2205-8-11

This commit is contained in:
Tourswen
2025-08-11 20:20:58 +08:00
parent 0474f26b51
commit 31415c3c68
20 changed files with 157 additions and 153 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<BodyDef>
<defName>Wula_Psi_Titan_Body</defName>
<label>灵能泰坦</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>WULA_Panzer_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!-- 脖子和头部 -->
<li>
<def>Neck</def>
<customLabel>脖子</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>Head</def>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>WULA_AI_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第一组左视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第二组左视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第一组右视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第二组右视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第一反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第二反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第三反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第四反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第五反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第六反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第七反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第八反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Psi_Titan_Crystal_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Psi_Titan_Wheel_Of_Dharma_Bodypart</def>
<coverage>0.05</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
</parts>
</corePart>
</BodyDef>
<BodyPartDef>
<defName>WULA_Psi_Titan_Wheel_Of_Dharma_Bodypart</defName>
<label>法轮</label>
<hitPoints>100</hitPoints>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ConsciousnessSource</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Psi_Titan_Crystal_Bodypart</defName>
<label>中央水晶</label>
<hitPoints>120</hitPoints>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ConsciousnessSource</li>
</tags>
</BodyPartDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 大教堂 -->
<FactionDef ParentName="FactionBase">
<defName>Wula_FE_Spiritualist_Faction</defName>
<label>乌拉帝国 大教堂</label>
<description>堕落乌拉帝国派系之一,属于保皇派,拥有独属的特殊科技。\n\n蒙受神祗庇佑的乌拉帝国神职人员已经履行职责千万年之久但是帝国内战的到来让无信者抛弃了她们的神祗。尽管教会的盛景不再但是狂热者内心的火焰并未就此熄灭她们终将兑现对叛教者和无信者的审判只需假以时日。</description>
<basicMemberKind>RealWula_PawnKind</basicMemberKind>
<pawnSingular>乌拉星人</pawnSingular>
<pawnsPlural>乌拉星人</pawnsPlural>
<settlementGenerationWeight>1</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<categoryTag>Wula_FE_Spiritualist_Faction</categoryTag>
<canSiege>false</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>星域主教</leaderTitle>
<leaderForceGenerateNewPawn>true</leaderForceGenerateNewPawn>
<factionIconPath>Wula/World/WorldObjects/Expanding/Wula_FE_Faction</factionIconPath>
<colorSpectrum>
<li>(0.6, 0.5, 0.9)</li>
</colorSpectrum>
<factionNameMaker>NamerFaction_Wula_FE_Spiritualist</factionNameMaker>
<settlementNameMaker>NamerSettlement_Wula_FE_Spiritualist</settlementNameMaker>
<allowedCultures><li>Sophian</li></allowedCultures>
<arrivalLayerWhitelist>
<li>Surface</li>
<!-- <li MayRequire="Ludeon.RimWorld.Odyssey">Orbit</li> -->
</arrivalLayerWhitelist>
<backstoryCategories>
<li>Wula_Backstory_Categories_For_RealWula</li>
</backstoryCategories>
<!-- 文化相关 -->
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Supremacist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Proselytizer</li>
</requiredMemes>
<allowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">FemaleSupremacy</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Guilty</li>
</allowedMemes>
<disallowedPrecepts>
<li>Slavery_Classic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Disapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Horrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Abhorrent</li>
</disallowedPrecepts>
<structureMemeWeights>
<Structure_Archist MayRequire="Ludeon.RimWorld.Ideology">1</Structure_Archist>
</structureMemeWeights>
<permanentEnemyToEveryoneExcept>
<li>WULA_Awakened_Synth</li>
</permanentEnemyToEveryoneExcept>
<techLevel>Archotech</techLevel>
<apparelStuffFilter>
<stuffCategoriesToAllow>
<li>Metallic</li>
<li>Fabric</li>
</stuffCategoriesToAllow>
<disallowedThingDefs>
<li>DevilstrandCloth</li>
</disallowedThingDefs>
</apparelStuffFilter>
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<colorSpectrum>
<li>(0.85, 0.85, 0.75)</li>
</colorSpectrum>
<fixedLeaderKinds>
<li>Wula_FE_Spiritualist_Leader</li>
</fixedLeaderKinds>
<baseTraderKinds>
<li>Wula_FE_Spiritualist_Faction_TraderKind</li>
</baseTraderKinds>
<raidCommonalityFromPointsCurve>
<points>
<li>(0, 1)</li> <!--Constant 1 at all points levels-->
</points>
</raidCommonalityFromPointsCurve>
<raidLootMaker>EmpireRaidLootMaker</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(500, 100)</li> <!-- Can always use relatively strong pawns, because empire doesn't really have weak ones -->
<li>(1000, 150)</li>
<li>(2000, 250)</li>
<li>(2001, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<li>
<!-- Base defense, mainly ranged with melee mix-ins -->
<kindDef>Settlement</kindDef>
<options>
<Wula_FE_Spiritualist_Pawn_1>10</Wula_FE_Spiritualist_Pawn_1>
<Wula_FE_Spiritualist_Pawn_2>3</Wula_FE_Spiritualist_Pawn_2>
<Wula_FE_Spiritualist_Pawn_3>3</Wula_FE_Spiritualist_Pawn_3>
<Wula_FE_Spiritualist_Pawn_4>1</Wula_FE_Spiritualist_Pawn_4>
</options>
</li>
<li>
<!-- Peaceful -->
<kindDef>Peaceful</kindDef>
<options>
<Wula_FE_Spiritualist_Pawn_1>10</Wula_FE_Spiritualist_Pawn_1>
<Wula_FE_Spiritualist_Pawn_2>3</Wula_FE_Spiritualist_Pawn_2>
<Wula_FE_Spiritualist_Pawn_3>3</Wula_FE_Spiritualist_Pawn_3>
<Wula_FE_Spiritualist_Pawn_4>1</Wula_FE_Spiritualist_Pawn_4>
</options>
</li>
<li MayRequire="Ludeon.RimWorld.Ideology">
<kindDef>Miners</kindDef>
<commonality>1</commonality>
<options>
<Mech_WULA_Cat_Constructor>1</Mech_WULA_Cat_Constructor>
</options>
</li>
<li MayRequire="Ludeon.RimWorld.Ideology">
<kindDef>Hunters</kindDef>
<commonality>1</commonality>
<options>
<Mech_WULA_Cat_Assault>1</Mech_WULA_Cat_Assault>
</options>
</li>
<li MayRequire="Ludeon.RimWorld.Ideology">
<kindDef>Loggers</kindDef>
<commonality>1</commonality>
<options>
<Mech_WULA_Cat>1</Mech_WULA_Cat>
</options>
</li>
<li MayRequire="Ludeon.RimWorld.Ideology">
<kindDef>Farmers</kindDef>
<commonality>1</commonality>
<options>
<Mech_WULA_Cat>1</Mech_WULA_Cat>
</options>
</li>
</pawnGroupMakers>
<maxConfigurableAtWorldCreation>1</maxConfigurableAtWorldCreation>
<configurationListOrderPriority>70</configurationListOrderPriority>
<disallowedRaidAgeRestrictions>
<li MayRequire="Ludeon.RimWorld.Biotech">Children</li>
</disallowedRaidAgeRestrictions>
</FactionDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>WULA_SwiftHunterBlessing</defName>
<label>迅捷猎手加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,身体变得更加轻盈,感官更加敏锐。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<MoveSpeed>3.0</MoveSpeed>
<!-- <WorkSpeedGlobal>0.25</WorkSpeedGlobal> -->
</statOffsets>
<statFactors>
<AimingDelayFactor>0.8</AimingDelayFactor>
<!-- <MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier> -->
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<!-- <hediff>WULA_SwiftHunterBlessing</hediff> -->
<hediff>WULA_AbyssFearBlessing</hediff>
<hediff>WULA_InstantJumpdriveBlessing</hediff>
<hediff>WULA_MindSpringBlessing</hediff>
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_AbyssFearBlessing</defName>
<label>深渊恐惧加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,躯体变得无坚不摧,似乎可捏碎一切挡路之敌。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<IncomingDamageFactor>-0.2</IncomingDamageFactor>
</statOffsets>
<statFactors>
<!-- <AimingDelayFactor>0.8</AimingDelayFactor> -->
<MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<hediff>WULA_SwiftHunterBlessing</hediff>
<!-- <hediff>WULA_AbyssFearBlessing</hediff> -->
<hediff>WULA_InstantJumpdriveBlessing</hediff>
<hediff>WULA_MindSpringBlessing</hediff>
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_InstantJumpdriveBlessing</defName>
<label>转瞬移型加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,身形变得飘忽不定,一切阻碍皆为无物。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<hediff>WULA_SwiftHunterBlessing</hediff>
<hediff>WULA_AbyssFearBlessing</hediff>
<!-- <hediff>WULA_InstantJumpdriveBlessing</hediff> -->
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
<li Class="AutoBlink.HediffCompProperties_AutoBlink" MayRequire="rabiosus.autoblink">
<!-- <gizmoIconPath></gizmoIconPath> -->
<blinkIntervalTicks>480</blinkIntervalTicks>
<delayAfterEligibleTicks>10</delayAfterEligibleTicks>
<cellsBeforeTarget>3</cellsBeforeTarget>
<maxDistanceToBlink>40</maxDistanceToBlink>
<minDistanceToBlink>4</minDistanceToBlink>
<postBlinkStanceTicks>0</postBlinkStanceTicks>
<playerFactionOnly>false</playerFactionOnly>
<excludedJobDefs>
<li>GotoWander</li>
<li>Carried</li>
</excludedJobDefs>
<preBlinkSoundDefs>
<li>AutoBlink_Skip_Small</li>
</preBlinkSoundDefs>
<postBlinkSoundDefs>
<li>AutoBlink_Skip_Exit_Small</li>
</postBlinkSoundDefs>
<preBlinkEffecterDefs>
<li>Skip_Entry</li>
</preBlinkEffecterDefs>
<postBlinkEffecterDefs>
<li>Skip_ExitNoDelay</li>
</postBlinkEffecterDefs>
<preBlinkMoteDefs/>
<postBlinkMoteDefs/>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_MindSpringBlessing</defName>
<label>思绪泉涌加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,思维如山涧泉水般清澈,无尽的灵感纷至沓来。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<abilities>
<li>WULA_MW_Scepter_Of_Perception_Ability</li>
</abilities>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<hediff>WULA_SwiftHunterBlessing</hediff>
<hediff>WULA_AbyssFearBlessing</hediff>
<hediff>WULA_InstantJumpdriveBlessing</hediff>
<!-- <hediff>WULA_MindSpringBlessing</hediff> -->
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
</comps>
</HediffDef>
<AbilityDef>
<defName>WULA_MW_Scepter_Of_Perception_Ability</defName>
<label>乌拉帝国术式:拔擢</label>
<description>加速自身思维。获得一个适合的随机灵感。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Perception_Ability</iconPath>
<!-- <abilityClass>Psycast</abilityClass>
<category>Psychic</category> -->
<targetRequired>False</targetRequired>
<warmupSound>PsycastCastLoop</warmupSound>
<verbProperties>
<warmupTime>2</warmupTime>
<verbClass>Verb_CastPsycast</verbClass>
<range>1</range>
<requireLineOfSight>True</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<showPsycastEffects>false</showPsycastEffects>
<level>-1</level>
<!-- <cooldownTicksRange>180~480</cooldownTicksRange> -->
<aiCanUse>true</aiCanUse>
<showOnCharacterCard>false</showOnCharacterCard>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveInspiration">
<canTargetBaby>False</canTargetBaby>
<psychic>True</psychic>
</li>
<li Class="CompProperties_AbilitySocialInteraction">
<interactionDef>WordOfInspiration</interactionDef>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_CPU_Psienhance</defName>
<label>生物处理器-灵能组件</label>
<description>安装于生物处理器的特殊改件,能够强化机械乌拉与虚境的亲和,增强心灵敏感度。</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_FE_Spiritualist_CPU_Psienhance_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<costList>
<WULA_Soul_Wedge>200</WULA_Soul_Wedge>
<Wula_Zro>12</Wula_Zro>
<ComponentSpacer>6</ComponentSpacer>
</costList>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装生物处理器灵能组件</useLabel>
<!-- <userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff> -->
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_CPU_Hediff_Psienhance</hediffDef>
<bodyPart>Brain</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T2">
<defName>WULA_CPU_Hediff_Psienhance</defName>
<label>灵能组件</label>
<description>安装于生物处理器的特殊改件,强化机械乌拉心灵敏感度。</description>
<maxSeverity>1</maxSeverity>
<!-- <spawnThingOnRemoved>WULA_Energy_Furnace_Regulator</spawnThingOnRemoved> -->
<addedPartProps>
<partEfficiency>1.0</partEfficiency>
</addedPartProps>
<stages>
<li>
<minSeverity>0.01</minSeverity>
<statOffsets>
<PsychicSensitivity>0.5</PsychicSensitivity>
</statOffsets>
</li>
</stages>
</HediffDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_CPU_Prophet</defName>
<label>生物处理器-预知组件</label>
<description>安装于生物处理器的特殊改件,能够让机械乌拉瞬时地预知敌人的动作,以获得射击精度和近战命中率加成。</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_FE_Spiritualist_CPU_Prophet_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<costList>
<WULA_Soul_Wedge>200</WULA_Soul_Wedge>
<Wula_Zro>12</Wula_Zro>
<ComponentSpacer>6</ComponentSpacer>
</costList>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装生物处理器预知组件</useLabel>
<!-- <userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff> -->
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_CPU_Hediff_Prophet</hediffDef>
<bodyPart>Brain</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T2">
<defName>WULA_CPU_Hediff_Prophet</defName>
<label>预知组件</label>
<description>安装于生物处理器的特殊改件,提高射击精度和近战命中率。</description>
<maxSeverity>1</maxSeverity>
<!-- <spawnThingOnRemoved>WULA_Energy_Furnace_Regulator</spawnThingOnRemoved> -->
<addedPartProps>
<partEfficiency>1.0</partEfficiency>
</addedPartProps>
<stages>
<li>
<minSeverity>0.01</minSeverity>
<statOffsets>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
<MeleeHitChance>0.5</MeleeHitChance>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="AddedBodyPartBase">
<defName>WULA_Brain_Hediff_Soul_Wedge_Extract</defName>
<label>魂楔提取</label>
<description>用于抽取灵魂的特殊机械,会深深地植入大脑,使殖民者再也无法醒来。但是随着时间的推移,殖民者会周期性地产生魂楔——年龄越大,凝聚速度越快。</description>
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>WULA_Brain_Soul_Wedge_Extract</ThingDef>
</descriptionHyperlinks>
<hediffClass>HediffWithComps</hediffClass>
<spawnThingOnRemoved>WULA_Brain_Soul_Wedge_Extract</spawnThingOnRemoved>
<addedPartProps>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
</li>
</stages>
<comps>
<li Class="WulaFallenEmpire.MoharHediffs.HediffCompProperties_Spawner">
<!--
==================================================
基础设置 (Basic Settings)
==================================================
-->
<!-- [DEBUG] 如果为true则为此组件启用详细的调试日志记录。 -->
<debug>true</debug>
<!-- 要生成的物品的ThingDef。 -->
<thingToSpawn>WULA_Soul_Wedge</thingToSpawn>
<!-- 每次生成的基础物品数量。 -->
<spawnCount>5</spawnCount>
<!--
==================================================
生成周期 (Spawning Interval)
==================================================
-->
<!-- 下一次生成事件发生前的最少天数。 -->
<minDaysB4Next>5</minDaysB4Next>
<!-- 下一次生成事件发生前的最大天数。 -->
<maxDaysB4Next>10</maxDaysB4Next>
<!--
==================================================
与年龄相关的调整 (Age-Related Adjustments)
==================================================
-->
<!-- 如果为true生成数量将根据宿主的年龄进行调整。 -->
<ageWeightedQuantity>true</ageWeightedQuantity>
<!-- 如果为true且ageWeightedQuantity为true则随着宿主年龄增长生成数量变多。 -->
<olderBiggerQuantity>true</olderBiggerQuantity>
<!-- 如果为true且ageWeightedQuantity为true则随年龄增长的数量缩放将是指数性的而非线性的。 -->
<exponentialQuantity>true</exponentialQuantity>
<!-- 指数级数量缩放的最大乘数,以防止出现荒谬的数字。 -->
<exponentialRatioLimit>20</exponentialRatioLimit>
<!--
==================================================
生成条件 (Spawning Conditions)
==================================================
-->
<!-- 如果为true当宿主Pawn饥饿时生成将暂停。 -->
<hungerRelative>true</hungerRelative>
<!-- 如果为true当宿主Pawn受伤时生成将暂停。 -->
<healthRelative>true</healthRelative>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="BodyPartBionicBase">
<defName>WULA_Brain_Soul_Wedge_Extract</defName>
<label>魂楔提取器</label>
<description>一个替代大脑进行工作的特殊插件,会深深地植入大脑,使殖民者再也无法醒来。但是随着时间的推移,殖民者会周期性地产生魂楔——年龄越大,凝聚速度越快。</description>
<tradeability>None</tradeability>
<descriptionHyperlinks>
<RecipeDef>Install_WULA_Brain_Soul_Wedge_Extract</RecipeDef>
</descriptionHyperlinks>
<costList>
<WULA_Soul_Wedge>200</WULA_Soul_Wedge>
<Wula_Zro>12</Wula_Zro>
</costList>
<thingSetMakerTags>
<li>RewardStandardMidFreq</li>
</thingSetMakerTags>
<recipeMaker>
<researchPrerequisite>WULA_FE_Spiritualist_Soul_Wedge_Extract_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<statBases>
<Mass>0.3</Mass>
</statBases>
</ThingDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>Install_WULA_Brain_Soul_Wedge_Extract</defName>
<label>安装魂楔提取器</label>
<description>为他人安装魂楔提取器。</description>
<descriptionHyperlinks>
<ThingDef>WULA_Brain_Soul_Wedge_Extract</ThingDef>
<HediffDef>WULA_Brain_Hediff_Soul_Wedge_Extract</HediffDef>
</descriptionHyperlinks>
<jobString>安装魂楔提取器中</jobString>
<!-- <surgeryOutcomeEffect IsNull="True" /> -->
<!-- <anesthetize>false</anesthetize> -->
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Brain_Soul_Wedge_Extract</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>WULA_Brain_Soul_Wedge_Extract</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Brain</li>
</appliedOnFixedBodyParts>
<addsHediff>WULA_Brain_Hediff_Soul_Wedge_Extract</addsHediff>
</RecipeDef>
</Defs>

View File

@@ -0,0 +1,377 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_Psi_Titan_PawnKind</defName>
<label>PAt-52"灵能泰坦"</label>
<race>Wula_Psi_Titan</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>false</allowInMechClusters>
<combatPower>1000</combatPower>
<isBoss>true</isBoss>
<maxPerGroup>1</maxPerGroup>
<!-- <isGoodBreacher>true</isGoodBreacher> -->
<ecoSystemWeight>0.15</ecoSystemWeight>
<flyingAnimationFramePathPrefix>Wula/Things/Wula_Psi_Titan/Bodies/Naked_Thin_Flying_</flyingAnimationFramePathPrefix>
<flyingAnimationFrameCount>1</flyingAnimationFrameCount>
<flyingAnimationTicksPerFrame>1</flyingAnimationTicksPerFrame>
<flyingAnimationDrawSize>1</flyingAnimationDrawSize>
<flyingAnimationDrawSizeIsMultiplier>false</flyingAnimationDrawSizeIsMultiplier>
<flyingAnimationInheritColors>true</flyingAnimationInheritColors>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_Psi_Titan/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>TransparentPostLight</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>4</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>WULA_RW_Photon_Missile_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.4</controlGroupPortraitZoom>
<abilities>
<li>Wula_Psi_Control</li>
<li>Wula_Psi_Explosive_Shock</li>
<li>Wula_Psi_LightningBombardment</li>
</abilities>
</PawnKindDef>
<AbilityDef>
<defName>Wula_Psi_Explosive_Shock</defName>
<label>乌拉帝国术式:灵能尖啸</label>
<description>以灵能能量发出非人尖啸,使得周围的人员感觉到撕心裂肺的痛苦。这不会造成永久的伤害,但是很可能放倒那些无法承受此番痛苦的生灵。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Flash_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>True</showPsycastEffects>
<cooldownTicksRange>24000</cooldownTicksRange> <!-- 15 seconds -->
<charges>3</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<targetRequired>False</targetRequired>
<aiCanUse>true</aiCanUse>
<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
<statBases>
<Ability_EffectRadius>12</Ability_EffectRadius>
</statBases>
<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
<range>12</range>
<drawAimPie>true</drawAimPie>
<warmupTime>1</warmupTime>
<soundCast>Pawn_Revenant_Death</soundCast>
<ai_IsWeapon>true</ai_IsWeapon>
<ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
<!-- <targetable>false</targetable> -->
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediffPsychic">
<compClass>CompAbilityEffect_GiveHediffPsychic</compClass>
<durationSecondsOverride>2000~4000</durationSecondsOverride> <!-- 2 to 4 days -->
<replaceExisting>true</replaceExisting>
<hediffDef>Wula_Psi_Explosive_Shock_Hediff</hediffDef>
<onlyBrain>true</onlyBrain>
<ignoreSelf>true</ignoreSelf>
<severity>0</severity>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
<li Class="CompProperties_AbilityEffecterOnTarget">
<effecterDef>AgonyPulseExplosion</effecterDef>
</li>
</comps>
</AbilityDef>
<HediffDef>
<hediffClass>HediffWithComps</hediffClass>
<defName>Wula_Psi_Explosive_Shock_Hediff</defName>
<label>灵能尖啸</label>
<description>震耳欲聋、撕心裂肺的灵能尖啸所带来的极度痛苦,不会造成永久的伤害,但是需要时间缓解</description>
<initialSeverity>0.001</initialSeverity>
<maxSeverity>1</maxSeverity>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>true</showRemainingTime>
</li>
<li Class="HediffCompProperties_SeverityPerSecond">
<severityPerSecondRange>0.01</severityPerSecondRange> <!-- 10 to 15 seconds -->
</li>
</comps>
<stages>
<li>
<minSeverity>0</minSeverity>
<painOffset>2</painOffset>
<label>撕裂</label>
</li>
<li>
<minSeverity>0.5</minSeverity>
<painOffset>0.5</painOffset>
<label>恢复</label>
</li>
</stages>
</HediffDef>
<AbilityDef>
<defName>Wula_Psi_Control</defName>
<label>乌拉帝国术式:恩赐荣光</label>
<description>使用灵能能量强行支配范围内所有目标的心智,让其调转枪口攻击敌人。它会对自己和其他机械体造成瞬间的失控,无法真正地影响机械体。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Lost_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>True</showPsycastEffects>
<cooldownTicksRange>36000</cooldownTicksRange> <!-- 15 seconds -->
<charges>2</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<targetRequired>False</targetRequired>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<aiCanUse>false</aiCanUse>
<!-- <ai_SearchAOEForTargets>true</ai_SearchAOEForTargets> -->
<statBases>
<Ability_EffectRadius>15</Ability_EffectRadius>
<Ability_Duration>900</Ability_Duration>
</statBases>
<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
<range>15</range>
<drawAimPie>true</drawAimPie>
<warmupTime>0.5</warmupTime>
<soundCast>AgonyPulse_Cast</soundCast>
<ai_IsWeapon>true</ai_IsWeapon>
<ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveMentalState">
<compClass>CompAbilityEffect_GiveMentalState</compClass>
<stateDef>BerserkWarcall</stateDef>
<stateDefForMechs>Wula_Fake_MechanoidBerserk</stateDefForMechs>
<psychic>True</psychic>
<durationMultiplier>PsychicSensitivity</durationMultiplier>
<goodwillImpact>-75</goodwillImpact>
<casterEffect>AnimalWarcall_Cast</casterEffect>
<targetEffect>AnimalWarcall_CastOnTarget</targetEffect>
<excludeNPCFactions>false</excludeNPCFactions>
<applyToSelf>false</applyToSelf>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
<li Class="CompProperties_AbilityEffecterOnTarget">
<effecterDef>AgonyPulseExplosion</effecterDef>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>Wula_Psi_LightningBombardment</defName>
<label>乌拉帝国术式:化三风暴</label>
<description>以庞大的灵能能量形成一场非自然风暴,持续轰击目标区域,风暴的轰击会产生范围性灵能爆燃,对建筑物有额外的伤害。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Explosive_Ability</iconPath>
<cooldownTicksRange>900</cooldownTicksRange>
<sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<charges>3</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<aiCanUse>true</aiCanUse>
<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<label>释放化三风暴</label>
<drawAimPie>true</drawAimPie>
<warmupTime>0.25</warmupTime>
<range>35.9</range>
<minRange>4</minRange>
<targetParams>
<canTargetPawns>True</canTargetPawns>
<canTargetLocations>True</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityDRM_LightningBombardment">
<impactAreaRadius>9</impactAreaRadius>
<explosionRadiusRange>3~4</explosionRadiusRange>
<bombIntervalTicks>25</bombIntervalTicks>
<explosionCount>20</explosionCount>
<damageDef>Wula_Psi_Bomb</damageDef>
<damageAmount>30</damageAmount>
<armorPenetration>3</armorPenetration>
</li>
</comps>
</AbilityDef>
<RecipeDef ParentName="HeavyMechanoidRecipe">
<defName>WULA_Build_Psi_Titan</defName>
<label>建造PAt-52"灵能泰坦"</label>
<description>建造一台PAt-52"灵能泰坦"重型灵能机械体。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Soul_Wedge</li>
</thingDefs>
</filter>
<count>4000</count>
</li>
<li>
<filter>
<thingDefs>
<li>Wula_Zro</li>
</thingDefs>
</filter>
<count>300</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>1000</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>100</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>25</count>
</li>
</ingredients>
<products>
<Wula_Psi_Titan>1</Wula_Psi_Titan>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_Psi_Titan</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_FE_Spiritualist_Psi_Titan_Technology</researchPrerequisite>
</RecipeDef>
<!-- 乌拉大教堂 -->
<PawnKindDef Name="Wula_FE_Spiritualist_Pawn_Base" Abstract="True">
<race>WulaSpeciesReal</race>
<defaultFactionDef>Wula_FE_Spiritualist_Faction</defaultFactionDef>
<chemicalAddictionChance>0</chemicalAddictionChance>
<invNutrition>1</invNutrition>
<techHediffsTags>
<li>Advanced</li>
</techHediffsTags>
<techHediffsMoney>1250~1800</techHediffsMoney>
<gearHealthRange>1~1</gearHealthRange>
<itemQuality>Good</itemQuality>
<backstoryCryptosleepCommonality>0.08</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<combatEnhancingDrugsChance>0</combatEnhancingDrugsChance>
<combatEnhancingDrugsCount>0</combatEnhancingDrugsCount>
<biocodeWeaponChance>1</biocodeWeaponChance>
<gearHealthRange>1~2.3</gearHealthRange>
<initialWillRange>5~10</initialWillRange>
<apparelTags>
<li>Wula_Inner</li>
</apparelTags>
<apparelMoney>9999~9999</apparelMoney>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<weaponMoney>9999~9999</weaponMoney>
<techHediffsChance>1</techHediffsChance>
<inventoryOptions>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>MedicineUltratech</thingDef>
<countRange>3</countRange>
</li>
<li>
<thingDef>WULA_Soul_Wedge</thingDef>
<countRange>100</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_1</defName>
<label>帝国修女</label>
<combatPower>350</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T1</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_FE_Spiritualist</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_2</defName>
<label>帝国护教军</label>
<combatPower>600</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T2</li>
</apparelTags>
<weaponTags>
<li>Wula_Ranged_Weapon_T4</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_3</defName>
<label>帝国术士</label>
<combatPower>600</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T2</li>
</apparelTags>
<weaponTags>
<li>WULA_SP_Cotton_Counter_For_Enermy</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_4</defName>
<label>帝国神官</label>
<combatPower>1000</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T3</li>
</apparelTags>
<weaponTags>
<li>WULA_SP_Spear_Impale_For_Enermy</li>
<li>WULA_SP_Cotton_Counter_For_Enermy</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Leader</defName>
<label>星域主教</label>
<combatPower>1000</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T3</li>
</apparelTags>
<weaponTags>
<li>WULA_SP_Spear_Impale_For_Enermy</li>
</weaponTags>
<initialResistanceRange>99~99</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
</Defs>

View File

@@ -0,0 +1,428 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Spear_Impale</defName>
<label>镌刻:圣枪穿刺术式</label>
<description>使用镌刻法术创造一把携带了圣枪穿刺术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Spear_Impale_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Spear_Impale</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Spear_Impale</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>6</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Spear_Impale</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Cotton_Counter</defName>
<label>镌刻:飘絮反制术式</label>
<description>使用镌刻法术创造一把携带了飘絮反制术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Cotton_Counter_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Cotton_Counter</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Cotton_Counter</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>4</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Cotton_Counter</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Live_Shelter</defName>
<label>镌刻:生灵庇佑术式</label>
<description>使用镌刻法术创造一把携带了生灵庇佑术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Live_Shelter_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Live_Shelter</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Live_Shelter</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>3</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Live_Shelter</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Mist_Incinerator</defName>
<label>镌刻:灰烬焚烧术式</label>
<description>使用镌刻法术创造一把携带了灰烬焚烧术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Mist_Incinerator_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Mist_Incinerator</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Live_Shelter</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>2</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Mist_Incinerator</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_SwiftHunterBlessing_Buff</defName>
<label>祝福:迅捷猎手加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的移动速度和瞄准速度,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_SwiftHunterBlessing</hediff>
<outcomeDescription>使被召选者获得额外的移动速度和瞄准速度。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_SwiftHunterBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Soul_Wedge</li>
</thingDefs>
</filter>
<count>500</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_AbyssFearBlessing_Buff</defName>
<label>祝福:深渊恐惧加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的伤害减免和近战攻击速度,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_AbyssFearBlessing</hediff>
<outcomeDescription>使被召选者获得额外的伤害减免和近战攻击速度。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_AbyssFearBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Soul_Wedge</li>
</thingDefs>
</filter>
<count>500</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_InstantJumpdriveBlessing_Buff</defName>
<label>祝福:转瞬移型加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得短距离的自体传送能力,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_AbyssFearBlessing</hediff>
<outcomeDescription>使被召选者获得短距离的自体传送能力。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_InstantJumpdriveBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Soul_Wedge</li>
</thingDefs>
</filter>
<count>500</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_MindSpringBlessing_Buff</defName>
<label>祝福:思绪泉涌加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得自行激发灵感的能力,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_MindSpringBlessing</hediff>
<outcomeDescription>使被召选者获得自行激发灵感的能力。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_MindSpringBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Soul_Wedge</li>
</thingDefs>
</filter>
<count>500</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
</Defs>

View File

@@ -0,0 +1,187 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectDef Abstract="True" Name="WULA_FE_Spiritualist_techBase">
<techLevel>Archotech</techLevel>
<tab>WULA_FE_Spiritualist_ResearchTab</tab>
<!-- <heldByFactionCategoryTags>
<li>Wula_FE_Spiritualist_Faction</li>
</heldByFactionCategoryTags> -->
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Base_Technology</defName>
<label>泽洛提炼</label>
<description>若要开启乌拉帝国灵能科技树的大门,掌握基础的泽洛提炼技术是必要的。</description>
<baseCost>12000</baseCost>
<researchViewX>0.00</researchViewX>
<researchViewY>3.20</researchViewY>
<prerequisites>
<li>WULA_Dark_Matter_Technology</li>
<li>WULA_Synth_Psi_Technology</li>
</prerequisites>
<!-- <techprintCount>1</techprintCount>
<techprintCommonality>3</techprintCommonality>
<techprintMarketValue>3000</techprintMarketValue> -->
</ResearchProjectDef>
<!-- 衣服 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Cloth_Technology</defName>
<label>护教军制服</label>
<description>乌拉帝国的国教人员使用的一种轻型装甲相较于制式帝国突击队装甲拥有更强大的区域灵能盾可以抵御射弹和EMP武器的袭击。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>2.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Cloth2_Technology</defName>
<label>神官制服</label>
<description>乌拉帝国的高阶国教人员所着的华丽衣装,拥有令人瞠目结舌的庞大、坚实的灵能护盾,几乎不可能被外界射弹火力打穿;除此之外还能增强穿戴者的心灵敏感度,提高闪避能力,并降低崩溃风险。</description>
<baseCost>12000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>2.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Cloth_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 加护 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_SwiftHunterBlessing_Technology</defName>
<label>迅捷猎手加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的移动速度和瞄准速度。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>1.30</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_AbyssFearBlessing_Technology</defName>
<label>深渊恐惧加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的伤害减免和近战攻击速度。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>0.60</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_InstantJumpdriveBlessing_Technology</defName>
<label>转瞬移型加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得短距离的自体传送能力。</description>
<baseCost>12000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>1.30</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_MindSpringBlessing_Technology</defName>
<label>思绪泉涌加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得自行激发灵感的能力。</description>
<baseCost>12000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>0.60</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 术式 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Spear_Impale_Technology</defName>
<label>圣枪穿刺术式</label>
<description>这是乌拉星人所创造的最强大的进攻术式,来源于乌拉星人的泰坦和旗舰。这种术式发射的纯净灵能能量能绕过几乎所有防御,在敌人的集群中连续弹跳,瞬间烧穿无信之徒的可悲躯体。</description>
<baseCost>12000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>5.40</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Cotton_Counter_Technology</li>
<li>WULA_FE_Spiritualist_Live_Shelter_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Cotton_Counter_Technology</defName>
<label>飘絮反制术式</label>
<description>这是乌拉星人在舰船上用于反制敌方飞行器和导弹的特殊术式,核心在于高爆发性高追踪性的输出,通过快速吟唱汇聚的灵能能量使对方迅速失能。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>4.80</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Live_Shelter_Technology</defName>
<label>生灵庇佑术式</label>
<description>这是乌拉星人用于救治伤者的法术,可以使用灵能诱发伤口以非常规的方式快速愈合,并且效果会在友方个体间弹跳。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>5.40</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Mist_Incinerator_Technology</defName>
<label>灰烬焚烧术式</label>
<description>乌拉星人所使用的压制性术式,能够在短时间的吟唱后喷出大量由灵能能量构成的火焰,这种击穿灵魂的火焰可以无视敌人的护甲,点燃敌人的躯体。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>4.20</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 机械体 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Psi_Titan_Technology</defName>
<label>灵能泰坦</label>
<description>灵能泰坦是效力于乌拉帝国国教的重型灵能机械体,能够在战场上进行跃迁,拥有强大的实力、坚固的灵能盾和繁多的灵能技能,但是机体本身较为脆弱。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>0.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
<li>WULA_Machine_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 组件 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_CPU_Psienhance_Technology</defName>
<label>灵能组件</label>
<description>开发能够安装于机械乌拉的生物处理器的特殊改件,强化其与虚境的亲和,增强心灵敏感度。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>3.40</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_CPU_Prophet_Technology</defName>
<label>预知组件</label>
<description>开发能够安装于机械乌拉的生物处理器的特殊改件,能够让其瞬时地预知敌人的动作,以获得射击精度和近战命中率加成。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>2.70</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Soul_Wedge_Extract_Technology</defName>
<label>魂楔提取器</label>
<description>开发一种特殊插件,会深深地植入俘虏和奴隶的大脑,使其再也无法醒来,并周期性地产生魂楔——年龄越大,凝聚速度越快。</description>
<baseCost>12000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>2.70</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
</Defs>

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@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<ResearchTabDef>
<defName>WULA_FE_Spiritualist_ResearchTab</defName>
<label>乌拉帝国灵能科技</label>
<generalTitle>乌拉帝国失落科技项目</generalTitle>
<generalDescription>由乌拉帝国在黄金时期开发的一系列驱使灵能进行生产和战斗的技术,自从帝国失落后,只有少数信奉乌拉帝国国教的神职人员还懂得如何使用它们。</generalDescription>
</ResearchTabDef>
</Defs>

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@@ -0,0 +1,150 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="MakeableDrugBase">
<defName>Wula_Zro</defName>
<label>泽洛</label>
<description>一种在异星粒子中存在的极其稀有的气溶胶,随着陨石撞击被一起发现,似乎是某个远古先驱者种族死亡时躯体的残留物。除了提供致幻效果和补充精神力外,若拥有灵能天赋的人将其摄入体内,泽珞也会极大的提高灵能力量,并可能导致成瘾。\n\n乌拉帝国拥有根据成分仿造泽洛的技术换句话来说在边缘世界流通的泽洛都不算正牌货。</description>
<descriptionHyperlinks>
<HediffDef>Wula_ZroHigh</HediffDef>
<HediffDef>PsychiteTolerance</HediffDef>
<HediffDef>PsychiteAddiction</HediffDef>
<HediffDef>ChemicalDamageSevere</HediffDef>
</descriptionHyperlinks>
<graphicData>
<texPath>Wula/Item/Wula_Zro</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.75</drawSize>
</graphicData>
<rotatable>false</rotatable>
<statBases>
<WorkToMake>350</WorkToMake>
<MarketValue>30</MarketValue>
<Mass>0.05</Mass>
</statBases>
<techLevel>Archotech</techLevel>
<!-- <minRewardCount>10</minRewardCount> -->
<ingestible>
<foodType>Processed</foodType>
<joyKind>Chemical</joyKind>
<joy>0.80</joy>
<drugCategory>Social</drugCategory>
<baseIngestTicks>150</baseIngestTicks>
<ingestSound>Ingest_Snort</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.21,0,0.05)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestHoldUsesTable>false</ingestHoldUsesTable>
<ingestCommandString>吸 {0}</ingestCommandString>
<ingestReportString>正在吸 {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>Wula_ZroHigh</hediffDef>
<severity>1</severity>
<toleranceChemical>Psychite</toleranceChemical>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PsychiteTolerance</hediffDef>
<toleranceChemical>Psychite</toleranceChemical>
<severity>0.03</severity>
<divideByBodySize>true</divideByBodySize>
<multiplyByGeneToleranceFactors>true</multiplyByGeneToleranceFactors>
</li>
<li Class="IngestionOutcomeDoer_OffsetPsyfocus">
<offset>0.2</offset>
</li>
</outcomeDoers>
</ingestible>
<recipeMaker Inherit="False"/>
<!-- <researchPrerequisite>PsychiteRefining</researchPrerequisite>
<soundWorking>Recipe_Drug</soundWorking>
<displayPriority>1700</displayPriority>
</recipeMaker> -->
<!-- <costList>
<PsychoidLeaves>8</PsychoidLeaves>
</costList> -->
<comps>
<li Class="CompProperties_Drug">
<chemical>Psychite</chemical>
<addictiveness>0.02</addictiveness>
<minToleranceToAddict>0.10</minToleranceToAddict>
<existingAddictionSeverityOffset>0.15</existingAddictionSeverityOffset>
<needLevelOffset>0.9</needLevelOffset>
<listOrder>110</listOrder>
</li>
</comps>
<allowedArchonexusCount>200</allowedArchonexusCount>
</ThingDef>
<HediffDef>
<defName>Wula_ZroHigh</defName>
<label>泽洛亢奋</label>
<labelNoun>泽洛亢奋</labelNoun>
<description>吸食泽洛后,吸食者会感觉自己像打开了一扇天窗一般,心灵都变得透彻了。</description>
<hediffClass>Hediff_High</hediffClass>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1.5</severityPerDay>
<showHoursToRecover>true</showHoursToRecover>
</li>
</comps>
<stages>
<li>
<statOffsets>
<PsychicSensitivity>2.5</PsychicSensitivity>
</statOffsets>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>Wula_ZroHigh</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>Wula_ZroHigh</hediff>
<validWhileDespawned>true</validWhileDespawned>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<stages>
<li>
<label>泽洛亢奋</label>
<description>我···我看到了!我全都看到了!</description>
<baseMoodEffect>30</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<RecipeDef>
<defName>Wula_Make_Zro</defName>
<label>烧制泽洛</label>
<description>使用尸体烧制泽洛。</description>
<jobString>烧制中。</jobString>
<workAmount>300</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cremate</effectWorking>
<soundWorking>Recipe_Cremate</soundWorking>
<autoStripCorpses>true</autoStripCorpses>
<researchPrerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</researchPrerequisites>
<ingredients>
<li>
<filter>
<categories>
<li>Corpses</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>CorpsesHumanlike</li>
</categories>
</fixedIngredientFilter>
<products>
<Wula_Zro>3</Wula_Zro>
</products>
</RecipeDef>
</Defs>

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@@ -0,0 +1,305 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="WULA_ApparelRoyalBase">
<defName>WULA_Priest_Uniform</defName>
<label>乌拉帝国神官服</label>
<description>乌拉帝国神官所着的衣服,给予了这些神官所应有的优雅——无论是在战场上还是在生活中。它通过埋藏的一系列的灵能触媒强化穿戴者的灵能能力,支起庞大的灵能盾,压制精神崩溃,并给予她们预知敌方近身攻击的技能。要说有什么美中不足的地方,恐怕只有它“是一件衣服”这个问题了。</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Apparel/WULA_Priest_Uniform</texPath>
</graphicData>
<apparel>
<tags>
<li>RoyalTier6</li>
<li>Wula_FE_Spiritualist_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_Priest_Uniform</wornGraphicPath>
</apparel>
<costList Inherit="False">
<WULA_Soul_Wedge>3000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>5</WULA_Dark_Matter_Item>
<Wula_Zro>21</Wula_Zro>
</costList>
<costStuffCount>300</costStuffCount>
<statBases>
<WorkToMake>50000</WorkToMake>
<MaxHitPoints>3000</MaxHitPoints>
<ArmorRating_Sharp>0.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.1</ArmorRating_Blunt>
<ArmorRating_Heat>0.1</ArmorRating_Heat>
<EnergyShieldEnergyMax>1.5</EnergyShieldEnergyMax>
<StuffEffectMultiplierArmor>0.5</StuffEffectMultiplierArmor>
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>1</PsychicSensitivity>
<MeleeDodgeChance>0.5</MeleeDodgeChance>
<MentalBreakThreshold>-0.25</MentalBreakThreshold>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>200</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker>
<researchPrerequisite>WULA_FE_Spiritualist_Cloth2_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>15</Crafting>
</skillRequirements>
</recipeMaker>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>6</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>5000</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) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 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>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHatRoyalBase">
<defName>WULA_Priest_Hat</defName>
<label>乌拉帝国神官帽子</label>
<description>乌拉帝国神官的配套帽子,能像服装那样强化使用者的心灵敏感度并支起一个灵能护盾,它的体积比神官制服的护盾稍小,以形成第二道防线。</description>
<tickerType>Normal</tickerType>
<recipeMaker>
<researchPrerequisite>WULA_FE_Spiritualist_Cloth2_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<displayPriority>105</displayPriority>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Priest_Hat</texPath>
</graphicData>
<statBases>
<Mass>0.1</Mass>
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>0.75</PsychicSensitivity>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>150</costStuffCount>
<costList Inherit="False">
<WULA_Soul_Wedge>3000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>5</WULA_Dark_Matter_Item>
<Wula_Zro>6</Wula_Zro>
</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_Priest_Hat</wornGraphicPath>
</apparel>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>3</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>2500</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) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 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>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelArmorBase">
<defName>WULA_Skitarii_Uniform</defName>
<label>乌拉帝国护教军装甲</label>
<description>乌拉帝国护教军所穿戴的轻型装甲,并在外表覆以教袍掩盖装甲部分。它能支起一个较小的灵能盾,并通过埋藏的一系列的灵能触媒强化穿戴者的灵能能力。</description>
<recipeMaker>
<researchPrerequisite>WULA_FE_Spiritualist_Cloth_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Skitarii_Uniform</texPath>
</graphicData>
<statBases>
<WorkToMake>40000</WorkToMake>
<MaxHitPoints>500</MaxHitPoints>
<Mass>8</Mass>
<Flammability>0</Flammability>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.75</ArmorRating_Heat>
<EquipDelay>5</EquipDelay>
<!-- <EnergyShieldEnergyMax>1.5</EnergyShieldEnergyMax> -->
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>0.5</PsychicSensitivity>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>200</costStuffCount>
<costList Inherit="False">
<ComponentSpacer>8</ComponentSpacer>
<Wula_Zro>36</Wula_Zro>
</costList>
<apparel>
<tags>
<li>Wula_FE_Spiritualist_T2</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Skitarii_Uniform</wornGraphicPath>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>3</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>1000</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) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 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>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHelmetBase">
<defName>WULA_Skitarii_veil</defName>
<label>乌拉帝国护教军荆棘冠冕</label>
<description>与乌拉帝国护教军装甲配套的头饰,能够支起一个较小的灵能盾,并强化使用者的心灵敏感度。</description>
<recipeMaker>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<researchPrerequisite>WULA_FE_Spiritualist_Cloth_Technology</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Skitarii_veil</texPath>
</graphicData>
<statBases>
<WorkToMake>30000</WorkToMake>
<MaxHitPoints>2000</MaxHitPoints>
<Mass>1</Mass>
<Flammability>0</Flammability>
<ArmorRating_Sharp>0.3</ArmorRating_Sharp>
<ArmorRating_Blunt>0.3</ArmorRating_Blunt>
<ArmorRating_Heat>0.3</ArmorRating_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>0.2</PsychicSensitivity>
</equippedStatOffsets>
<apparel>
<tags>
<li>Wula_FE_Spiritualist_T2</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Skitarii_veil</wornGraphicPath>
</apparel>
<tradeability>None</tradeability>
<costStuffCount>30</costStuffCount>
<costList Inherit="False">
<ComponentSpacer>1</ComponentSpacer>
<Wula_Zro>12</Wula_Zro>
</costList>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>2</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>300</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) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 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>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -0,0 +1,827 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="WULA_SP_Spear_Impale" ParentName="BaseHumanMakeableGun">
<defName>WULA_SP_Spear_Impale</defName>
<label>圣枪穿刺术式</label>
<description>这是乌拉星人所创造的最强大的进攻术式,来源于乌拉星人的泰坦和旗舰。这种术式发射的纯净灵能能量能绕过几乎所有防御,在敌人的集群中连续弹跳,瞬间烧穿无信之徒的可悲躯体。\n\n为法杖同时携带了一个需要魂楔充能的进攻型技可以从很远的地方发射灵能射弹轰炸目标区域。</description>
<techLevel>Archotech</techLevel>
<!-- <techLevel>Spacer</techLevel> -->
<relicChance>0</relicChance>
<graphicData>
<texPath>Wula/Weapon/WULA_MW_Scepter_Of_Explosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.3</drawSize>
</graphicData>
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
</descriptionHyperlinks>
<uiIconPath>Wula/Weapon/WULA_SP_Spear_Impale</uiIconPath>
<weaponTags>
<li>Wula_Spell_Weapon_T3</li>
</weaponTags>
<useHitPoints>False</useHitPoints>
<uiIconScale>1</uiIconScale>
<soundInteract>Gorehulk_Spine_Launch</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False"/>
</recipeMaker>
<costList Inherit="False">
<WULA_Soul_Wedge>2000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>6</WULA_Dark_Matter_Item>
</costList>
<statBases>
<DeteriorationRate>0</DeteriorationRate>
<Flammability>0</Flammability>
<WorkToMake>40000</WorkToMake>
<Mass>0</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li Class="WulaFallenEmpire.VerbProperties_Arc">
<verbClass>WulaFallenEmpire.Verb_ShootArc</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<damageDef>Wula_Psi_Damage</damageDef>
<damageAmount>30</damageAmount>
<EMPDamageAmount>0</EMPDamageAmount>
<warmupTime>4</warmupTime>
<range>56</range>
<affectedAngle>25</affectedAngle>
<armorPenetration>1000</armorPenetration>
<soundCast>AgonyPulse_Cast</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<isConductible>True</isConductible>
<conductFriendly>False</conductFriendly>
<conductNum>12</conductNum>
<beamMoteDef>WULA_SP_Spear_Impale_ArcBeam</beamMoteDef>
<aimingChargeMote>Mote_HellsphereCannon_Charge</aimingChargeMote>
</li>
</verbs>
<comps>
<!-- 心灵敏感度伤害缩放组件 -->
<li Class="WulaFallenEmpire.CompProperties_PsychicScaling">
<!--
伤害增幅系数:
当持有者心灵敏感度 > 1 时, 每高出1点, 伤害增加 1%。
例如: 200% (2.0) 敏感度 -> 伤害增加 (2.0 - 1.0) * 1 = 100%。
-->
<damageMultiplierPerSensitivityPoint>1</damageMultiplierPerSensitivityPoint>
<!--
伤害减免系数:
当持有者心灵敏感度 < 1 时, 每低1点, 伤害降低 100%。
例如: 50% (0.5) 敏感度 -> 伤害降低 (1.0 - 0.5) * 1.0 = 50%。
-->
<damageReductionMultiplierPerSensitivityPoint>1</damageReductionMultiplierPerSensitivityPoint>
</li>
<li Class="CompProperties_EquippableAbilityReloadable">
<abilityDef>WULA_MW_Scepter_Of_Explosive_Ability</abilityDef>
<maxCharges>10</maxCharges>
<soundReload>AnomalyAbilityWarmup</soundReload>
<chargeNoun>魂锲</chargeNoun>
<ammoDef>WULA_Soul_Wedge</ammoDef>
<ammoCountPerCharge>2</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
<li>WULA_ExtraPsychicSkill</li>
</forcedTraits>
<numTraitsRange>
<min>2</min>
<max>2</max>
</numTraitsRange>
</li>
</comps>
<tradeability>None</tradeability>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<AbilityDef>
<defName>WULA_MW_Scepter_Of_Explosive_Ability</defName>
<label>乌拉帝国法术:裂矢</label>
<description>发射魂烬裂矢,将目标区域烧成灰烬——这种以纯粹灵能作为驱动的射弹将无视所有的非护盾阻碍,发射时也不需要目标视线。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Explosive_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<hotKey>Misc11</hotKey>
<!-- <cooldownTicksRange>120~240</cooldownTicksRange> -->
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>150</range>
<warmupTime>3</warmupTime>
<muzzleFlashScale>9</muzzleFlashScale>
<beamTargetsGround>true</beamTargetsGround>
<soundAiming>FleshmelterBolt_Charging</soundAiming>
<ai_IsWeapon>true</ai_IsWeapon>
<soundCast>PsychicShockLanceCast</soundCast>
<requireLineOfSight>false</requireLineOfSight>
<targetParams>
<canTargetLocations>true</canTargetLocations>
<canTargetSelf>false</canTargetSelf>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>true</canTargetBuildings>
<canTargetPlants>true</canTargetPlants>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityLaunchProjectile">
<projectileDef>Bullet_WULA_MW_Scepter_Of_Explosive</projectileDef>
<psychic>True</psychic>
<screenShakeIntensity>0.5</screenShakeIntensity>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_MW_Scepter_Of_Explosive</defName>
<label>魂烬裂矢</label>
<thingClass>Projectile_Explosive</thingClass>
<graphicData>
<texPath>Things/Projectile/FleshmelterBolt</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>Mote</shaderType>
<drawSize>(1.5, 3)</drawSize>
</graphicData>
<projectile>
<damageDef>Wula_Psi_Bomb</damageDef>
<damageAmountBase>50</damageAmountBase>
<speed>65</speed>
<soundAmbient>FleshmelterBolt_Launch</soundAmbient>
<explosionRadius>3.49</explosionRadius>
<screenShakeFactor>0.75</screenShakeFactor>
<explosionChanceToStartFire>0.75</explosionChanceToStartFire>
<armorPenetrationBase>0.5</armorPenetrationBase>
<!-- <flyOverhead>true</flyOverhead> -->
</projectile>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>WULA_SP_Spear_Impale_ArcBeam</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0</fadeInTime>
<fadeOutTime>1</fadeOutTime>
<solidTime>0.4</solidTime>
<needsMaintenance>False</needsMaintenance>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
<fadeOutUnmaintained>False</fadeOutUnmaintained>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Wula/Mote/WULA_Bullet_Dark_Matter_Beam</texPath>
<color>(200, 40, 40, 255)</color>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>(1.5,1)</drawSize>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>-4 </_ScrollSpeedA>
<_ScrollSpeedB>3</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
<ThingDef ParentName="WULA_SP_Spear_Impale">
<defName>WULA_SP_Spear_Impale_For_Enermy</defName>
<destroyOnDrop>true</destroyOnDrop>
<weaponTags>
<li>WULA_SP_Spear_Impale_For_Enermy</li>
</weaponTags>
</ThingDef>
<ThingDef Name="WULA_SP_Cotton_Counter" ParentName="BaseHumanMakeableGun">
<defName>WULA_SP_Cotton_Counter</defName>
<label>飘絮反制术式</label>
<description>这是乌拉星人在舰船上用于反制敌方飞行器和导弹的特殊术式,核心在于高爆发性高追踪性的输出,通过快速吟唱汇聚的灵能能量使对方迅速失能。\n\n法杖同时携带了一个需要魂楔充能的辅助型技能允许将自身遮蔽起来以进入隐身状态。</description>
<techLevel>Archotech</techLevel>
<!-- <techLevel>Spacer</techLevel> -->
<relicChance>0</relicChance>
<graphicData>
<texPath>Wula/Weapon/WULA_MW_Scepter_Of_CLoak</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.3</drawSize>
</graphicData>
<uiIconPath>Wula/Weapon/WULA_SP_Cotton_Counter</uiIconPath>
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
</descriptionHyperlinks>
<weaponTags>
<li>Wula_Spell_Weapon_T1</li>
</weaponTags>
<useHitPoints>False</useHitPoints>
<uiIconScale>1</uiIconScale>
<soundInteract>Heatspikes_Shot</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False"/>
</recipeMaker>
<costList Inherit="False">
<WULA_Soul_Wedge>2000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>4</WULA_Dark_Matter_Item>
</costList>
<statBases>
<DeteriorationRate>0</DeteriorationRate>
<Flammability>0</Flammability>
<WorkToMake>40000</WorkToMake>
<Mass>0</Mass>
<AccuracyTouch>2</AccuracyTouch>
<AccuracyShort>2</AccuracyShort>
<AccuracyMedium>2</AccuracyMedium>
<AccuracyLong>2</AccuracyLong>
<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_SP_Cotton_Counter</defaultProjectile>
<warmupTime>0.2</warmupTime>
<range>52</range>
<burstShotCount>1</burstShotCount>
<soundCast>Heatspikes_Shot</soundCast>
<soundCastTail>Heatspikes_Tail</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<!-- 心灵敏感度伤害缩放组件 -->
<li Class="WulaFallenEmpire.CompProperties_PsychicScaling">
<!--
伤害增幅系数:
当持有者心灵敏感度 > 1 时, 每高出1点, 伤害增加 1%。
例如: 200% (2.0) 敏感度 -> 伤害增加 (2.0 - 1.0) * 1 = 100%。
-->
<damageMultiplierPerSensitivityPoint>1</damageMultiplierPerSensitivityPoint>
<!--
伤害减免系数:
当持有者心灵敏感度 < 1 时, 每低1点, 伤害降低 100%。
例如: 50% (0.5) 敏感度 -> 伤害降低 (1.0 - 0.5) * 1.0 = 50%。
-->
<damageReductionMultiplierPerSensitivityPoint>1</damageReductionMultiplierPerSensitivityPoint>
</li>
<li Class="CompProperties_EquippableAbilityReloadable">
<abilityDef>WULA_MW_Scepter_Of_CLoak_Ability</abilityDef>
<maxCharges>5</maxCharges>
<soundReload>AnomalyAbilityWarmup</soundReload>
<chargeNoun>魂锲</chargeNoun>
<ammoDef>WULA_Soul_Wedge</ammoDef>
<ammoCountPerCharge>2</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
<li>WULA_ExtraPsychicSkill</li>
</forcedTraits>
<numTraitsRange>
<min>2</min>
<max>2</max>
</numTraitsRange>
</li>
</comps>
<tradeability>None</tradeability>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<AbilityDef>
<defName>WULA_MW_Scepter_Of_CLoak_Ability</defName>
<label>乌拉帝国法术:隐身</label>
<description>使用灵能让一个目标短时间内被附近的其他生物忽略,从而获得隐身效果。\n\n装填需消耗魂楔。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_CLoak_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
<Ability_Duration>15</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastPsycast</verbClass>
<drawAimPie>false</drawAimPie>
<warmupTime>0.1</warmupTime>
<violent>false</violent>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
<soundCast>DeadlifeRelease</soundCast>
</verbProperties>
<comps>
<li Class = "CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PsychicInvisibility</hediffDef>
<psychic>True</psychic>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_SP_Cotton_Counter</defName>
<label>飘絮反制术式</label>
<thingClass>Beam</thingClass>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Wula_Psi_Damage</damageDef>
<damageAmountBase>15</damageAmountBase>
<beamMoteDef>WULA_SP_Cotton_Counter_ArcBeam</beamMoteDef>
<beamStartOffset>0.5</beamStartOffset>
<armorPenetrationBase>1.5</armorPenetrationBase>
</projectile>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>WULA_SP_Cotton_Counter_ArcBeam</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0</fadeInTime>
<fadeOutTime>1</fadeOutTime>
<solidTime>0.4</solidTime>
<needsMaintenance>False</needsMaintenance>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
<fadeOutUnmaintained>False</fadeOutUnmaintained>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Wula/Mote/WULA_Bullet_Dark_Matter_Beam</texPath>
<color>(255, 255, 255, 255)</color>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>(1.2,1)</drawSize>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>-4 </_ScrollSpeedA>
<_ScrollSpeedB>3</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
<ThingDef ParentName="WULA_SP_Cotton_Counter">
<defName>WULA_SP_Cotton_Counter_For_Enermy</defName>
<destroyOnDrop>true</destroyOnDrop>
<weaponTags>
<li>WULA_SP_Cotton_Counter_For_Enermy</li>
</weaponTags>
</ThingDef>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_SP_Live_Shelter</defName>
<label>生灵庇佑术式</label>
<description>这是乌拉星人用于救治伤者的法术,可以使用灵能诱发伤口以非常规的方式快速愈合,并且效果会在友方个体间弹跳。\n\n法杖同时携带了一个需要魂楔充能的生产型技能可以为大范围内的所有殖民者和机械体提供持续数天的额外移动速度和工作速度。</description>
<techLevel>Archotech</techLevel>
<!-- <techLevel>Spacer</techLevel> -->
<relicChance>0</relicChance>
<graphicData>
<texPath>Wula/Weapon/WULA_MW_Scepter_Of_Feather</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.3</drawSize>
</graphicData>
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
</descriptionHyperlinks>
<uiIconPath>Wula/Weapon/WULA_SP_Live_Shelter</uiIconPath>
<weaponTags>
<li>Wula_Spell_Weapon_T1</li>
</weaponTags>
<useHitPoints>False</useHitPoints>
<uiIconScale>1</uiIconScale>
<soundInteract>Gorehulk_Spine_Launch</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False"/>
</recipeMaker>
<costList Inherit="False">
<WULA_Soul_Wedge>2000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>6</WULA_Dark_Matter_Item>
</costList>
<statBases>
<DeteriorationRate>0</DeteriorationRate>
<Flammability>0</Flammability>
<WorkToMake>40000</WorkToMake>
<Mass>0</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li Class="WulaFallenEmpire.VerbProperties_Arc">
<verbClass>WulaFallenEmpire.Verb_ShootArc</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<damageDef>WULA_SP_Live_Shelter_Heal</damageDef>
<damageAmount>1</damageAmount>
<EMPDamageAmount>0</EMPDamageAmount>
<warmupTime>4</warmupTime>
<range>20</range>
<affectedAngle>25</affectedAngle>
<armorPenetration>1.5</armorPenetration>
<soundCast>AgonyPulse_Cast</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<isConductible>True</isConductible>
<conductFriendly>True</conductFriendly>
<conductHostile>false</conductHostile>
<conductNum>3</conductNum>
<beamMoteDef>WULA_SP_Live_Shelter_ArcBeam</beamMoteDef>
<aimingChargeMote>Mote_HellsphereCannon_Charge</aimingChargeMote>
</li>
</verbs>
<comps>
<li Class="CompProperties_EquippableAbilityReloadable">
<abilityDef>WULA_MW_Scepter_Of_Explosive_Ability</abilityDef>
<maxCharges>10</maxCharges>
<soundReload>AnomalyAbilityWarmup</soundReload>
<chargeNoun>魂锲</chargeNoun>
<ammoDef>WULA_Soul_Wedge</ammoDef>
<ammoCountPerCharge>2</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
<li>WULA_ExtraPsychicSkill</li>
</forcedTraits>
<numTraitsRange>
<min>2</min>
<max>2</max>
</numTraitsRange>
</li>
</comps>
<tradeability>None</tradeability>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>WULA_SP_Live_Shelter_ArcBeam</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0</fadeInTime>
<fadeOutTime>1</fadeOutTime>
<solidTime>0.4</solidTime>
<needsMaintenance>False</needsMaintenance>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
<fadeOutUnmaintained>False</fadeOutUnmaintained>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Wula/Mote/WULA_Bullet_Dark_Matter_Beam</texPath>
<color>(38, 204, 66, 255)</color>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>(1,1)</drawSize>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>-4 </_ScrollSpeedA>
<_ScrollSpeedB>3</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
<AbilityDef ParentName="PsycastBase">
<defName>WULA_MW_Scepter_Of_Feather_Ability</defName>
<label>羽之杖:激励</label>
<description>以自身为中心,为大范围内的所有殖民者和机械体提供持续数天的额外移动速度和工作速度。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Feather_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<level>-1</level>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
<Ability_Duration>4000</Ability_Duration>
<Ability_EffectRadius>500</Ability_EffectRadius>
</statBases>
<verbProperties>
<warmupTime>5</warmupTime>
<range>60</range>
<drawAimPie>true</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<soundCast>VoidTerrorCast</soundCast>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class = "CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>WULA_MW_Scepter_Of_Feather_Hediff</hediffDef>
<durationMultiplier>PsychicSensitivity</durationMultiplier>
<psychic>True</psychic>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
</comps>
</AbilityDef>
<HediffDef>
<defName>WULA_MW_Scepter_Of_Feather_Hediff</defName>
<label>羽之杖:激励</label>
<description>这个殖民者受到了乌拉帝国灵能法术的激励,行动和生产变得更加有效率了。</description>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<statFactors>
<MoveSpeed>1.5</MoveSpeed>
<WorkSpeedGlobal>1.3</WorkSpeedGlobal>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>240000~240000</disappearsAfterTicks> <!-- 1~2 days -->
<showRemainingTime>true</showRemainingTime>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_SP_Mist_Incinerator</defName>
<label>灰烬焚烧术式</label>
<description>乌拉星人所使用的压制性术式,能够在短时间的吟唱后喷出大量由灵能能量构成的火焰,这种击穿灵魂的火焰可以无视敌人的护甲,点燃敌人的躯体。\n\n法杖同时携带了一个需要魂楔充能的控制型技能使小范围内的敌人陷入心灵冲击状态从而失去战斗力。</description>
<relicChance>0</relicChance>
<graphicData>
<texPath>Wula/Weapon/WULA_MW_Scepter_Of_Heaven</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.3</drawSize>
</graphicData>
<uiIconPath>Wula/Weapon/WULA_SP_Mist_Incinerator</uiIconPath>
<techLevel>Archotech</techLevel>
<soundInteract>Metal_Drop</soundInteract>
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
</descriptionHyperlinks>
<weaponTags>
<li>Wula_Spell_Weapon_T1</li>
</weaponTags>
<useHitPoints>False</useHitPoints>
<statBases>
<DeteriorationRate>0</DeteriorationRate>
<Flammability>0</Flammability>
<WorkToMake>30000</WorkToMake>
<Mass>0</Mass>
<!-- <AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong> -->
<RangedWeapon_Cooldown>3</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<WULA_Soul_Wedge>2000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>2</WULA_Dark_Matter_Item>
</costList>
<recipeMaker>
<recipeUsers Inherit="False"/>
</recipeMaker>
<verbs>
<li>
<verbClass>Verb_ArcSprayIncinerator</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.5</warmupTime>
<range>22.9</range>
<minRange>5.9</minRange>
<beamFullWidthRange>11</beamFullWidthRange>
<burstShotCount>20</burstShotCount>
<showBurstShotStats>false</showBurstShotStats>
<requireLineOfSight>true</requireLineOfSight>
<beamWidth>6</beamWidth>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<beamDamageDef>Wula_Psi_Damage</beamDamageDef>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<soundCastBeam>Flamethrower_Firing</soundCastBeam>
<beamGroundFleckDef>Fleck_IncineratorBeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMaxDeviation>0.5</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamEndEffecterDef>IncineratorBeam_End</beamEndEffecterDef>
<beamChanceToStartFire>0.85</beamChanceToStartFire>
<beamFireSizeRange>0.55~0.85</beamFireSizeRange>
<beamStartOffset>.5</beamStartOffset>
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamCantHitWithinMinRange>true</beamCantHitWithinMinRange>
<beamHitsNeighborCellsRequiresLOS>true</beamHitsNeighborCellsRequiresLOS>
<beamSetsGroundOnFire>true</beamSetsGroundOnFire>
<ai_BeamIsIncendiary>true</ai_BeamIsIncendiary>
<beamLineFleckDef>Fleck_IncineratorBeamSmoke</beamLineFleckDef>
<highlightColor>(58, 225, 225)</highlightColor>
<secondaryHighlightColor>(102, 200, 200)</secondaryHighlightColor>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.02)</li>
<li>(1, .5)</li>
</points>
</beamLineFleckChanceCurve>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<flammabilityAttachFireChanceCurve>
<points>
<li>(0.6, 0)</li>
<li>(0.7, 0.2)</li>
<li>(1.2, 0.8)</li>
</points>
</flammabilityAttachFireChanceCurve>
<rangedFireRulepack>Combat_RangedFlamethrower</rangedFireRulepack>
</li>
</verbs>
<comps>
<li Class="CompProperties_EquippableAbilityReloadable">
<abilityDef>WULA_MW_Scepter_Of_Lost_Ability</abilityDef>
<maxCharges>1</maxCharges>
<soundReload>AnomalyAbilityWarmup</soundReload>
<chargeNoun>魂锲</chargeNoun>
<ammoDef>WULA_Soul_Wedge</ammoDef>
<ammoCountPerCharge>10</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
<li>WULA_ExtraPsychicSkill</li>
</forcedTraits>
<numTraitsRange>
<min>2</min>
<max>2</max>
</numTraitsRange>
</li>
</comps>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<AbilityDef ParentName="PsycastBase">
<defName>WULA_MW_Scepter_Of_Lost_Ability</defName>
<label>惘之杖:失能</label>
<description>使一小片范围内的生物直接陷入心灵冲击状态,从而失去战斗力。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Lost_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<level>-1</level>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
<Ability_Duration>1500</Ability_Duration>
<Ability_EffectRadius>1.1</Ability_EffectRadius>
</statBases>
<verbProperties>
<warmupTime>5</warmupTime>
<range>14</range>
<targetParams>
<canTargetLocations>true</canTargetLocations>
<canTargetSelf>false</canTargetSelf>
<canTargetPawns>true</canTargetPawns>
</targetParams>
</verbProperties>
<comps>
<li Class = "CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>PsychicShock</hediffDef>
<durationMultiplier>PsychicSensitivity</durationMultiplier>
<psychic>True</psychic>
<goodwillImpact>-15</goodwillImpact>
<applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_Photon_Missile</defName>
<label>星光追猎术式</label>
<description>乌拉星人在舰船上用于代替导弹的一种特殊术式,现在则被镌刻在灵能泰坦上。当其被吟唱时,大量的灵能星光将倾巢而出追击轰炸敌军。\n\n当攻击某个单体的时候灵能星光将会追踪敌军并准确击中目标当攻击地面时灵能星光会分散以形成一片轰炸区。依托于纯净灵能能能量灵能星光可以穿越任何地形阻碍和护盾进行轰炸。</description>
<techLevel>Archotech</techLevel>
<tradeability>None</tradeability>
<!-- <techLevel>Spacer</techLevel> -->
<uiIconPath>Wula/Weapon/WULA_RW_Photon_Missile</uiIconPath>
<relicChance>0</relicChance>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<weaponTags>
<li>WULA_RW_Photon_Missile_Weapon</li>
</weaponTags>
<recipeMaker>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<costList Inherit="False">
<Steel>380</Steel>
<Plasteel>60</Plasteel>
<ComponentSpacer>8</ComponentSpacer>
</costList>
<statBases>
<DeteriorationRate>0</DeteriorationRate>
<Flammability>0</Flammability>
<WorkToMake>40000</WorkToMake>
<Mass>0</Mass>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.5</AccuracyShort>
<AccuracyMedium>0.4</AccuracyMedium>
<AccuracyLong>0.3</AccuracyLong>
<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Photon_Missile</defaultProjectile>
<forcedMissRadius>0.1</forcedMissRadius>
<warmupTime>4.5</warmupTime>
<burstShotCount>48</burstShotCount>
<ticksBetweenBurstShots>1</ticksBetweenBurstShots>
<isMortar>true</isMortar>
<requireLineOfSight>false</requireLineOfSight>
<minRange>4</minRange>
<range>48</range>
<soundCast>AgonyPulse_Cast</soundCast>
<muzzleFlashScale>12</muzzleFlashScale>
<aimingLineMote>Mote_FleshmelterBolt_Aim</aimingLineMote>
<aimingChargeMote>Mote_FleshmelterBolt_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
<aimingLineMoteFixedLength>15.9</aimingLineMoteFixedLength>
<aimingTargetMote>Mote_FleshmelterBolt_Target</aimingTargetMote>
<!-- <soundAiming>FleshmelterBolt_Charging</soundAiming> -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
<li>WULA_PsychicIgnoreBlock</li>
<li>WULA_MissileLauncher</li>
</forcedTraits>
<numTraitsRange>
<min>3</min>
<max>3</max>
</numTraitsRange>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Photon_Missile</defName>
<label>灵能星光</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Photon_Missile</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_CruiseMissile</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.CruiseMissileProperties">
<customDamageDef>Bomb</customDamageDef>
<customDamageAmount>8</customDamageAmount>
<customExplosionRadius>1</customExplosionRadius>
<customSoundExplode>Pawn_Revenant_StartledScream</customSoundExplode>
<useSubExplosions>true</useSubExplosions>
<subExplosionCount>0</subExplosionCount>
<subExplosionRadius>1</subExplosionRadius>
<subExplosionDamage>5</subExplosionDamage>
<subExplosionSpread>6</subExplosionSpread>
<subDamageDef>Wula_Psi_Bomb</subDamageDef>
<subSoundExplode>MortarBomb_Explode</subSoundExplode>
</li>
</modExtensions>
<projectile>
<damageDef>Wula_Psi_Bomb</damageDef>
<damageAmountBase>1</damageAmountBase>
<speed>22</speed>
<explosionRadius>1.25</explosionRadius>
<armorPenetrationBase>1.5</armorPenetrationBase>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>Pawn_Revenant_StartledScream</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
</Defs>

View File

@@ -0,0 +1,114 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="HeavyMechanoid">
<defName>Wula_Psi_Titan</defName>
<label>PAt-52"灵能泰坦"</label>
<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>
<uiIconPath>Wula/Things/Wula_Psi_Titan/Wula_Psi_Titan_Icon</uiIconPath>
<statBases>
<!-- 心灵敏感,稍高 -->
<PsychicSensitivity>3</PsychicSensitivity>
<BandwidthCost>8</BandwidthCost>
<MoveSpeed>2</MoveSpeed>
<VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">1</VacuumResistance>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.25</ArmorRating_Heat>
<CarryingCapacity>1200</CarryingCapacity>
<ShootingAccuracyPawn>200</ShootingAccuracyPawn>
<!-- <IncomingDamageFactor>0.75</IncomingDamageFactor> -->
<MechEnergyLossPerHP MayRequire="Ludeon.RimWorld.Biotech">0.1</MechEnergyLossPerHP>
<WastepacksPerRecharge MayRequire="Ludeon.RimWorld.Biotech">5</WastepacksPerRecharge>
<!-- 飞行参数 -->
<!-- <MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown> -->
</statBases>
<race>
<fleshType>Mechanoid</fleshType>
<body>Wula_Psi_Titan_Body</body>
<baseBodySize>15.0</baseBodySize>
<baseHealthScale>3.5</baseHealthScale>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
<soundWounded>Pawn_Mech_Tunneler_Wounded</soundWounded>
<soundDeath>Pawn_Mech_Tunneler_Death</soundDeath>
<soundCall>Pawn_Mech_Tunneler_Call</soundCall>
</li>
</lifeStageAges>
<bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef>
<!-- 飞行参数 -->
<!-- <flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<flightSpeedFactor>3</flightSpeedFactor> -->
<!-- <canFlyIntoMap>true</canFlyIntoMap> -->
</race>
<tools Inherit="False">
<li>
<label>灵能震爆</label>
<labelNoLocation>灵能震爆</labelNoLocation>
<capacities>
<li>Blunt</li>
</capacities>
<power>10</power>
<cooldownTime>4</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
<li Class="CompProperties_ProjectileInterceptor">
<radius>4</radius>
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<color>(0.5, 0.3, 0.9)</color>
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<activeSound>BulletShield_Ambience</activeSound>
<hitPoints>5000</hitPoints>
<hitPointsRestoreInstantlyAfterCharge>true</hitPointsRestoreInstantlyAfterCharge>
<chargeDurationTicks>1800</chargeDurationTicks>
<rechargeHitPointsIntervalTicks>120</rechargeHitPointsIntervalTicks>
<minIdleAlpha>0.2</minIdleAlpha>
<drawWithNoSelection>True</drawWithNoSelection>
<disarmedByEmpForTicks>1500</disarmedByEmpForTicks>
<gizmoTipKey>ProjectileInterceptorTip</gizmoTipKey>
</li>
<li Class="AutoBlink.CompProperties_AutoBlink" MayRequire="rabiosus.autoblink">
<!-- <gizmoIconPath></gizmoIconPath> -->
<blinkIntervalTicks>480</blinkIntervalTicks>
<delayAfterEligibleTicks>10</delayAfterEligibleTicks>
<cellsBeforeTarget>3</cellsBeforeTarget>
<maxDistanceToBlink>40</maxDistanceToBlink>
<minDistanceToBlink>4</minDistanceToBlink>
<postBlinkStanceTicks>0</postBlinkStanceTicks>
<playerFactionOnly>false</playerFactionOnly>
<excludedJobDefs>
<li>GotoWander</li>
<li>Carried</li>
</excludedJobDefs>
<preBlinkSoundDefs>
<li>AutoBlink_Skip_Small</li>
</preBlinkSoundDefs>
<postBlinkSoundDefs>
<li>AutoBlink_Skip_Exit_Small</li>
</postBlinkSoundDefs>
<preBlinkEffecterDefs>
<li>Skip_Entry</li>
</preBlinkEffecterDefs>
<postBlinkEffecterDefs>
<li>Skip_ExitNoDelay</li>
</postBlinkEffecterDefs>
<preBlinkMoteDefs/>
<postBlinkMoteDefs/>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -0,0 +1,474 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<TraderKindDef>
<defName>Wula_FE_Spiritualist_Faction_TraderKind</defName>
<faction>Wula_FE_Spiritualist_Faction</faction>
<permitRequiredForTrading>TradeSettlement</permitRequiredForTrading>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>800~3000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>20~70</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>200~350</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Uranium</thingDef>
<countRange>80~300</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Cloth</thingDef>
<countRange>400~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Gold</thingDef>
<countRange>100~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>300~500</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chocolate</thingDef>
<countRange>-30~70</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>25~50</countRange>
</li>
<li Class="StockGenerator_ReinforcedBarrels">
<countRange>1~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>MortarShell</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>20~40</countRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Shell_Deadlife</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Textiles</categoryDef>
<thingDefCountRange>1~2</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Leather_Dread</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_Category">
<categoryDef>ResourcesRaw</categoryDef>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodRaw</categoryDef>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
<excludedCategories>
<li>EggsFertilized</li>
</excludedCategories>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodMeals</categoryDef>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>12~50</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
<thingDefCountRange>3~4</thingDefCountRange>
<totalPriceRange>700~1500</totalPriceRange>
</li>
<!-- Techprints -->
<li Class="StockGenerator_Techprints">
<countChances>
<li>
<count>2</count>
<chance>0.5</chance>
</li>
<li>
<count>3</count>
<chance>0.5</chance>
</li>
</countChances>
</li>
<!-- Books -->
<li Class="StockGenerator_Category">
<categoryDef>Books</categoryDef>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Tome</li> <!-- only available in Anomaly, handled seperately -->
</excludedThingDefs>
<thingDefCountRange>2</thingDefCountRange>
<countRange>-2~1</countRange>
</li>
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_Tomes">
<countRange>-2~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Schematic</thingDef>
<countRange>1~1</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponRanged</tradeTag>
<weaponTag>SpacerGun</weaponTag>
<countRange>3~6</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>WeaponsMelee</categoryDef>
<thingDefCountRange>3~4</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicWeapon</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponMelee</tradeTag>
<weaponTag>UltratechMelee</weaponTag>
<countRange>1~2</countRange>
</li>
<!-- Apparel -->
<li Class="StockGenerator_MarketValue">
<tradeTag>BasicClothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>7~12</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>Clothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>3~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>HiTechArmor</tradeTag>
<thingDefCountRange>2~4</thingDefCountRange>
<countRange>2~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicApparel</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<!-- Implants -->
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireCommon</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireRoyal</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponMelee</tradeTag>
<weaponTag>Bladelink</weaponTag>
<countRange>1</countRange>
</li>
<!-- Buildings -->
<!-- none -->
<!-- Exotic -->
<li Class="StockGenerator_Tag">
<tradeTag>Artifact</tradeTag>
<thingDefCountRange>1~4</thingDefCountRange>
<countRange>1~1</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ExoticMisc</tradeTag>
<thingDefCountRange>1~4</thingDefCountRange>
<countRange>1~2</countRange>
<excludedThingDefs>
<li>Luciferium</li> <!-- already handled by drugs -->
<li>ComponentSpacer</li> <!-- already handled by single def -->
<li>MedicineUltratech</li> <!-- already handled by single def -->
</excludedThingDefs>
<customCountRanges>
<Hyperweave>100~200</Hyperweave>
</customCountRanges>
</li>
<!-- Genepack -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>Genepack</thingDef>
<countRange>1~1</countRange>
</li>
<!-- Serums -->
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_Tag">
<tradeTag>Serum</tradeTag>
<thingDefCountRange>4~4</thingDefCountRange>
<countRange>-3~1</countRange> <!-- 20% chance of appearing -->
<excludedThingDefs>
<li>VoidsightSerum</li>
</excludedThingDefs>
</li>
<!-- Slaves -->
<li Class="StockGenerator_Slaves">
<respectPopulationIntent>true</respectPopulationIntent>
<countRange>-1~2</countRange>
<slaveKindDef>Slave_Empire</slaveKindDef>
</li>
<!-- Animals -->
<li Class="StockGenerator_Animals">
<tradeTagsSell>
<li>AnimalUncommon</li>
<li>AnimalExotic</li>
<li>AnimalFarm</li>
</tradeTagsSell>
<kindCountRange>1~2</kindCountRange>
<countRange>2~5</countRange>
<createMatingPair>
<li>AnimalFarm</li>
</createMatingPair>
</li>
<!-- Psytrainers -->
<li Class="StockGenerator_Category">
<categoryDef>NeurotrainersPsycast</categoryDef>
<thingDefCountRange>2~2</thingDefCountRange>
<countRange>0~2</countRange>
</li>
<!-- Archite capsules -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>ArchiteCapsule</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<!-- Deathrest capacity serum -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>DeathrestCapacitySerum</thingDef>
<countRange>0~1</countRange>
</li>
<!-- Pack turret apparel -->
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_SingleDef">
<thingDef>Apparel_PackTurret</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<!-- Cultist apparel -->
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_SingleDef">
<thingDef>Apparel_CultistMask</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_SingleDef">
<thingDef>Apparel_CeremonialCultistMask</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
<li Class="StockGenerator_BuyTradeTag"><tag>Art</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>MusicalInstrument</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>PsylinkNeuroformer</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>UtilitySpecial</tag></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>Shell_Deadlife</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>VoidSculpture</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>Shard</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>Bioferrite</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>RevenantSpine</thingDef></li>
</stockGenerators>
</TraderKindDef>
<TraderKindDef>
<defName>Wula_FE_Spiritualist_Faction_Caravan</defName>
<label>修会贸易商</label>
<commonality>1</commonality>
<faction>Wula_FE_Spiritualist_Faction</faction>
<permitRequiredForTrading>TradeCaravan</permitRequiredForTrading>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>750~1200</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>ResourcesRaw</categoryDef>
<thingDefCountRange>0~1</thingDefCountRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>3~7</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>3~7</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>250~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Cloth</thingDef>
<countRange>250~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_ReinforcedBarrels">
<countRange>1~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>MortarShell</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>10~20</countRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Shell_Deadlife</li>
</excludedThingDefs>
</li>
<!-- Drugs -->
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
</li>
<!-- Techprints -->
<li Class="StockGenerator_Techprints">
<countChances>
<li>
<count>1</count>
<chance>1</chance>
</li>
</countChances>
</li>
<!-- Books -->
<li Class="StockGenerator_SingleDef">
<thingDef>TextBook</thingDef>
<countRange>0~2</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Schematic</thingDef>
<countRange>1~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Novel</thingDef>
<countRange>1~1</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponRanged</tradeTag>
<weaponTag>SpacerGun</weaponTag>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicWeapon</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Apparel -->
<li Class="StockGenerator_MarketValue">
<tradeTag>BasicClothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>3~7</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>Clothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicApparel</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>HiTechArmor</tradeTag>
<thingDefCountRange>0~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Implants -->
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireCommon</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireRoyal</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Animals -->
<li Class="StockGenerator_Animals">
<maxWildness>0.70</maxWildness>
<tradeTagsSell>
<li>AnimalUncommon</li>
<li>AnimalExotic</li>
<li>AnimalFarm</li>
</tradeTagsSell>
<tradeTagsBuy>
<li>AnimalExotic</li>
</tradeTagsBuy>
<kindCountRange>2~2</kindCountRange>
<countRange>3~4</countRange>
<createMatingPair>
<li>AnimalFarm</li>
</createMatingPair>
</li>
<!-- Genepack -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>Genepack</thingDef>
<countRange>1~2</countRange>
</li>
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
<li Class="StockGenerator_BuyTradeTag"><tag>Art</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>MusicalInstrument</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>PsylinkNeuroformer</tag></li>
</stockGenerators>
</TraderKindDef>
</Defs>