2025-7-14
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1.6/Assemblies/WulaFallenEmpire.dll
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BIN
1.6/Assemblies/WulaFallenEmpire.dll
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@@ -1,32 +1,19 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="Wall">
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<ThingDef ParentName="Wall">
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<defName>WulaWall</defName>
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<label>乌拉帝国堡垒</label>
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<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量爆炸和震荡伤害,并且拥有气密性,可以用在飞船外壳上。</description>
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<thingClass>Building</thingClass>
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<category>Building</category>
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<graphicData>
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<texPath>Wula/Building/Linked/WulaWall</texPath>
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<shaderType>CutoutComplex</shaderType>
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<graphicClass>Graphic_Appearances</graphicClass>
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<linkType>CornerFiller</linkType>
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<linkFlags>
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<li>Wall</li>
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<li>Rock</li>
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</linkFlags>
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<damageData>
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<cornerTL>Damage/Corner</cornerTL>
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<cornerTR>Damage/Corner</cornerTR>
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<cornerBL>Damage/Corner</cornerBL>
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<cornerBR>Damage/Corner</cornerBR>
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<edgeTop>Damage/Edge</edgeTop>
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<edgeBot>Damage/Edge</edgeBot>
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<edgeLeft>Damage/Edge</edgeLeft>
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<edgeRight>Damage/Edge</edgeRight>
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</damageData>
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</graphicData>
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<uiOrder>1800</uiOrder>
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<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
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<graphicData>
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<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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</graphicData>
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<researchPrerequisites>
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<li>WULA_Structure_Technology</li>
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</researchPrerequisites>
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<statBases>
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<MarketValue>2</MarketValue>
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<Beauty>1</Beauty>
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@@ -36,49 +23,28 @@
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<MeditationFocusStrength>0.22</MeditationFocusStrength>
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<Cleanliness>0.1</Cleanliness>
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</statBases>
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<costList>
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<Steel>10</Steel>
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</costList>
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<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
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<filthLeaving>Filth_RubbleBuilding</filthLeaving>
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<repairEffect>Repair</repairEffect>
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<altitudeLayer>Building</altitudeLayer>
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<passability>Impassable</passability>
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<blockWind>true</blockWind>
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<castEdgeShadows>true</castEdgeShadows>
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<fillPercent>1</fillPercent>
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<coversFloor>true</coversFloor>
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<!-- <placingDraggableDimensions>1</placingDraggableDimensions> -->
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<tickerType>Never</tickerType>
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<rotatable>false</rotatable>
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<selectable>true</selectable>
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<neverMultiSelect>true</neverMultiSelect>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded> <!-- Best affordance needed for stone -->
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<holdsRoof>true</holdsRoof>
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<designationCategory>Structure</designationCategory>
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<staticSunShadowHeight>1.0</staticSunShadowHeight>
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<blockLight>true</blockLight>
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<canOverlapZones>false</canOverlapZones>
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<fertility>0</fertility>
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<costStuffCount>0</costStuffCount>
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<stuffCategories Inherit="False"></stuffCategories>
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<costStuffCount>15</costStuffCount>
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<building>
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<isAirtight>true</isAirtight>
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<paintable>true</paintable>
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<isInert>true</isInert>
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<isPlaceOverableWall>true</isPlaceOverableWall>
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<ai_chillDestination>false</ai_chillDestination>
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<supportsWallAttachments>true</supportsWallAttachments>
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<blueprintGraphicData>
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<texPath>Wula/Building/Linked/WULA_Fortress_Wall_Blueprint</texPath>
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</blueprintGraphicData>
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<relatedBuildCommands>
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<li>Door</li>
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<li>Autodoor</li>
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</relatedBuildCommands>
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</building>
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<uiOrder>3000</uiOrder>
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<comps>
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<stuffCategories Inherit="False">
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<li>Metallic</li>
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</stuffCategories>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<placeWorkers>
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<li>PlaceWorker_OnSubstructure</li>
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</placeWorkers>
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<damageMultipliers>
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<li>
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<damageDef>Bomb</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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<li>
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<damageDef>Thump</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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</damageMultipliers>
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<comps Inherit="False">
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<li Class="CompProperties_MeditationFocus">
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<statDef>MeditationFocusStrength</statDef>
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<focusTypes>
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@@ -90,19 +56,6 @@
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<transmitsPower>true</transmitsPower>
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</li>
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</comps>
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<damageMultipliers>
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<li>
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<damageDef>Bomb</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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<li>
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<damageDef>Thump</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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</damageMultipliers>
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<researchPrerequisites>
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<li>WULA_Structure_Technology</li>
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</researchPrerequisites>
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</ThingDef>
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<ThingDef ParentName="DoorBase">
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@@ -133,7 +133,7 @@
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<building>
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<isMealSource>true</isMealSource>
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<!-- <isMealSource>true</isMealSource> -->
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<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
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<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
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</building>
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@@ -198,7 +198,7 @@
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<building>
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<isMealSource>true</isMealSource>
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<!-- <isMealSource>true</isMealSource> -->
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<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
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</building>
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</ThingDef>
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@@ -541,11 +541,11 @@
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<thingClass>Building_GravEngine</thingClass>
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<drawerType>RealtimeOnly</drawerType>
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<tickerType>Normal</tickerType>
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<minifiedDef>MinifiedGravEngine</minifiedDef>
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<!-- <minifiedDef>MinifiedGravEngine</minifiedDef> -->
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<graphicData>
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<graphicClass>Graphic_Single</graphicClass>
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<texPath>Things/Building/GravEngine/GravEngine</texPath>
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<drawSize>(3,3)</drawSize>
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<texPath>Wula/Building/Wula_DarkEnergy_Engine</texPath>
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<drawSize>(3.2,3.5)</drawSize>
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</graphicData>
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<statBases>
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<MaxHitPoints>800</MaxHitPoints>
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@@ -555,7 +555,7 @@
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<MarketValue>2000</MarketValue>
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</statBases>
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<size>(3,3)</size>
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<castEdgeShadows>true</castEdgeShadows>
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<castEdgeShadows>false</castEdgeShadows>
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<fillPercent>0.6</fillPercent>
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<passability>PassThroughOnly</passability>
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<pathCost>20</pathCost>
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@@ -572,6 +572,7 @@
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</relatedTerrain>
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</building>
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<comps>
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<li Class="CompProperties_Flickable"/>
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<li Class="CompProperties_SubstructureFootprint">
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<radius>25</radius>
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</li>
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@@ -593,17 +594,22 @@
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<li>SignalJammer</li>
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<li>PilotSubpersonaCore</li>
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<li>GravshipShieldGenerator</li>
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<!-- <li>Wula_DarkEnergy_FuelTank</li> -->
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</linkableFacilities>
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</li>
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<li Class="CompProperties_AmbientSound">
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<sound>GravshipEngine_Ambient</sound>
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</li>
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<li Class="CompProperties_Power">
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<compClass>CompPowerPlant</compClass>
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>-36000</basePowerConsumption>
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<transmitsPower>true</transmitsPower>
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<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
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</li>
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<li Class="CompProperties_LowPowerUnlessVacuum">
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<lowPowerConsumptionFactor>0</lowPowerConsumptionFactor>
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<checkRoomVacuum>false</checkRoomVacuum>
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</li>
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<li Class="CompProperties_Refuelable">
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<fuelConsumptionRate>150</fuelConsumptionRate>
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<fuelCapacity>1000.0</fuelCapacity>
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@@ -617,7 +623,7 @@
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="FuelTankBase">
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<!-- <ThingDef ParentName="FuelTankBase">
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<defName>Wula_DarkEnergy_FuelTank</defName>
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<label>暗物质引擎</label>
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<description>乌拉帝国用于存储湮灭反应释放的巨量能源并将其转化为飞行器飞行所需燃料的设备——在星球环境下,这些能源无法直接输入引擎。</description>
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@@ -637,12 +643,10 @@
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<costList>
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<Steel>200</Steel>
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</costList>
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<researchPrerequisites>
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<li>StandardGravtech</li>
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</researchPrerequisites>
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<designationCategory>Production</designationCategory>
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<comps>
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<li Class="CompPowerTrader">
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<compClass>CompPowerPlant</compClass>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>1000</basePowerConsumption>
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<transmitsPower>true</transmitsPower>
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<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
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@@ -669,7 +673,7 @@
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</li>
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</comps>
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<uiOrder>2155</uiOrder>
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</ThingDef>
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</ThingDef> -->
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<!-- 联络台 -->
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<!-- <ThingDef ParentName="BuildingBase">
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@@ -643,6 +643,7 @@
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<description>以魂楔为媒介传递灵能,加速目标思维。目标将获得一个适合的随机灵感。</description>
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<iconPath>UI/Abilities/WordOfInspiration</iconPath>
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<showPsycastEffects>false</showPsycastEffects>
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<level>-1</level>
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<!-- <cooldownTicksRange>180~480</cooldownTicksRange> -->
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<aiCanUse>true</aiCanUse>
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<showOnCharacterCard>false</showOnCharacterCard>
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@@ -727,6 +728,7 @@
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<description>使一片范围内的生物感到恶心眩晕。</description>
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<iconPath>UI/Abilities/NauseaPulse</iconPath>
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<writeCombatLog>True</writeCombatLog>
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<level>-1</level>
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<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
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<statBases>
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<Ability_EntropyGain>0</Ability_EntropyGain>
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@@ -817,6 +819,7 @@
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<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</description>
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<iconPath>UI/Abilities/Invisibility</iconPath>
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<writeCombatLog>True</writeCombatLog>
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<level>-1</level>
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<hotKey>Misc12</hotKey>
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<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
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<statBases>
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@@ -906,6 +909,7 @@
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<iconPath>UI/Abilities/Burner</iconPath>
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<writeCombatLog>True</writeCombatLog>
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<showPsycastEffects>False</showPsycastEffects>
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<level>-1</level>
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<!-- <cooldownTicksRange>120~240</cooldownTicksRange> -->
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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@@ -1032,6 +1036,7 @@
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<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>
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<iconPath>UI/Abilities/Neuroquake</iconPath>
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<writeCombatLog>True</writeCombatLog>
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<level>-1</level>
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<statBases>
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<Ability_EntropyGain>0</Ability_EntropyGain>
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<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
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@@ -1123,6 +1128,7 @@
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<iconPath>UI/Abilities/WordOfSerenity</iconPath>
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<writeCombatLog>True</writeCombatLog>
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<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
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<level>-1</level>
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<statBases>
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<Ability_EntropyGain>0</Ability_EntropyGain>
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<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
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