuttleIncoming</thingClass>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<color>(0.85, 0.9, 1.0)</color>
<drawSize>(3,5)</drawSize>
</graphicData>
<size>(3,5)</size>
<skyfaller>
<anticipationSound>Shuttle_Landing</anticipationSound>
<anticipationSoundTicks>250</anticipationSoundTicks>
<ticksToImpactRange>200~250</ticksToImpactRange>
<shadowSize>(3.5,5.5)</shadowSize>
<rotationCurve>
<points>
<li>(0,30)</li>
<li>(0.5,5)</li>
<li>(0.9,-5)</li>
<li>(0.95,0)</li>
</points>
</rotationCurve>
<zPositionCurve>
<points>
<li>(0.95,2.5)</li>
<li>(1,0)</li>
</points>
</zPositionCurve>
<speedCurve>
<points>
<li>(0.6,0.6)</li>
<li>(0.95,0.1)</li>
</points>
</speedCurve>
</skyfaller>
</ThingDef>
<!-- 离开天降物 -->
<ThingDef ParentName="ShuttleSkyfallerBase">
<defName>ArmedShuttleWithPocketLeaving_WULA</defName>
<label>armed shuttle with pocket space (leaving)</label>
<thingClass>PassengerShuttleLeaving</thingClass>
<rotatable>true</rotatable>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<color>(0.85, 0.9, 1.0)</color>
<drawSize>(3,5)</drawSize>
</graphicData>
<size>(3,5)</size>
<skyfaller>
<reversed>true</reversed>
<anticipationSound>Shuttle_Leaving</anticipationSound>
<anticipationSoundTicks>-10</anticipationSoundTicks>
<ticksToImpactRange>-40~-15</ticksToImpactRange>
<moteSpawnTime>0.05</moteSpawnTime>
<shadow>Things/Skyfaller/SkyfallerShadowRectangle</shadow>
<shadowSize>(3.5,5.5)</shadowSize>
<motesPerCell>1</motesPerCell>
<rotationCurve>
<points>
<li>(0,0)</li>
<li>(0.15,10)</li>
<li>(0.5,-5)</li>
</points>
</rotationCurve>
<zPositionCurve>
<points>
<li>(0,0)</li>
<li>(0.08,2)</li>
</points>
</zPositionCurve>
<speedCurve>
<points>
<li>(0,0.2)</li>
<li>(0.4,0.7)</li>
</points>
</speedCurve>
</skyfaller>
</ThingDef>
<!-- 运输船定义 -->
<TransportShipDef>
<defName>Ship_ArmedShuttleWithPocket</defName>
<label>armed shuttle with pocket space</label>
<shipThing>WULA_ArmedShuttleWithPocket</shipThing>
<arrivingSkyfaller>ArmedShuttleWithPocketIncoming_WULA</arrivingSkyfaller>
<leavingSkyfaller>ArmedShuttleWithPocketLeaving_WULA</leavingSkyfaller>
<worldObject>PassengerShuttle</worldObject>
<playerShuttle>true</playerShuttle>
</TransportShipDef>
<!-- 口袋空间退出点定义 -->
<ThingDef ParentName="PocketMapExit">
<defName>WULA_PocketMapExit</defName>
<label>运输机升降平台</label>
<description>An exit portal that allows return from the pocket space to the main map.</description>
<thingClass>WulaFallenEmpire.Building_PocketMapExit</thingClass>
<size>(3,3)</size>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_War_Machine_Recharger</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
</graphicData>
<interactionCellOffset>(0,0,0)</interactionCellOffset>
<passability>Standable</passability>
<statBases>
<Flammability>0</Flammability>
</statBases>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>10</glowRadius>
<glowColor>(140,160,184,0)</glowColor>
</li>
<li Class="CompProperties_Effecter">
<effecterDef>UndercaveMapExitLightshafts</effecterDef>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-400</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -2,8 +2,8 @@
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_ArmedShuttle</defName>
<label>乌拉武装穿梭机</label>
<description>A chemfuel-powered shuttle designed for long-distance travel, equipped with a turret for defense. It is capable of reaching orbital locations.</description>
<label>CVe-3l"灰鸦"</label>
<description>乌拉帝国所使用的大气内专用近地穿梭机。配备集成能量发生器投射暗物质护盾。并且装载一门近防炮武装保护帝国资产。</description>
<thingClass>WulaFallenEmpire.Building_ArmedShuttle</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
@@ -11,23 +11,23 @@
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<size>(3,5)</size>
<size>(4,4)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<uiIconScale>1</uiIconScale>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<texPath>Wula/Building/WULA_ArmedShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
<drawSize>(4,4)</drawSize>
<shadowData>
<volume>(1.8, 1.0, 4.1)</volume>
<offset>(-0.1, 0, 0)</offset>
<volume>(3.5, 1.0, 3.5)</volume>
<offset>(0.1, 0, -0.1)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>6000</MaxHitPoints>
<Flammability>0.5</Flammability>
<Flammability>0</Flammability>
<WorkToBuild>40000</WorkToBuild>
<Mass>150</Mass>
<Comfort>0.65</Comfort>
@@ -68,7 +68,7 @@
<forcedCostLeavings>
<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
</forcedCostLeavings>
<turretGunDef>WULA_WM_Panzer_Turret</turretGunDef>
<turretGunDef>WULA_Shuttle_Autocannon</turretGunDef>
<turretBurstCooldownTime>5.5</turretBurstCooldownTime>
<turretTopDrawSize>1.75</turretTopDrawSize>
<turretTopOffset>(0, 0.05)</turretTopOffset>
@@ -123,7 +123,7 @@
<sound>ShuttleIdle_Ambience</sound>
</li>
<li Class="CompProperties_ProjectileInterceptor">
<radius>6</radius>
<radius>12</radius>
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<color>(0.5, 0.3, 0.9, 0.5)</color>
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
@@ -140,31 +140,285 @@
<uiOrder>2601</uiOrder>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>WULA_Bullet_ArmedShuttle</defName>
<label>shuttle cannon shell</label>
<ThingDef ParentName="BuildingBase">
<defName>WULA_ArmedShuttleWithPocket</defName>
<label>CVe-3o"渡鸦"</label>
<description>乌拉帝国所使用的大气内专用近地穿梭机。集成折叠空间技术能安全装载比体积大得多的货物。配备集成能量发生器投射暗物质护盾。并且装载一门近防炮武装保护帝国资产。</description>
<thingClass>WulaFallenEmpire.Building_ArmedShuttleWithPocket</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<size>(4,4)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<uiIconScale>1</uiIconScale>
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Wula/Building/WULA_ArmedShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(4,4)</drawSize>
<shadowData>
<volume>(3.5, 1.0, 3.5)</volume>
<offset>(0.1, 0, -0.1)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>6000</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>40000</WorkToBuild>
<Mass>150</Mass>
<Comfort>0.65</Comfort>
</statBases>
<tickerType>Normal</tickerType>
<designationCategory>Odyssey</designationCategory>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<costList>
<Steel>300</Steel>
<Plasteel>200</Plasteel>
<ComponentIndustrial>8</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<ShuttleEngine>1</ShuttleEngine>
</costList>
<canOverlapZones>true</canOverlapZones>
<killedLeavings>
<Steel>60</Steel>
<Plasteel>60</Plasteel>
<ChunkSlagSteel>5</ChunkSlagSteel>
<ComponentIndustrial>4</ComponentIndustrial>
</killedLeavings>
<rotatable>true</rotatable>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(2, 0, 0)</interactionCellOffset>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>RealtimeOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<building>
<claimable>false</claimable>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<paintable>true</paintable>
<isInert>true</isInert>
<forcedCostLeavings>
<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
</forcedCostLeavings>
<turretGunDef>WULA_Shuttle_Autocannon</turretGunDef>
<turretBurstCooldownTime>5.5</turretBurstCooldownTime>
<turretTopDrawSize>1.75</turretTopDrawSize>
<turretTopOffset>(0, 0.05)</turretTopOffset>
</building>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
<li>ITab_Shells</li>
</inspectorTabs>
<researchPrerequisites>
<li>Shuttles</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_Shuttle">
<shipDef>Ship_ArmedShuttle</shipDef>
</li>
<li Class="CompProperties_Launchable">
<fuelPerTile>3</fuelPerTile>
<minFuelCost>50</minFuelCost>
<skyfallerLeaving>ArmedShuttleLeaving_WULA</skyfallerLeaving>
<worldObjectDef>PassengerShuttle</worldObjectDef>
<cooldownTicks>3750</cooldownTicks> <!-- 1.5 hours -->
<fixedLaunchDistanceMax>62</fixedLaunchDistanceMax>
<cooldownEndedMessage>{0} is ready to launch again.</cooldownEndedMessage>
</li>
<li Class="CompProperties_Transporter">
<massCapacity>500</massCapacity>
<max1PerGroup>true</max1PerGroup>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
<pawnExitSound>Shuttle_PawnExit</pawnExitSound>
<showMassInInspectString>true</showMassInInspectString>
</li>
<li Class="CompProperties_Refuelable">
<fuelCapacity>500</fuelCapacity>
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
<initialConfigurableTargetFuelLevel>500</initialConfigurableTargetFuelLevel>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<fuelLabel>Chemfuel</fuelLabel>
<fuelGizmoLabel>Chemfuel</fuelGizmoLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<canEjectFuel>true</canEjectFuel>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-400</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_AmbientSound">
<sound>ShuttleIdle_Ambience</sound>
</li>
<li Class="CompProperties_ProjectileInterceptor">
<radius>12</radius>
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<color>(0.5, 0.3, 0.9, 0.5)</color>
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<activeSound>BulletShield_Ambience</activeSound>
<disarmedByEmpForTicks>1080</disarmedByEmpForTicks>
<chargeIntervalTicks>-1</chargeIntervalTicks>
<chargeDurationTicks>0</chargeDurationTicks>
</li>
</comps>
<modExtensions>
<li Class="WulaFallenEmpire.PocketMapProperties">
<pocketMapGenerator>WULA_PocketSpace_Small</pocketMapGenerator>
<exitDef>WULA_PocketMapExit</exitDef>
<pocketMapSize>(13, 13)</pocketMapSize>
<allowDirectAccess>true</allowDirectAccess>
</li>
</modExtensions>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
<li>PlaceWorker_TurretTop</li>
</placeWorkers>
<uiOrder>2601</uiOrder>
</ThingDef>
<!-- 口袋空间退出点定义 -->
<ThingDef ParentName="PocketMapExit">
<defName>WULA_PocketMapExit</defName>
<label>运输机升降平台</label>
<description>用于在穿梭机内外运输人员和物品的升降平台.</description>
<thingClass>WulaFallenEmpire.Building_PocketMapExit</thingClass>
<size>(3,3)</size>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_War_Machine_Recharger</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
</graphicData>
<interactionCellOffset>(0,0,0)</interactionCellOffset>
<passability>Standable</passability>
<statBases>
<Flammability>0</Flammability>
</statBases>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>10</glowRadius>
<glowColor>(140,160,184,0)</glowColor>
</li>
<li Class="CompProperties_Effecter">
<effecterDef>UndercaveMapExitLightshafts</effecterDef>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-400</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseGun">
<defName>WULA_Shuttle_Autocannon</defName>
<label>PMr-89"四叶"</label>
<description>由乌拉帝国的穿梭机所装备的自动炮,能够组织起高射速的弹幕压制杀伤大规模目标。</description>
<techLevel>Ultra</techLevel>
<relicChance>0</relicChance>
<graphicData>
<texPath>Wula/Weapon/WULA_WM_Panzer_Autocannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>2</drawSize>
</graphicData>
<uiIconScale>0.5</uiIconScale>
<tradeability>None</tradeability>
<statBases>
<WorkToMake>40000</WorkToMake>
<Mass>150</Mass>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.5</AccuracyShort>
<AccuracyMedium>0.4</AccuracyMedium>
<AccuracyLong>0.35</AccuracyLong>
<RangedWeapon_Cooldown>1.5</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>WULA_AI_Heavy_Panzer_Gunner_Weapon</li>
</weaponTags>
<costList Inherit="False">
<Steel>500</Steel>
<Plasteel>150</Plasteel>
<ComponentSpacer>8</ComponentSpacer>
</costList>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Shuttle_Homing_Autocannon</defaultProjectile>
<warmupTime>2.0</warmupTime>
<range>24</range>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<soundCast>Shot_TurretSniper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<aimingChargeMote>Mote_BeamRepeater_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Shuttle_Homing_Autocannon</defName>
<label>磷叶等离子体射弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_Plasma</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(61,199,157,202)</color>
<drawSize>(0.75,1)</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>25</damageAmountBase>
<speed>70</speed>
<damageAmountBase>16</damageAmountBase>
<armorPenetrationBase>0.75</armorPenetrationBase>
<speed>30</speed>
</projectile>
<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<homingSpeed>0.1</homingSpeed>
<initRotateAngle>30</initRotateAngle>
<destroyTicksAfterLosingTrack>
<min>60</min>
<max>120</max>
</destroyTicksAfterLosingTrack>
<tailFleckDef>WULA_GunTail_Plasma</tailFleckDef>
</li>
<li Class="WulaFallenEmpire.ShotgunExtension">
<pelletCount>4</pelletCount>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="ShuttleSkyfallerBase">
<defName>ArmedShuttleIncoming_WULA</defName>
<label>武装穿梭机 (接近中)</label>
<thingClass>WulaFallenEmpire.ArmedShuttleIncoming</thingClass>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<texPath>Wula/Building/WULA_ArmedShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
<drawSize>(4,4)</drawSize>
</graphicData>
<size>(3,5)</size>
<size>(4,4)</size>
<skyfaller>
<anticipationSound>Shuttle_Landing</anticipationSound>
<anticipationSoundTicks>250</anticipationSoundTicks>
@@ -200,11 +454,11 @@
<rotatable>true</rotatable>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<texPath>Wula/Building/WULA_ArmedShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
<drawSize>(4,4)</drawSize>
</graphicData>
<size>(3,5)</size>
<size>(4,4)</size>
<skyfaller>
<reversed>true</reversed>
<anticipationSound>Shuttle_Leaving</anticipationSound>
@@ -245,4 +499,5 @@
<worldObject>PassengerShuttle</worldObject>
<playerShuttle>true</playerShuttle>
</TransportShipDef>
</Defs>

View File

@@ -1712,6 +1712,100 @@
</comps>
</HediffDef>-->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_Plasma_Homing_AR</defName>
<label>PMr-88"三叶"</label>
<description>乌拉帝国的旧式多用途突击步枪,搭载了一套用于发射等离子体的谐振器,可以射出高精度的等离子体,这种改型可以发射制导等离子体。</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Plasma_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<generateCommonality>1</generateCommonality>
<soundInteract>Interact_Rifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>1500</WorkToMake>
<Mass>3.0</Mass>
<AccuracyTouch>0.6</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.85</AccuracyMedium>
<AccuracyLong>0.8</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>100</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<Plasteel>20</Plasteel>
</costList>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Plasma_Homing_AR</defaultProjectile>
<warmupTime>2.0</warmupTime>
<range>28</range>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<soundCast>Shot_BeamRepeater</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<aimingChargeMote>Mote_BeamRepeater_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
</li>
</verbs>
<weaponTags>
<li>Wula_Weapon_Init</li>
<li>HomingWeapon</li>
</weaponTags>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Plasma_Homing_AR</defName>
<label>磷叶等离子体射弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_Plasma</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(61,199,157,202)</color>
<drawSize>(0.75,1)</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>16</damageAmountBase>
<armorPenetrationBase>0.75</armorPenetrationBase>
<speed>30</speed>
</projectile>
<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<homingSpeed>0.1</homingSpeed>
<initRotateAngle>30</initRotateAngle>
<destroyTicksAfterLosingTrack>
<min>60</min>
<max>120</max>
</destroyTicksAfterLosingTrack>
<tailFleckDef>WULA_GunTail_Plasma</tailFleckDef>
</li>
<li Class="WulaFallenEmpire.ShotgunExtension">
<pelletCount>2</pelletCount>
</li>
</modExtensions>
</ThingDef>
<!-- 萨克森装备 -->
<ThingDef ParentName="BaseGun">
<defName>WULA_WM_Panzer_Turret</defName>

View File

@@ -1,177 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_Plasma_Homing_AR</defName>
<label>PMr-88"三叶"</label>
<description>乌拉帝国的旧式多用途突击步枪,搭载了一套用于发射等离子体的谐振器,可以射出高精度的等离子体,这种改型可以发射制导等离子体。</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Plasma_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<generateCommonality>1</generateCommonality>
<soundInteract>Interact_Rifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>1500</WorkToMake>
<Mass>3.0</Mass>
<AccuracyTouch>0.6</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.85</AccuracyMedium>
<AccuracyLong>0.8</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>100</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
<Plasteel>20</Plasteel>
</costList>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Plasma_Homing_AR</defaultProjectile>
<warmupTime>2.0</warmupTime>
<range>28</range>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<soundCast>Shot_BeamRepeater</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<aimingChargeMote>Mote_BeamRepeater_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
</li>
</verbs>
<weaponTags>
<li>Wula_Weapon_Init</li>
<li>HomingWeapon</li>
</weaponTags>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Plasma_Homing_AR</defName>
<label>磷叶等离子体射弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_Plasma</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(61,199,157,202)</color>
<drawSize>(0.75,1)</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>16</damageAmountBase>
<armorPenetrationBase>0.75</armorPenetrationBase>
<speed>30</speed>
</projectile>
<thingClass>WulaFallenEmpire.Projectile_TrackingBullet</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<homingSpeed>0.1</homingSpeed>
<initRotateAngle>30</initRotateAngle>
<destroyTicksAfterLosingTrack>
<min>60</min>
<max>120</max>
</destroyTicksAfterLosingTrack>
<tailFleckDef>WULA_GunTail_Plasma</tailFleckDef>
</li>
<li Class="WulaFallenEmpire.ShotgunExtension">
<pelletCount>2</pelletCount>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_Plasma_HomingExplosive_Old</defName>
<label>PMe-92"磷灰"</label>
<description>搭载于SNm-6"狼蛛"机甲的高能等离子武器,会发射一连串密集且携带跟踪性能的等离子射弹,引起熔融爆炸并毁灭敌军。</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_WM_Alpha_Wolf_Plasma_Gun</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<generateCommonality>0.8</generateCommonality>
<soundInteract>Interact_ChargeRifle</soundInteract> <!-- Placeholder, needs a proper sound -->
<recipeMaker Inherit="False"/>
<statBases>
<WorkToMake>2000</WorkToMake>
<Mass>5.0</Mass>
<AccuracyTouch>0.4</AccuracyTouch>
<AccuracyShort>0.6</AccuracyShort>
<AccuracyMedium>0.7</AccuracyMedium>
<AccuracyLong>0.65</AccuracyLong>
<RangedWeapon_Cooldown>3.0</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>150</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
<Plasteel>30</Plasteel>
<Uranium>10</Uranium>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Plasma_HomingExplosive_Old</defaultProjectile>
<warmupTime>1.25</warmupTime>
<range>48</range>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
<soundCast>ChargeLance_Fire</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>7</muzzleFlashScale>
</li>
</verbs>
<weaponTags>
<!-- <li>WULA_WM_Alpha_Wolf_Plasma_Gun</li> -->
</weaponTags>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Plasma_HomingExplosive_Old</defName>
<label>磷灰等离子体爆弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_Plasma</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<color>(61,199,157,202)</color>
<drawSize>(1.5,2)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveTrackingBullet</thingClass>
<projectile>
<speed>30</speed>
<damageDef>Damage_WULA_Plasma_Explosive</damageDef>
<damageAmountBase>10</damageAmountBase>
<armorPenetrationBase>0.7</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.ExplosiveTrackingBulletDef">
<explosionRadius>2.5</explosionRadius>
<damageDef>Damage_WULA_Plasma_Explosive</damageDef>
</li>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<homingSpeed>0.25</homingSpeed>
<initRotateAngle>90</initRotateAngle>
<destroyTicksAfterLosingTrack>
<min>60</min>
<max>120</max>
</destroyTicksAfterLosingTrack>
<tailFleckDef>WULA_GunTail_Plasma</tailFleckDef>
<impactThreshold>1</impactThreshold>
</li>
</modExtensions>
</ThingDef>
</Defs>