This commit is contained in:
Tourswen
2025-12-01 00:26:52 +08:00
parent 6a5c5bd9aa
commit 4c7fd3c60f
25 changed files with 2702 additions and 110 deletions

View File

@@ -148,4 +148,640 @@
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</Defs>

View File

@@ -0,0 +1,294 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<IncidentDef>
<defName>WULA_GiveQuest_Hostile_PIA_Attack_Quest</defName>
<category>GiveQuest</category>
<label>要塞空投</label>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<questScriptDef>WULA_Hostile_PIA_Attack_Quest</questScriptDef>
<workerClass>IncidentWorker_GiveQuest</workerClass>
<baseChance>0</baseChance>
</IncidentDef>
<QuestScriptDef>
<defName>WULA_Hostile_PIA_Attack_Quest</defName>
<rootSelectionWeight>0</rootSelectionWeight>
<autoAccept>true</autoAccept>
<sendAvailableLetter>false</sendAvailableLetter>
<defaultChallengeRating>1</defaultChallengeRating> <!-- 挑战等级(星级) -->
<isRootSpecial>true</isRootSpecial> <!-- 特殊任务 -->
<defaultCharity>false</defaultCharity> <!-- 是否仁善 -->
<!-- 命名规则 -->
<questNameRules>
<rulesStrings>
<li>questName->WULA_Hostile_PIA_Attack_Quest_questName</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<include>
<li>QuestHospitalityCommon</li>
</include>
<rulesStrings>
<li>questDescription->WULA_Hostile_PIA_Attack_Quest_questDescription</li>
</rulesStrings>
</questDescriptionRules>
<!-- 运行规则 -->
<root Class="QuestNode_Sequence">
<nodes>
<!-- 获取地图 -->
<li Class="QuestNode_GetMap" />
<!-- 随机 -->
<li Class="QuestNode_RandomNode">
<nodes>
<!-- 要塞空投 -->
<li Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_ResolveQuestName">
<rules>
<rulesStrings>
<li>questName->要塞空投</li>
</rulesStrings>
</rules>
</li>
<li Class="QuestNode_ResolveQuestDescription">
<rules>
<rulesStrings>
<li>questDescription->乌拉帝国 行星封锁机关对殖民地发起了报复打击,她们往殖民地空投了整装的要塞!</li>
</rulesStrings>
</rules>
</li>
<li Class="QuestNode_Letter">
<label>要塞空投</label>
<letterDef>NegativeEvent</letterDef>
<text>乌拉帝国 行星封锁机关对殖民地发起了报复打击,她们往殖民地空投了整装的要塞!</text>
</li>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Bunker_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>1</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>1000</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Bunker_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>4</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>2999</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Turret_Group_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>2</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>5999</value2>
<!-- Lodgers arrive by shuttle -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Fortress_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>1</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="QuestNode_Less">
<value1>$prefabSpawnSuccessCount</value1>
<value2>$prefabSpawnRequestedCount</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Turret_Group_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>3</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>7999</value2>
<!-- Lodgers arrive by shuttle -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Fortress_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>1</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="QuestNode_Less">
<value1>$prefabSpawnSuccessCount</value1>
<value2>$prefabSpawnRequestedCount</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Turret_Group_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>3</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>9999</value2>
<!-- Lodgers arrive by shuttle -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Huge_Fortress_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>1</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="QuestNode_Less">
<value1>$prefabSpawnSuccessCount</value1>
<value2>$prefabSpawnRequestedCount</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Fortress_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>2</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>12999</value2>
<!-- Lodgers arrive by shuttle -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Bunker_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>4</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Fortress_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>1</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="QuestNode_Less">
<value1>$prefabSpawnSuccessCount</value1>
<value2>$prefabSpawnRequestedCount</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Turret_Group_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>3</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Greater">
<value1>$points</value1>
<value2>15999</value2>
<!-- Lodgers arrive by shuttle -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Bunker_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>4</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Fortress_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>1</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
<li Class="QuestNode_Less">
<value1>$prefabSpawnSuccessCount</value1>
<value2>$prefabSpawnRequestedCount</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_SpawnPrefabSkyfallerCaller">
<thingDef>WULA_Turret_Group_Drop_Zone_Beacon_Cleanzone</thingDef>
<faction>Wula_PIA_Legion_Faction</faction>
<spawnCount>3</spawnCount>
<sendMessageOnSuccess>false</sendMessageOnSuccess>
<sendMessageOnFailure>false</sendMessageOnFailure>
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
</nodes>
</li>
</nodes>
</li>
<li Class="QuestNode_End" />
</nodes>
</root>
</QuestScriptDef>
</Defs>

View File

@@ -1108,12 +1108,12 @@
<texPath>Wula/Item/WULA_Safe_Box_For_Mission</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>30</stackLimit>
<stackLimit>1</stackLimit>
<statBases>
<Flammability>0</Flammability>
<Beauty>0</Beauty>
<DeteriorationRate>0</DeteriorationRate>
<MarketValue>24</MarketValue>
<MarketValue>8650000</MarketValue>
<Mass>0.3</Mass>
<WorkToMake>450</WorkToMake>
</statBases>
@@ -1125,6 +1125,7 @@
<alwaysHaulable>true</alwaysHaulable>
<pathCost>14</pathCost>
<allowedArchonexusCount>200</allowedArchonexusCount>
<generateAllowChance>0</generateAllowChance>
<tradeability>None</tradeability>
<resourceReadoutPriority>Last</resourceReadoutPriority>
<drawGUIOverlay>true</drawGUIOverlay>

View File

@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 墙和门 -->
<ThingDef ParentName="Wall">
<ThingDef Name="WulaWall_Cleanzone" ParentName="Wall">
<defName>WulaWall_Cleanzone</defName>
<label>乌拉帝国堡垒墙</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国用于建造堡垒的外壁相当厚实能够抵御大量伤害并且拥有气密性可以用在飞船外壳上。</description>
@@ -72,7 +72,7 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<ThingDef Name="WulaWall_Incoming" ParentName="SkyfallerBase">
<defName>WulaWall_Incoming</defName>
<label>乌拉帝国堡垒墙(空投中)</label>
<size>(1,1)</size>
@@ -106,7 +106,7 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Wall" Name="WulaWall">
<ThingDef Name="WulaWall" ParentName="Wall">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒墙</label>
<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量伤害,并且拥有气密性,可以用在飞船外壳上。</description>
@@ -177,7 +177,7 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<ThingDef Name="WulaDoor_Cleanzone" ParentName="DoorBase">
<defName>WulaDoor_Cleanzone</defName>
<label>乌拉帝国大门</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国堡垒的大门不仅能够抵御大量爆炸和震荡伤害还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
@@ -254,7 +254,7 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<ThingDef Name="WulaDoor_Incoming" ParentName="SkyfallerBase">
<defName>WulaDoor_Incoming</defName>
<label>乌拉帝国大门(空投中)</label>
<size>(1,1)</size>
@@ -288,7 +288,7 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<ThingDef Name="WulaDoor" ParentName="DoorBase">
<defName>WulaDoor</defName>
<label>乌拉帝国大门</label>
<description>乌拉帝国堡垒的大门,不仅能够抵御大量爆炸和震荡伤害,还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
@@ -970,7 +970,7 @@
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<researchPrerequisites Inherit="False">
<li>WULA_WeaponArmor_Productor_Technology</li>
<li>WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
@@ -1860,6 +1860,7 @@
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
<destroySound>BuildingDestroyed_Metal_Medium</destroySound>
<claimable>false</claimable>
</building>
<costList>
<WULA_Alloy>50</WULA_Alloy>
@@ -2078,7 +2079,7 @@
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-1500</basePowerConsumption>
<basePowerConsumption>-2000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
</li>

View File

@@ -669,7 +669,6 @@
<defName>WULA_Sky_Lock</defName>
<label>天锁</label>
<description>天锁</description>
<thingClass>Building</thingClass>
<thingClass>WulaFallenEmpire.Building_ExtraGraphics</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>MetaOverlays</altitudeLayer>

View File

@@ -105,4 +105,432 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Huge_Fortress_Drop_Zone_Beacon_Cleanzone</defName>
<label>乌拉预制件空投信标-大型要塞</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个大型要塞。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone_Plus</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(44,44)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(44,44)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False" />
<!-- <researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites> -->
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_Huge_Fortress_Drop_Zone_Prefeb</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Huge_Fortress_Drop_Zone_Prefeb_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Huge_Fortress_Drop_Zone_Prefeb_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(44,44)</size>
<graphicData>
<texPath>Wula/Building/WULA_Huge_Fortress_Drop_Zone_Prefeb_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(44,44)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(44, 44)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<speed>2.5</speed>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerFaction">
<factionDef>AncientsHostile</factionDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Bunker_Drop_Zone_Beacon_Cleanzone</defName>
<label>乌拉预制件空投信标-碉堡</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个碉堡防御设施。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5,5)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(5,5)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False" />
<!-- <researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites> -->
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_Bunker_Drop_Zone_Prefeb</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Bunker_Drop_Zone_Prefeb_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Bunker_Drop_Zone_Prefeb_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(5,5)</size>
<graphicData>
<texPath>Wula/Building/WULA_Bunker_Drop_Zone_Prefeb_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(5,5)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(5, 5)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<speed>2.5</speed>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerFaction">
<factionDef>AncientsHostile</factionDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Turret_Group_Drop_Zone_Beacon_Cleanzone</defName>
<label>乌拉预制件空投信标-炮塔群</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个炮塔群。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone_Plus</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(15,15)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(15,15)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False" />
<!-- <researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites> -->
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_Turret_Group_Drop_Zone_Prefeb</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Turret_Group_Drop_Zone_Prefeb_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Turret_Group_Drop_Zone_Prefeb_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(15,15)</size>
<graphicData>
<texPath>Wula/Building/WULA_Turret_Group_Drop_Zone_Prefeb_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(15,15)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(15, 15)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<speed>2.5</speed>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerFaction">
<factionDef>AncientsHostile</factionDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Fortress_Drop_Zone_Beacon_Cleanzone</defName>
<label>乌拉预制件空投信标-要塞</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个要塞。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone_Plus</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(25,25)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(25,25)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False" />
<!-- <researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites> -->
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_Fortress_Drop_Zone_Prefeb</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Fortress_Drop_Zone_Prefeb_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Fortress_Drop_Zone_Prefeb_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(25,25)</size>
<graphicData>
<texPath>Wula/Building/WULA_Fortress_Drop_Zone_Prefeb_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(25,25)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(25, 25)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<speed>2.5</speed>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerFaction">
<factionDef>AncientsHostile</factionDef>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -47,7 +47,7 @@
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
@@ -145,7 +145,6 @@
<canOverlapZones>false</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
@@ -155,11 +154,15 @@
</statBases>
<size>(3,3)</size>
<costList>
<Steel>200</Steel>
<Steel>60</Steel>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<turretBurstCooldownTime>3.5</turretBurstCooldownTime>
<claimable>false</claimable>
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>WULA_Cat_Bunker_TurretGun</turretGunDef>
<claimable>false</claimable>
</building>
<comps>
<li Class="CompProperties_Glower">
@@ -301,7 +304,7 @@
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<costList Inherit="False">
<WULA_Alloy>100</WULA_Alloy>
<WULA_Charge_Cube>6</WULA_Charge_Cube>
@@ -409,7 +412,6 @@
<WULA_Alloy>100</WULA_Alloy>
<WULA_Charge_Cube>6</WULA_Charge_Cube>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<passability>PassThroughOnly</passability>
<pathCost>40</pathCost>
@@ -429,22 +431,34 @@
<turretBurstCooldownTime>3</turretBurstCooldownTime>
<turretTopOffset>(-0.04, 0)</turretTopOffset>
<turretTopDrawSize>5.0</turretTopDrawSize>
<claimable>false</claimable>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<comps>
<!-- 特殊组件,会在非玩家派系的时候眩晕该炮塔 -->
<li Class="WulaFallenEmpire.CompProperties_DelayedDamageIfNotPlayer">
<damageDef>EMP</damageDef>
<damageAmount>50</damageAmount>
<armorPenetration>2</armorPenetration>
<destroyIfKilled>true</destroyIfKilled>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>Stun</li>
<li>EMP</li>
</affectedDamageDefs>
<adaptableDamageDefs>
<li>EMP</li>
</adaptableDamageDefs>
</li>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
</li>
@@ -455,7 +469,7 @@
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>300</basePowerConsumption> <!-- This is now idle power -->
<basePowerConsumption>300</basePowerConsumption> <!-- 电力消耗较低 -->
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
@@ -579,7 +593,7 @@
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<costList Inherit="False">
<WULA_Alloy>100</WULA_Alloy>
@@ -689,7 +703,6 @@
<WULA_Alloy>100</WULA_Alloy>
<WULA_Charge_Cube>6</WULA_Charge_Cube>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<passability>PassThroughOnly</passability>
<pathCost>40</pathCost>
@@ -708,22 +721,34 @@
<turretBurstCooldownTime>0.01</turretBurstCooldownTime>
<turretTopOffset>(-0.04, 0)</turretTopOffset>
<turretTopDrawSize>5.0</turretTopDrawSize>
<claimable>false</claimable>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<comps>
<!-- 特殊组件,会在非玩家派系的时候眩晕该炮塔 -->
<li Class="WulaFallenEmpire.CompProperties_DelayedDamageIfNotPlayer">
<damageDef>EMP</damageDef>
<damageAmount>50</damageAmount>
<armorPenetration>2</armorPenetration>
<destroyIfKilled>true</destroyIfKilled>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>Stun</li>
<li>EMP</li>
</affectedDamageDefs>
<adaptableDamageDefs>
<li>EMP</li>
</adaptableDamageDefs>
</li>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
</li>
@@ -734,7 +759,7 @@
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption> <!-- This is now idle power -->
<basePowerConsumption>300</basePowerConsumption> <!-- 电力消耗较低 -->
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
@@ -870,7 +895,7 @@
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<costList Inherit="False">
<WULA_Alloy>100</WULA_Alloy>
<WULA_Charge_Cube>6</WULA_Charge_Cube>
@@ -969,7 +994,6 @@
<WULA_Alloy>150</WULA_Alloy>
<WULA_Charge_Cube>12</WULA_Charge_Cube>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<passability>Impassable</passability>
<blockWind>true</blockWind>
@@ -982,12 +1006,20 @@
<turretBurstCooldownTime>4</turretBurstCooldownTime>
<turretTopOffset>(-0.04, 0)</turretTopOffset>
<turretTopDrawSize>5.0</turretTopDrawSize>
<claimable>false</claimable>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<comps>
<!-- 特殊组件,会在非玩家派系的时候眩晕该炮塔 -->
<li Class="WulaFallenEmpire.CompProperties_DelayedDamageIfNotPlayer">
<damageDef>EMP</damageDef>
<damageAmount>500</damageAmount>
<armorPenetration>2</armorPenetration>
<destroyIfKilled>true</destroyIfKilled>
</li>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
@@ -995,8 +1027,12 @@
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>Stun</li>
<li>EMP</li>
</affectedDamageDefs>
<adaptableDamageDefs>
<li>EMP</li>
</adaptableDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
@@ -1008,7 +1044,7 @@
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>200</basePowerConsumption> <!-- 电力消耗较低 -->
<basePowerConsumption>300</basePowerConsumption> <!-- 电力消耗较低 -->
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
@@ -1115,7 +1151,6 @@
<selectable>true</selectable>
<fillPercent>0.20</fillPercent>
<pathCost>14</pathCost>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<uiIconPath>Wula/Building/Flag/WULA_Flag_Building_B_north</uiIconPath>
<noRightClickDraftAttack>true</noRightClickDraftAttack>

View File

@@ -16,6 +16,9 @@
</graphicData>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>NeverForNutrition</preferability>
</ingestible>
<plant>
<immatureGraphicPath>Wula/Plant/WULA_Plant_Eggplant_Immature</immatureGraphicPath>
<fertilityMin>0.5</fertilityMin>

View File

@@ -26,8 +26,6 @@
<value>
<li Class="WulaFallenEmpire.StorytellerCompProperties_SimpleTechnologyTrigger">
<technology>WULA_Colony_License_LV1_Technology</technology>
<incident>WULA_GiveQuest_Base_Tex</incident>
<questDef>WULA_Base_Tex_Quest</questDef>
<!-- 时间配置 -->
<fireAfterDaysPassed>0</fireAfterDaysPassed>
@@ -37,7 +35,11 @@
<preventDuplicateQuests>false</preventDuplicateQuests>
<debugLogging>false</debugLogging>
<requireNonHostileRelation>false</requireNonHostileRelation>
<requiredFaction>Wula_PIA_Legion_Faction</requiredFaction>
<incident>WULA_GiveQuest_Base_Tex</incident>
<incidentIfHostile>WULA_GiveQuest_Hostile_PIA_Attack_Quest</incidentIfHostile>
</li>
</value>
</Operation>