人格核心

This commit is contained in:
2025-11-07 12:01:35 +08:00
parent 551875764b
commit 50364ca23b
16 changed files with 1068 additions and 119 deletions

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@@ -0,0 +1,91 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Addons_Antenna_Hediff_Base</defName>
<hediffClass>Hediff_Mechlink</hediffClass>
<label>机械指挥节点</label>
<description>乌拉帝国合成人脑袋上有一对天线,她们可以使用这套通讯设备与乌拉帝国舰队通讯,除此之外,她们也可以用这套系统收发次级机械族信号——虽然她们大多数时候并没有供其指挥机械族的带宽可用。</description>
<descriptionShort>一对可以与舰队通讯的天线。</descriptionShort>
<isBad>false</isBad>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_MakesMechanitor"/>
<li Class="WulaFallenEmpire.HediffCompProperties_SwitchableHediff">
<!-- 可自定义的标签和描述 -->
<switchLabel>调频切换</switchLabel>
<switchDesc>在舰队、火炮和战舰呼叫频率中进行切换,以呼叫不同的支援</switchDesc>
<statusLabel>频道:{0}</statusLabel>
<statusDesc>查看当前频率的详细信息</statusDesc>
<availableHediffs>
<li>Wula_FM_Switc_Fleet</li>
<li>Wula_FM_Switc_Artillery</li>
<li>Wula_FM_Switc_Aircraft</li>
</availableHediffs>
<defaultHediffIndex>0</defaultHediffIndex>
<gizmoIconPath>Wula/UI/Commands/WULA_NanoSwitch</gizmoIconPath>
<showStatusInGizmo>false</showStatusInGizmo>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>Wula_FM_Switc_Fleet</defName>
<label>调频(舰队)</label>
<description>允许乌拉帝国的合成人呼叫舰队,舰队会为地面上的乌拉帝国殖民地提供支援,但是支援的具体类型需要调频到其他频道进行呼叫。</description>
<hediffClass>Hediff_High</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_CallBattleShip</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>Wula_FM_Switc_Artillery</defName>
<label>调频(火炮)</label>
<description>允许乌拉帝国的合成人呼叫轨道火力支援,包含一系列精准度较差但是覆盖范围广的轰炸能力,一般由拥有&lt;color=#BD2F31>&lt;i>武器阵列&lt;/i>&lt;/color>的战舰提供。</description>
<hediffClass>Hediff_High</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
</comps>
</HediffDef>
<HediffDef>
<defName>Wula_FM_Switc_Aircraft</defName>
<label>调频(战机)</label>
<description>允许乌拉帝国的合成人呼叫空中火力,包含一系列精准迅速的近地密接支援,一般由拥有&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>的战舰提供。</description>
<hediffClass>Hediff_High</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<becomeVisible>false</becomeVisible>
</li>
</stages>
<comps>
</comps>
</HediffDef>
</Defs>

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@@ -82,26 +82,6 @@
</li>
</comps>
</HediffDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Addons_Antenna_Hediff_Base</defName>
<hediffClass>Hediff_Mechlink</hediffClass>
<label>机械指挥节点</label>
<description>乌拉帝国合成人脑袋上有一对天线,她们可以使用这套通讯设备与乌拉帝国舰队通讯。</description>
<descriptionShort>一对可以与舰队通讯的天线。</descriptionShort>
<isBad>false</isBad>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_MakesMechanitor"/>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_CallBattleShip</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_ChargingHediff</defName>

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@@ -861,6 +861,9 @@
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<researchPrerequisites Inherit="False">
<li>WULA_WeaponArmor_Productor_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
@@ -971,9 +974,6 @@
<pathCost>50</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<surfaceType>Item</surfaceType>
<researchPrerequisites>
<li>WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
<inspectorTabs>
<li>WulaFallenEmpire.ITab_GlobalBills</li>
</inspectorTabs>
@@ -1321,4 +1321,166 @@
</li>
</comps>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cube_Productor_Cleanzone</defName>
<label>乌拉帝国编织体</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放建筑。建造好的信标可以收起或移至他处,但是必须要有母舰或者后勤舰在上空才能投送建筑。\n\n乌拉帝国编织体是一台简易的塑性构造体只能生产一些材料以本地加工的方式降低舰队的加工压力。</description>
<uiIconPath>Wula/Building/WULA_Cube_Productor_Energy_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_WeaponArmor_Productor_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_Cube_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Cube_Productor_Incoming</defName>
<label>乌拉帝国编织体(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Cube_Productor</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor</defName>
<label>乌拉帝国编织体</label>
<description>一台简易的塑性构造体,只能生产一些材料,以本地加工的方式降低舰队的加工压力。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(0.75, 0.75, 0.5)</volume>
</shadowData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Make_WULA_Charge_Cube_Group</li>
<li>Recharge_WULA_Charge_Cube_Energy</li>
<li>Recharge_WULA_Charge_Cube_Energy_Group</li>
<li>Make_Component_By_WULA_Cube_Productor</li>
<li>Make_WULA_Dark_Matter_Item</li>
<li>Make_WULA_Neutronium</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
</Defs>

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@@ -54,81 +54,6 @@
<uiIconScale>0.65</uiIconScale>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_Energy</defName>
<label>乌拉帝国编织体(电能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,可制造乌拉帝国所有的物品。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(0.75, 0.75, 0.5)</volume>
</shadowData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Make_WULA_Charge_Cube_Group</li>
<li>Recharge_WULA_Charge_Cube_Energy</li>
<li>Recharge_WULA_Charge_Cube_Energy_Group</li>
<li>Make_Component_By_WULA_Cube_Productor</li>
<li>Make_WULA_Dark_Matter_Item</li>
<li>Make_WULA_Neutronium</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
</linkableFacilities>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!-- 防御炮 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_AI_Heavy_Panzer_Gunnery_Turret</defName>

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@@ -2,7 +2,9 @@
<Defs>
<ThingDef Name="WULA_ApparelCivilBase" ParentName="ApparelMakeableBase" Abstract="True">
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"/>
<stuffCategories>
<li>Fabric</li>
</stuffCategories>
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>

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@@ -20,7 +20,9 @@
<Mass>5</Mass>
</statBases>
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"/>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList Inherit="False">
<Steel>80</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
@@ -89,7 +91,9 @@
<!-- <equippedAngleOffset>-65</equippedAngleOffset> -->
<techLevel>Spacer</techLevel>
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"/>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costList Inherit="False">
<Steel>90</Steel>
<Plasteel>25</Plasteel>
@@ -175,7 +179,9 @@
<uiIconScale>0.8</uiIconScale>
<techLevel>Spacer</techLevel>
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"/>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<statBases>
<!-- <MarketValue>441</MarketValue> -->
<WorkToMake>20000</WorkToMake>
@@ -354,6 +360,32 @@
<abilityDef>WULA_RW_Base_AR_Ability</abilityDef>
<chargeNoun>眩光弹</chargeNoun>
</li>
<!-- 经验核心组件 -->
<li Class="WulaFallenEmpire.CompProperties_ExperienceCore">
<trackedSkill>Shooting</trackedSkill> <!-- 或 Melee -->
<experienceMultiplier>1.5</experienceMultiplier>
<showExperienceInfo>true</showExperienceInfo>
<experienceThresholds>
<li>
<experienceRequired>1000</experienceRequired>
<quality>Good</quality>
<messageKey>WULA_WeaponEvolving</messageKey>
</li>
<li>
<experienceRequired>3000</experienceRequired>
<quality>Excellent</quality>
</li>
<li>
<experienceRequired>6000</experienceRequired>
<quality>Masterwork</quality>
</li>
<li>
<experienceRequired>10000</experienceRequired>
<quality>Legendary</quality>
<messageKey>WULA_WeaponMastering</messageKey>
</li>
</experienceThresholds>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">

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@@ -259,4 +259,38 @@
<WULA_Energy_RaceProperties>种族能量属性:</WULA_Energy_RaceProperties>
<WULA_Energy_MaxLevelOffset_RaceExplanation>机械乌拉能量上限偏移量:影响该种族的最大能量储备。</WULA_Energy_MaxLevelOffset_RaceExplanation>
<WULA_Energy_FallRateFactor_RaceExplanation>机械乌拉能量消耗速度:影响该种族的能量消耗速率。</WULA_Energy_FallRateFactor_RaceExplanation>
<!-- 默认标签和描述 -->
<WULA_SwitchableHediff_SwitchLabel>切换效果</WULA_SwitchableHediff_SwitchLabel>
<WULA_SwitchableHediff_SwitchDesc>点击打开菜单选择不同的效果模式</WULA_SwitchableHediff_SwitchDesc>
<WULA_SwitchableHediff_StatusLabel>当前效果:{0}</WULA_SwitchableHediff_StatusLabel>
<WULA_SwitchableHediff_StatusDesc>点击查看当前效果的详细信息</WULA_SwitchableHediff_StatusDesc>
<!-- 动态内容 -->
<WULA_SwitchableHediff_CurrentMode>当前:{0}</WULA_SwitchableHediff_CurrentMode>
<WULA_SwitchableHediff_CurrentDesc>{0}</WULA_SwitchableHediff_CurrentDesc>
<WULA_SwitchableHediff_SwitchedTo>已切换到:{0}</WULA_SwitchableHediff_SwitchedTo>
<WULA_SwitchableHediff_SelectMode>选择效果模式</WULA_SwitchableHediff_SelectMode>
<WULA_SwitchableHediff_CurrentModeInfo>当前效果:{0}\n\n{1}</WULA_SwitchableHediff_CurrentModeInfo>
<WULA_SwitchableHediff_CurrentEffect>当前效果:{0}</WULA_SwitchableHediff_CurrentEffect>
<!-- 通用术语 -->
<WULA_Unknown>未知</WULA_Unknown>
<WULA_None></WULA_None>
<WULA_NoDescription>暂无描述</WULA_NoDescription>
<!-- English -->
<WULA_CurrentExperience>Current Experience: {0}</WULA_CurrentExperience>
<WULA_CurrentExperienceDesc>The total experience accumulated by this weapon.</WULA_CurrentExperienceDesc>
<WULA_NextQualityProgress>Next Quality: {0} ({1})</WULA_NextQualityProgress>
<WULA_NextQuality>Next Quality</WULA_NextQuality>
<WULA_NextQualityDesc>Unlocks at {0} experience.</WULA_NextQualityDesc>
<WULA_CurrentQuality>Current Quality</WULA_CurrentQuality>
<WULA_CurrentQualityDesc>The current quality level of this weapon.</WULA_CurrentQualityDesc>
<WULA_MaxQuality>Maximum Quality Reached: {0}</WULA_MaxQuality>
<WULA_TrackedSkill>Tracked Skill: {0}</WULA_TrackedSkill>
<WULA_WeaponUpgraded>{0} has been upgraded to {1} quality!</WULA_WeaponUpgraded>
<!-- 可以添加特定的升级消息 -->
<WULA_WeaponEvolving>Your {0} is evolving with experience!</WULA_WeaponEvolving>
<WULA_WeaponMastering>The {0} has reached mastery level!</WULA_WeaponMastering>
</LanguageData>