补暂存
This commit is contained in:
Binary file not shown.
@@ -30,7 +30,6 @@
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<li>Wula_Apparel_Init</li>
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</apparelTags>
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<abilities>
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<li>WULA_EmergencyEnergyRestore</li>
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</abilities>
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<weaponMoney>0</weaponMoney>
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<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
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@@ -74,7 +73,6 @@
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<li>Wula_Apparel_Init</li>
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</apparelTags>
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<abilities>
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<li>WULA_EmergencyEnergyRestore</li>
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</abilities>
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<apparelRequired Inherit="False" />
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@@ -1,247 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<ThingDef ParentName="ApparelMakeableBase">
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<defName>WULA_ShieldBelt</defName>
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<label>乌拉护盾腰带</label>
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<description>乌拉帝国的个人护盾装置,可以产生动量排斥场来阻挡来袭的投射物。护盾可以通过能力按钮开关,并且具有可配置的护盾值和范围。</description>
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<techLevel>Ultra</techLevel>
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<recipeMaker>
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<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>50</Steel>
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<Plasteel>25</Plasteel>
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<ComponentSpacer>3</ComponentSpacer>
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<BroadshieldCore>1</BroadshieldCore>
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</costList>
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<statBases>
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<WorkToMake>12000</WorkToMake>
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<Mass>1.2</Mass>
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<Flammability>0.4</Flammability>
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</statBases>
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<thingCategories>
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<li>Apparel</li>
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</thingCategories>
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<apparel>
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<bodyPartGroups>
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<li>Waist</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
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<layers>
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<li>Belt</li>
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</layers>
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<tags>
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<li>BeltDefensePop</li>
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</tags>
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<defaultOutfitTags>
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<li>Soldier</li>
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</defaultOutfitTags>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
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<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
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<maxShieldHitPoints>200</maxShieldHitPoints>
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<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
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<shieldRadius>3.0</shieldRadius>
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<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
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<interceptAirProjectiles>false</interceptAirProjectiles>
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<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
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<interceptMeleeAttacks>false</interceptMeleeAttacks>
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<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
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<empImmune>false</empImmune>
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<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
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<shieldColor>(0.2, 0.6, 1.0)</shieldColor>
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<!-- 充能速率 - 护盾每秒恢复的生命值 -->
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<rechargeRate>5.0</rechargeRate>
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<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间(游戏刻数,60刻=1秒) -->
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<rechargeCooldownTicks>300</rechargeCooldownTicks>
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<!-- 激活音效 - 护盾运行时播放的环境音效 -->
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<activeSound>BulletShield_Ambience</activeSound>
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<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
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<startEnabled>false</startEnabled>
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<!-- 护盾模式 - true=有生命值模式(可被破坏),false=无生命值模式(类似低角护盾,只偏转) -->
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<useHitPointsMode>true</useHitPointsMode>
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</li>
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</comps>
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</ThingDef>
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<!-- 高级版本 -->
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<ThingDef ParentName="ApparelMakeableBase">
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<defName>WULA_ShieldBelt_Advanced</defName>
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<label>乌拉高级护盾腰带</label>
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<description>乌拉帝国的高级个人护盾装置,具有更强的护盾值、更大的范围,并且可以抵抗近战攻击和EMP伤害。</description>
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<techLevel>Ultra</techLevel>
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<recipeMaker>
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<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<skillRequirements>
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<Crafting>10</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>100</Steel>
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<Plasteel>50</Plasteel>
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<ComponentSpacer>6</ComponentSpacer>
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<BroadshieldCore>2</BroadshieldCore>
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<Uranium>10</Uranium>
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</costList>
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<statBases>
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<WorkToMake>20000</WorkToMake>
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<Mass>2.0</Mass>
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<Flammability>0.2</Flammability>
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</statBases>
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<thingCategories>
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<li>Apparel</li>
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</thingCategories>
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<apparel>
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<bodyPartGroups>
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<li>Waist</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
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<layers>
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<li>Belt</li>
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</layers>
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<tags>
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<li>BeltDefensePop</li>
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</tags>
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<defaultOutfitTags>
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<li>Soldier</li>
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</defaultOutfitTags>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
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<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
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<maxShieldHitPoints>400</maxShieldHitPoints>
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<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
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<shieldRadius>4.5</shieldRadius>
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<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
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<interceptAirProjectiles>true</interceptAirProjectiles>
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<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
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<interceptMeleeAttacks>true</interceptMeleeAttacks>
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<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
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<empImmune>true</empImmune>
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<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
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<shieldColor>(1.0, 0.6, 0.2)</shieldColor>
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<!-- 充能速率 - 护盾每秒恢复的生命值 -->
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<rechargeRate>8.0</rechargeRate>
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<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间(游戏刻数,60刻=1秒) -->
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<rechargeCooldownTicks>180</rechargeCooldownTicks>
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<!-- 激活音效 - 护盾运行时播放的环境音效 -->
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<activeSound>BulletShield_Ambience</activeSound>
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<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
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<startEnabled>false</startEnabled>
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<!-- 护盾模式 - true=有生命值模式(可被破坏),false=无生命值模式(类似低角护盾,只偏转) -->
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<useHitPointsMode>true</useHitPointsMode>
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</li>
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</comps>
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</ThingDef>
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<!-- 偏转型护盾腰带 - 无生命值模式示例 -->
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<ThingDef ParentName="ApparelMakeableBase">
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<defName>WULA_ShieldBelt_Deflector</defName>
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<label>乌拉偏转护盾腰带</label>
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<description>乌拉帝国的偏转型个人护盾装置,采用低角护盾技术,不会被破坏但只能偏转投射物。这种护盾永远不会过载,但也无法完全阻挡攻击。</description>
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<techLevel>Ultra</techLevel>
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<recipeMaker>
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<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<skillRequirements>
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<Crafting>6</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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||||
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
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||||
<graphicClass>Graphic_Single</graphicClass>
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||||
</graphicData>
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||||
<costList>
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||||
<Steel>30</Steel>
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<Plasteel>15</Plasteel>
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||||
<ComponentSpacer>2</ComponentSpacer>
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<BroadshieldCore>1</BroadshieldCore>
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||||
</costList>
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||||
<statBases>
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||||
<WorkToMake>8000</WorkToMake>
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<Mass>0.8</Mass>
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<Flammability>0.4</Flammability>
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</statBases>
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<thingCategories>
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<li>Apparel</li>
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</thingCategories>
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<apparel>
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||||
<bodyPartGroups>
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<li>Waist</li>
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</bodyPartGroups>
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||||
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
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<layers>
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<li>Belt</li>
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</layers>
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<tags>
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<li>BeltDefensePop</li>
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</tags>
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<defaultOutfitTags>
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<li>Soldier</li>
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</defaultOutfitTags>
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</apparel>
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||||
<comps>
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||||
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
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<!-- 护盾最大生命值 - 在偏转模式下此值不重要,但仍需设置 -->
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||||
<maxShieldHitPoints>100</maxShieldHitPoints>
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||||
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
|
||||
<shieldRadius>2.5</shieldRadius>
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||||
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
|
||||
<interceptGroundProjectiles>true</interceptGroundProjectiles>
|
||||
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
|
||||
<interceptAirProjectiles>false</interceptAirProjectiles>
|
||||
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
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||||
<interceptMeleeAttacks>false</interceptMeleeAttacks>
|
||||
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
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||||
<empImmune>false</empImmune>
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||||
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
|
||||
<shieldColor>(0.6, 1.0, 0.6)</shieldColor>
|
||||
<!-- 充能速率 - 在偏转模式下此值不重要 -->
|
||||
<rechargeRate>0</rechargeRate>
|
||||
<!-- 充能冷却时间 - 在偏转模式下此值不重要 -->
|
||||
<rechargeCooldownTicks>0</rechargeCooldownTicks>
|
||||
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
|
||||
<activeSound>BulletShield_Ambience</activeSound>
|
||||
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
|
||||
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
|
||||
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
|
||||
<startEnabled>true</startEnabled>
|
||||
<!-- 护盾模式 - false=无生命值模式(类似低角护盾,只偏转,永不破坏) -->
|
||||
<useHitPointsMode>false</useHitPointsMode>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
</Defs>
|
||||
@@ -1,24 +1,492 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
<ThinkTreeDef>
|
||||
<ThinkTreeDef>
|
||||
<defName>WULA_Humanlike</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
<subNodes>
|
||||
<!-- Add our custom JobGiver for Wula energy here -->
|
||||
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
|
||||
<minEnergyLevelPercentage>0.5</minEnergyLevelPercentage> <!-- 能量低于50%时开始寻找 -->
|
||||
<emergencyThreshold>0.1</emergencyThreshold> <!-- 能量低于10%时非常紧急 -->
|
||||
<normalPriority>5.0</normalPriority>
|
||||
<emergencyPriority>9.5</emergencyPriority>
|
||||
|
||||
<!-- Do lovin' -->
|
||||
<li Class="ThinkNode_ConditionalLyingDown">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ChancePerHour_Lovin">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_DoLovin" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Include original Humanlike think tree -->
|
||||
|
||||
<!-- If we HAVE to keep lying down... -->
|
||||
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
|
||||
<subNodes>
|
||||
<!-- Do a queued job if possible (e.g. watch tv in bed) -->
|
||||
<li Class="ThinkNode_QueuedJob">
|
||||
<inBedOnly>true</inBedOnly>
|
||||
</li>
|
||||
|
||||
<!-- Get joy -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_PrioritySorter">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Priority_GetJoy">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_GetJoyInBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
<li Class="JobGiver_MeditateInBed"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Keep lying down -->
|
||||
<li Class="JobGiver_KeepLyingDown" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>Humanlike</treeDef>
|
||||
<treeDef>Downed</treeDef>
|
||||
</li>
|
||||
<!-- Include original HumanlikeConstant think tree -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>HumanlikeConstant</treeDef>
|
||||
<treeDef>BurningResponse</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Escaping threats -->
|
||||
<li Class="ThinkNode_Subtree" MayRequire="Ludeon.RimWorld.Biotech">
|
||||
<treeDef>Abilities_Escape</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- React to close melee threat -->
|
||||
<li Class="JobGiver_ReactToCloseMeleeThreat" />
|
||||
|
||||
<!-- Mental state non critical -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateNonCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Behavior when roped -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>RopedPawn</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PostMentalState</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob" />
|
||||
|
||||
<!-- Wait if drafted -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>DraftedOrder</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_MoveToStandable" />
|
||||
<li Class="JobGiver_Orders" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Self-tend if you're an NPC -->
|
||||
<li Class="ThinkNode_ConditionalNPCCanSelfTendNow">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_SelfTend" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Lord directives (high priority) -->
|
||||
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
|
||||
<dutyHook>HighPriority</dutyHook>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PostDuty</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Prisoner -->
|
||||
<li Class="ThinkNode_ConditionalPrisoner">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
<subNodes>
|
||||
<!-- If it's the player home map... -->
|
||||
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<!-- Wait instead of escaping if should -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerWaitInsteadOfEscaping">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Escape -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Escaping</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerEscape" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Exit map if released -->
|
||||
<li Class="ThinkNode_ConditionalReleased">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>ChangingApparel</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerGetDressed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_PrioritySorter">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy"/>
|
||||
<li Class="JobGiver_GetRest"/>
|
||||
<li Class="JobGiver_SatisfyChemicalNeed"/>
|
||||
<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
<li Class="ThinkNode_Priority_GetJoy">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_GetJoy"/>
|
||||
<li Class="JobGiver_GetJoyInBed"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
<li Class="JobGiver_Meditate"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If in non-PlayerHomeMap -->
|
||||
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
|
||||
<subNodes>
|
||||
<!-- No colonist spawned in the map -->
|
||||
<li Class="ThinkNode_ConditionalAnyUndownedColonistSpawnedNearby">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Escaping</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PrisonerEscape" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderCurrentRoom">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If on colonist team, do forced and emergency work -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<!-- Seek allowed area -->
|
||||
<li Class="JobGiver_SeekAllowedArea" />
|
||||
|
||||
<!-- Seek safe temperatures -->
|
||||
<li Class="JobGiver_BringBabyToSafety" />
|
||||
<li Class="JobGiver_SeekSafeTemperature" />
|
||||
|
||||
<!-- Drop unnused inventory -->
|
||||
<li Class="JobGiver_DropUnusedInventory" />
|
||||
|
||||
<!-- Emergency work -->
|
||||
<li Class="JobGiver_Work">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
<emergency>true</emergency>
|
||||
</li>
|
||||
|
||||
<!-- Get Wula energy (only if starving) -->
|
||||
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
|
||||
<need>WULA_Energy</need>
|
||||
<threshold>0.5</threshold> <!-- 能量低于10%时触发 -->
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
<minEnergyLevelPercentage>0.5</minEnergyLevelPercentage>
|
||||
<emergencyThreshold>0.1</emergencyThreshold>
|
||||
<normalPriority>5</normalPriority>
|
||||
<emergencyPriority>9.5</emergencyPriority>
|
||||
<searchRadius>30</searchRadius> <!-- 搜索半径调整为30 -->
|
||||
<ingestCount>1</ingestCount> <!-- 每次摄取1个能量核心 -->
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Breastfeed -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Lord directives (medium priority) -->
|
||||
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
|
||||
<dutyHook>MediumPriority</dutyHook>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Pick up a weapon dropped while previously downed -->
|
||||
<li Class="JobGiver_PickupDroppedWeapon">
|
||||
<ignoreForbidden>true</ignoreForbidden>
|
||||
</li>
|
||||
|
||||
<!-- Optimize apparel -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>ChangingApparel</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_OptimizeApparel">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Look change -->
|
||||
<li MayRequire="Ludeon.RimWorld.Ideology" Class="ThinkNode_ConditionalWantsLookChange">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_UseStylingStationAutomatic" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Dye hair -->
|
||||
<li MayRequire="Ludeon.RimWorld.Ideology" Class="JobGiver_DyeHair" />
|
||||
|
||||
<!-- Take for inventory stock -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TakeForInventoryStock</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_TakeForInventoryStock">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Unload your inventory -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>UnloadingOwnInventory</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_UnloadYourInventory" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Pack Wula energy if not enough -->
|
||||
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
|
||||
<need>WULA_Energy</need> <!-- 能量NeedDef的defName -->
|
||||
<threshold>0.6</threshold> <!-- 能量低于packEnergyThreshold时考虑打包 -->
|
||||
<invert>true</invert> <!-- 当能量低于阈值时触发 -->
|
||||
<subNodes>
|
||||
<li Class="WulaFallenEmpire.JobGiver_WulaPackEnergy">
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
<packEnergyThreshold>0.6</packEnergyThreshold> <!-- 能量低于50%时考虑打包 -->
|
||||
<packEnergyCount>2</packEnergyCount> <!-- 每次打包2个能量核心 -->
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Behavior from traits -->
|
||||
<li Class="ThinkNode_TraitBehaviors" />
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PreMain</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Main colonist behavior core -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MainColonistBehaviorCore</treeDef>
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Main wild man behavior core -->
|
||||
<li Class="ThinkNode_ConditionalPawnKind">
|
||||
<pawnKind>WildMan</pawnKind>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MainWildManBehaviorCore</treeDef>
|
||||
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insertion hook for modders -->
|
||||
<li Class="ThinkNode_SubtreesByTag">
|
||||
<insertTag>Humanlike_PostMain</insertTag>
|
||||
</li>
|
||||
|
||||
<!-- Idle colonist -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Do random joy activity -->
|
||||
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
|
||||
<need>Joy</need>
|
||||
<threshold>0.9</threshold>
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_IdleJoy" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Idle wild man -->
|
||||
<li Class="ThinkNode_ConditionalPawnKind">
|
||||
<pawnKind>WildMan</pawnKind>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander -->
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If you're a neutral guest, if you're not hurt exit the map, otherwise use a medical bed -->
|
||||
<li Class="ThinkNode_ConditionalGuest">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFactionOrFactionless">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Final backup: If you're just here for no apparent reason, and not a colonist, leave the map
|
||||
e.g. This happens for pawns who are downed during combat, then later self-heal -->
|
||||
<li Class="ThinkNode_ConditionalColonist">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- If you can't leave, just wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError" />
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
Reference in New Issue
Block a user