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1.6/1.6/Defs/HediffDefs/WULA_Hediffs_MechCarrier.xml
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1.6/1.6/Defs/HediffDefs/WULA_Hediffs_MechCarrier.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<HediffDef>
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<defName>WULA_MechCarrierSwitchHediff</defName>
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<label>生产抑制</label>
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<description>此单位的自动生产功能已被抑制。</description>
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<hediffClass>HediffWithComps</hediffClass>
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<isBad>false</isBad>
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<defaultLabelColor>(0.6, 0.6, 0.6)</defaultLabelColor>
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<scenarioCanAdd>false</scenarioCanAdd>
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</HediffDef>
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</Defs>
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@@ -70,24 +70,32 @@
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<comps>
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<!-- 这里是我们修改的核心部分 -->
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<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
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<startsAsAutoSpawn>true</startsAsAutoSpawn>
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<freeProduction>true</freeProduction>
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<cooldownTicks>900</cooldownTicks> <!-- 15 seconds -->
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<freeProduction>true</freeProduction> <!-- 改为消耗资源以测试独立成本 -->
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<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
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<fixedIngredient>Steel</fixedIngredient>
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<maxIngredientCount>500</maxIngredientCount> <!-- 定义最大资源容量 -->
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<startingIngredientCount>500</startingIngredientCount> <!-- 定义初始资源数量 -->
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<costPerPawn>999</costPerPawn> <!-- 设置一个很高的全局默认成本,以确保独立成本生效 -->
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<cooldownTicks>9999</cooldownTicks> <!-- 设置一个很高的全局默认冷却,以确保独立冷却生效 -->
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<productionQueue>
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<li>
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<pawnKind>Mech_WarUrchin</pawnKind>
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<count>2</count>
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<cooldownTicks>600</cooldownTicks> <!-- 独立冷却: 10秒 -->
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<cost>10</cost> <!-- 独立成本: 10 钢铁 -->
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</li>
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<li>
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<pawnKind>Mech_Lancer</pawnKind>
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<count>1</count>
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<cooldownTicks>1200</cooldownTicks> <!-- 独立冷却: 20秒 -->
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<cost>25</cost> <!-- 独立成本: 25 钢铁 -->
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</li>
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</productionQueue>
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<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
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<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
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</li>
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<li Class="CompProperties_TurretGun">
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<turretDef>WULA_Penetrating_BeamTurret</turretDef>
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<turretDef>Gun_ChargeBlasterTurret</turretDef>
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<angleOffset>-90</angleOffset>
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<autoAttack>false</autoAttack>
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<renderNodeProperties>
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@@ -112,40 +120,6 @@
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</killedLeavingsPlayerHostile>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>WULA_Penetrating_BeamTurret</defName>
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<label>charge blaster turret</label>
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<description>A small charge blaster designed for use on a defense turret.</description>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponRanged/ChargeBlasterTurret</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>2.6</Mass>
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<AccuracyTouch>0.60</AccuracyTouch>
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<AccuracyShort>0.80</AccuracyShort>
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<AccuracyMedium>0.90</AccuracyMedium>
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<AccuracyLong>0.85</AccuracyLong>
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</statBases>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<defaultProjectile>Bullet_WULA_RW_Penetrating_Beam_Ranged</defaultProjectile>
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<range>44.9</range>
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<ticksBetweenBurstShots>30</ticksBetweenBurstShots>
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<soundCast>Shot_ChargeBlaster</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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<defaultCooldownTime>2.5</defaultCooldownTime>
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<linkedBodyPartsGroup>BulbTurret</linkedBodyPartsGroup>
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<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
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<ticksBetweenBurstShots>50</ticksBetweenBurstShots>
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</li>
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</verbs>
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</ThingDef>
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<PawnKindDef ParentName="HeavyMechanoidKind">
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<defName>WULA_Mech_Warqueen</defName> <!-- 修改了defName以避免冲突 -->
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<label>war queen (WULA)</label>
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@@ -155,6 +129,10 @@
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<maxPerGroup>3</maxPerGroup>
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<isBoss>true</isBoss>
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<allowInMechClusters>false</allowInMechClusters>
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<abilities>
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<li>WULA_GiveSwitchHediff</li> <!-- 添加“停止生产”技能 -->
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<li>WULA_RemoveSwitchHediff</li> <!-- 保留“恢复生产”技能 -->
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</abilities>
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<lifeStages>
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<li>
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<bodyGraphicData>
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@@ -184,4 +162,63 @@
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<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
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</PawnKindDef>
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<!-- 新的技能定义 -->
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<AbilityDef>
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<defName>WULA_RemoveSwitchHediff</defName>
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<label>重启生产</label>
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<description>重启自动生产机械体。</description>
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<iconPath>Wula/UI/Abilities/WULA_WeaponSwitchAbility</iconPath>
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<cooldownTicksRange>601</cooldownTicksRange>
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<hostile>false</hostile>
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<showOnCharacterCard>true</showOnCharacterCard>
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<aiCanUse>false</aiCanUse>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<warmupTime>0</warmupTime>
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<drawAimPie>false</drawAimPie>
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<requireLineOfSight>false</requireLineOfSight>
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<targetable>false</targetable>
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<targetParams>
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<canTargetSelf>true</canTargetSelf>
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</targetParams>
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</verbProperties>
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<comps>
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<!-- 这是正确的用法 -->
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<li Class="RimWorld.CompProperties_AbilityRemoveHediff">
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<compClass>WulaFallenEmpire.CompAbilityEffect_RemoveSwitchHediff</compClass>
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<hediffDef>WULA_MechCarrierSwitchHediff</hediffDef>
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<applyToSelf>true</applyToSelf>
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</li>
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</comps>
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</AbilityDef>
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<!-- 新增的“施加Hediff”技能定义 -->
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<AbilityDef>
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<defName>WULA_GiveSwitchHediff</defName>
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<label>停止生产</label>
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<description>停止自动生产机械体。</description>
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<iconPath>Wula/UI/Abilities/WULA_WeaponSwitchAbility</iconPath>
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<cooldownTicksRange>601</cooldownTicksRange>
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<hostile>false</hostile>
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<showOnCharacterCard>true</showOnCharacterCard>
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<aiCanUse>false</aiCanUse>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<warmupTime>0</warmupTime>
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<drawAimPie>false</drawAimPie>
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<requireLineOfSight>false</requireLineOfSight>
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<targetable>false</targetable>
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<targetParams>
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<canTargetSelf>true</canTargetSelf>
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="RimWorld.CompProperties_AbilityGiveHediff">
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<compClass>WulaFallenEmpire.CompAbilityEffect_GiveSwitchHediff</compClass>
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<hediffDef>WULA_MechCarrierSwitchHediff</hediffDef>
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<applyToSelf>true</applyToSelf>
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</li>
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</comps>
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</AbilityDef>
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</Defs>
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