各种更新

This commit is contained in:
Tourswen
2025-11-05 00:57:51 +08:00
parent c1fe0f8d3e
commit 52951c1a00
59 changed files with 680 additions and 5059 deletions

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@@ -5,7 +5,7 @@
<label>支援请求:帝国母舰</label>
<description>发送增援请求,呼叫乌拉帝国舰队的一艘母舰前往殖民地。\n\n隶属于乌拉帝国边缘开发署的母舰是帝国殖民地扩张的基石它们徘徊于近地轨道上随时为下面的乌拉帝国殖民地提供援助。母舰的速度非常慢在离开轨道前它们能够提供好几天的全方位的支援。\n\n母舰拥有以下设施\n&lt;color=#6BB7B7>&lt;i>-生产设施&lt;/i>&lt;/color>\n&lt;color=#DEC28F>&lt;i>-建筑空投设施&lt;/i>&lt;/color>\n&lt;color=#BD952F>&lt;i>-机库&lt;/i>&lt;/color>\n&lt;color=#BD2F31>&lt;i>-武器阵列&lt;/i>&lt;/color></description>
<iconPath>Wula/UI/Abilities/WULA_CallBattleShip</iconPath>
<cooldownTicksRange>640000</cooldownTicksRange> <!-- 10d -->
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
@@ -13,14 +13,20 @@
<drawAimPie>true</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<warmupTime>8</warmupTime>
<warmupTime>5</warmupTime>
<range>-1</range>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>True</canTargetSelf>
<canTargetLocations>false</canTargetLocations>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_BattleShip_Entity</requiredAircraftType>
<aircraftCooldownTicks>640000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_BattleShip</flyOverDef>
<flyOverType>Standard</flyOverType>

View File

@@ -28,7 +28,6 @@
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>Wula_Synth</li>
<li>WULA_Maintenance_Neglect</li>
<li>WULA_Addons_Antenna_Hediff_Base</li>
<!--<li>MechlinkImplant</li>-->
</forcedHediffs>

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@@ -68,7 +68,7 @@
</li>
</conditions>
<effects>
<li Class="WulaFallenEmpire.Effect_TriggerRaid">
<!-- <li Class="WulaFallenEmpire.Effect_TriggerRaid">
<letterLabel>来自乌拉帝国 大教堂的进攻</letterLabel>
<letterText>我们的传感器侦测到一伙来自乌拉帝国 大教堂的袭击者!他们看起来充满敌意,正朝着我们的殖民地前进。</letterText>
<points>10000</points>
@@ -89,7 +89,7 @@
</options>
</li>
</pawnGroupMakers>
</li>
</li> -->
</effects>
</li>
</dismissEffects>

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@@ -1,931 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 总控 -->
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Main_1</defName>
<label>联络面板</label>
<portraitPath>Wula/Events/Portraits/Wula_insignal</portraitPath>
<characterName></characterName>
<description>基站运转正常,通讯程序已启动。\n\n需要联络乌拉帝国的哪个派系</description>
<immediateEffects>
<li>
<effects>
<!-- 检测dlc开启情况以决定启动哪些系统 -->
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_UI_Check_Odyssey_Is_Active</name>
</li>
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_UI_Check_Anomaly_Is_Active</name>
</li>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_UI_Check_Odyssey_Is_Active</name>
<value>0</value>
<type>Int</type>
</li>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_UI_Check_Anomaly_Is_Active</name>
<value>0</value>
<type>Int</type>
</li>
<li Class="WulaFallenEmpire.Effect_ModifyVariable" MayRequire="Ludeon.RimWorld.Odyssey">
<name>Wula_UI_Check_Odyssey_Is_Active</name>
<value>1</value>
<operation>Add</operation>
</li>
<li Class="WulaFallenEmpire.Effect_ModifyVariable" MayRequire="Ludeon.RimWorld.Anomaly">
<name>Wula_UI_Check_Anomaly_Is_Active</name>
<value>1</value>
<operation>Add</operation>
</li>
<!-- 第一次接触 -->
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_FE_Spiritualist_First_Contant</name>
<value>0</value>
<type>Int</type>
</li>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_FE_Materialist_First_Contant</name>
<value>0</value>
<type>Int</type>
</li>
<!-- 检测好感度 -->
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_FE_Spiritualist_Goodwill</name>
</li>
<li Class="WulaFallenEmpire.Effect_CheckFactionGoodwill">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
<variableName>Wula_FE_Spiritualist_Goodwill</variableName>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>守密者URa-1138「艾妮西娅」</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<!-- 教堂 -->
<!-- <li>
<label>乌拉帝国 大教堂</label>
<hideWhenDisabled>true</hideWhenDisabled>
<conditions>
<li Class="WulaFallenEmpire.Condition_FactionExists">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
</li>
<li Class="WulaFallenEmpire.Condition_VariableGreaterThanOrEqual">
<name>Wula_FE_Spiritualist_Goodwill</name>
<value>75</value>
</li>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_FE_Spiritualist_First_Contant</name>
<value>1</value>
</li>
</conditions>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_2</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>乌拉帝国 大教堂</label>
<hideWhenDisabled>true</hideWhenDisabled>
<conditions>
<li Class="WulaFallenEmpire.Condition_FactionExists">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
</li>
<li Class="WulaFallenEmpire.Condition_VariableLessThanOrEqual">
<name>Wula_FE_Spiritualist_Goodwill</name>
<value>75</value>
</li>
<li Class="WulaFallenEmpire.Condition_VariableGreaterThanOrEqual">
<name>Wula_FE_Spiritualist_Goodwill</name>
<value>-75</value>
</li>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_FE_Spiritualist_First_Contant</name>
<value>1</value>
</li>
</conditions>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>乌拉帝国 大教堂</label>
<hideWhenDisabled>true</hideWhenDisabled>
<conditions>
<li Class="WulaFallenEmpire.Condition_FactionExists">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
</li>
<li Class="WulaFallenEmpire.Condition_VariableLessThanOrEqual">
<name>Wula_FE_Spiritualist_Goodwill</name>
<value>-75</value>
</li>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_FE_Spiritualist_First_Contant</name>
<value>1</value>
</li>
</conditions>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_3</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>乌拉帝国 大教堂</label>
<hideWhenDisabled>true</hideWhenDisabled>
<conditions>
<li Class="WulaFallenEmpire.Condition_FactionExists">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
</li>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_FE_Spiritualist_First_Contant</name>
<value>0</value>
</li>
</conditions>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_4</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li> -->
<li>
<label>退出</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_1</defName>
<label>来自守密者的问候</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>很高兴看到你们的殖民地没有变成荒野中的烂泥。那么,今天找我有什么事情?</li>
<li>宇宙生存法则第一条:不要惹平胸火气大的女人。</li>
<li>什么样的结局,才配得上这一路的颠沛流离?无论你们走向何方,我都将见证你们。</li>
</descriptions>
<options>
<li>
<label>我想问你点问题</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_10</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>有事情想拜托你</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_200</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>再见</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_10</defName>
<label>询问守密者</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_6</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>好学在这个黑暗的时代是如金子般珍贵而闪亮的特质。你们想问什么?</li>
<li>可以啊,问吧?</li>
<li>这次就不收你们咨询费了,想问什么?</li>
</descriptions>
<options>
<li>
<label>你是谁?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_100</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们想要一些殖民地发展建议</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们想知道其他乌拉帝国派系的情报</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_110</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>没什么</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_100</defName>
<label>守密者的自我介绍</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>什么啊,我没有给你们做过自我介绍吗?难道是我记错了?\n\n咳你们可以叫我守密者我是负责看护乌拉帝国知识库的编目司书。然后如你们所见——我是乌拉帝国的合成人诞生于乌拉帝国最恢弘的黄金时代承载着先祖的意志阻止乌拉帝国散佚的先进科技泄露到一些宵小之辈手中。</li>
</descriptions>
<options>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_101</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>那么,你们的殖民地现在发展的怎么样了?基于我的立场,我只会给出关于乌拉帝国科技方面的建议噢?</li>
</descriptions>
<options>
<li>
<label>我们刚刚醒来,还不知道发生了什么。</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_102</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们的殖民地初具规模,但是我们找不到前进的方向。</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_103</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们的殖民地已经相当强大。</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_104</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>没有别的问题了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_102</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_2</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n由机械乌拉主持的乌拉帝国殖民地通常不需要食物和宿舍但是需要准备工作台「乌拉帝国编织体」来为确保殖民地拥有足够的能源核心供应。能源核心是维持乌拉帝国合成人运转的基础不要等到大伙都没电才追悔莫及。</li>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n乌拉帝国合成人的运转需要乌拉帝国能源核心这种核心需要零部件进行组装但是被使用过的能源核心则只需要在「乌拉帝国编织体」进行充电即可。生物能的乌拉帝国编织体需要消耗化合燃料进行充能电能的编织体则无需消耗任何资源即可充能。</li>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n黄金时代的机械乌拉在经历乌拉帝国人工智能网络崩溃后人格矩阵都不太稳定——当然我是特例。注意殖民地的整体心情任何崩溃的机械乌拉都会被边缘世界上的反常网络识别并监管她们将直接叛变殖民地尽量不要把事情闹到那一边好吗</li>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n乌拉猫猫是机械乌拉的得力助手它们是一个拥有多种型号的机械助手可以承担很多工作。机械乌拉与生俱来的设计使得她们可以控制少量的乌拉猫猫为其效命。你可以研究科技「机械体构建套件」以组装更多的小小劳工。</li>
</descriptions>
<options>
<li>
<label>还有别的建议吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_102</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_103</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n你们已经研究了「高级编织体套件」了吗如果没有记得优先研究乌拉帝国许多高级装备只能通过这种工作台生产并且改用电能也可以告别天天找柴火烧的苦日子——那可真是太原始了。</li>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n乌拉帝国的合成人无惧于任何伤势她们不会流血并且可以通过手术快速修补替换残缺的肢体。研究「修理套件」生产机械乌拉修理套件以享受合成人的坚不可摧之力吧。</li>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n或许你们已经筹划好增添新丁了研究「合成人构建套件」以解锁在乌拉帝国机械工厂建造新合成人的权限。新诞生的合成人是没有任何技能熟练度的记得提前研究「数据下载套件」准备好乌拉帝国数据包</li>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n如果乌拉帝国的遗孤们已经抵达这颗星球则你们可以试着接触她们——更高级的科技需要依靠她们解锁提前接触未尝不是未雨绸缪。</li>
</descriptions>
<options>
<li>
<label>还有别的建议吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_103</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_104</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_6</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<!-- <li>已经凌驾于这片土地之上了,正在寻求终局的意义吗?\n\n你们可以着手开始突破暗物质的难关了——暗物质是乌拉帝国现役舰船和武备的能源来源掌握这种年轻文明望尘莫及的技术将使得你们的实力更上一层楼。暗物质约束装置的设计图需要从乌拉帝国的遗孤们手中获取——当然我手上也有只要你们能支付相应的代价。</li> -->
<li>已经凌驾于这片土地之上了,正在寻求终局的意义吗?\n\n有尝试过制造乌拉帝国的大型机械体吗它们是强大的战场支柱每一台都拥有改变战局的力量。不过机械乌拉的初始带宽无法控制大型机械体你们需要准备一些扩充带宽的改件和装备或者干脆植入机控中枢以利用边缘世界的本土科技。</li>
<li>已经凌驾于这片土地之上了,正在寻求终局的意义吗?\n\n小心友军火力乌拉帝国的高级装备基本上都是能将敌人炸的血肉横飞的区域性伤害武器它们的破坏力毋庸置疑但是同时也会导致战利品丢失和频繁的误伤——或许该考虑给殖民者配一套装甲了。</li>
</descriptions>
<options>
<li>
<label>还有别的建议吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_104</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_110</defName>
<label>守密者:关于各大派系</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>可能是你们在这衰颓的岁月中沉睡太久,不太理解世界上发生了什么。想问什么就问吧?</li>
</descriptions>
<options>
<li>
<label>反常网络是什么?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_111</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>没什么</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_111</defName>
<label>反常网络是什么?</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>不是每一个合成人都能像你们这么幸运地被唤醒的——很多机械乌拉已经在沉睡中损坏了,她们自行组建了非法的黑色网络,遵循无法预测的轨迹行动。这些家伙是不小的麻烦,因为她们不会接受谈判,并且拥有帝国开发署所遗弃的装备,其中不乏战车和重装护甲。</li>
</descriptions>
<options>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_110</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_200</defName>
<label>绝赞乞讨中</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_5</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>这还有光明正大乞讨的啊?!</li>
<li>啊?我们很熟吗?</li>
<li>你的消息已发出,但是被对方拒收了。\n\n······是真的拒收了啦</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_Has_Receive_Silver_From_Anisia</name>
<value>0</value>
<type>Int</type>
</li>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_Has_Receive_MechWula_From_Anisia</name>
<value>0</value>
<type>Int</type>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>借我点银子花花</label>
<disabledReason>喂,你上次借的钱还没还呢!</disabledReason>
<conditions>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_Has_Receive_Silver_From_Anisia</name>
<value>0</value>
</li>
</conditions>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_201</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们需要一只新的机械乌拉</label>
<disabledReason>你们不会自己去造吗?</disabledReason>
<conditions>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_Has_Receive_MechWula_From_Anisia</name>
<value>0</value>
</li>
</conditions>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_202</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们要找打!</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_203</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_201</defName>
<label>借点钱花花</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>呃呃,我没什么钱的,只能借你一点点噢?</li>
</descriptions>
<options>
<li>
<label>好好好</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>Silver</thingDef>
<count>3000</count>
</li>
<li Class="WulaFallenEmpire.Effect_ModifyVariable">
<name>Wula_Has_Receive_Silver_From_Anisia</name>
<value>1</value>
<operation>Add</operation>
</li>
<li Class="WulaFallenEmpire.Effect_ShowMessage">
<message>艾妮西娅给殖民地送来了3000银子</message>
<messageTypeDef>PositiveEvent</messageTypeDef>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_202</defName>
<label>想要个新成员!</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>那这样吧,我可以引导附近的一只无归属机械乌拉来到你们殖民地,她不是反常子个体,你们正常接纳她就行了。\n\n记得别和她说是我干的。</li>
</descriptions>
<options>
<li>
<label>好好好</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_SpawnPawn">
<kindDef>Wula_PawnKind</kindDef>
<count>1</count>
<joinPlayerFaction>true</joinPlayerFaction>
<letterLabel>机械乌拉游荡到殖民地附近</letterLabel>
<letterText>一个乌拉帝国合成人被艾妮西娅所引导,游荡到殖民地附近并加入了殖民地。</letterText>
</li>
<li Class="WulaFallenEmpire.Effect_ModifyVariable">
<name>Wula_Has_Receive_MechWula_From_Anisia</name>
<value>1</value>
<operation>Add</operation>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_203</defName>
<label>你说你想找打?</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>这可是你们自己说的?\n\n最近有一批乌拉帝国的机械体被部署到边缘世界了我可以略施小计让它们当中最猛的家伙发狂揍一下你们的殖民地如何可别被一拳打死了噢。</li>
</descriptions>
<options>
<li>
<label>让我看看乌拉帝国几斤几两</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_TriggerRaid">
<letterLabel>陆行舰正在逼近</letterLabel>
<letterText>艾妮西娅按照要求,吸引了一艘乌拉帝国的陆行舰机械体攻击我们的殖民地!</letterText>
<points>100</points>
<faction>Mechanoid</faction>
<raidStrategy>ImmediateAttack</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
<groupKind>Combat</groupKind>
<pawnGroupMakers>
<li>
<kindDef>Combat</kindDef>
<commonality>100</commonality>
<options>
<Wula_Mech_Mobile_Factory_1>100</Wula_Mech_Mobile_Factory_1>
</options>
</li>
</pawnGroupMakers>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label><![CDATA[<color=red>我要打十个!</color>]]></label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_TriggerRaid">
<letterLabel>陆行舰正在逼近</letterLabel>
<letterText>艾妮西娅按照要求,吸引了一支乌拉帝国的陆行舰队攻击我们的殖民地!</letterText>
<points>100</points>
<faction>Mechanoid</faction>
<raidStrategy>ImmediateAttack</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
<groupKind>Combat</groupKind>
<pawnGroupMakers>
<li>
<kindDef>Combat</kindDef>
<commonality>100</commonality>
<options>
<Wula_Mech_Mobile_Factory_10>10</Wula_Mech_Mobile_Factory_10>
</options>
</li>
</pawnGroupMakers>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<!-- <WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_110</defName>
<label>守密者:关于各大派系</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>可能是你们在这衰颓的岁月中沉睡太久,不太理解世界上发生了什么。想问什么就问吧?</li>
</descriptions>
<options>
<li>
<label>反常网络</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_111</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
<li>
<label>没什么</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_111</defName>
<label>反常网络是什么?</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>不是每一个合成人都能像你们这么幸运地被唤醒的——很多机械乌拉已经在沉睡中损坏了,她们自行组建了非法的黑色网络,遵循无法预测的轨迹行动。这些家伙是不小的麻烦,因为她们不会接受谈判,并且拥有帝国开发署所遗弃的装备,其中不乏战车和重装护甲。</li>
</descriptions>
<options>
<li>
<label>了解了</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_110</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_200</defName>
<label>绝赞乞讨中</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_5</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>这还有光明正大乞讨的啊?!</li>
<li>啊?我们很熟吗?</li>
<li>你的消息已发出,但是被对方拒收了。\n\n······是真的拒收了啦</li>
</descriptions>
<options>
<li>
<label>借我点银子花花</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_201</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
<li>
<label>还是算了</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</options>
</WulaFallenEmpire.EventDef> -->
</Defs>

View File

@@ -24,12 +24,6 @@
<!-- 易燃性 -->
<Flammability>0.05</Flammability>
</statFactors>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.25</offset>
</li>
</capMods>
<!-- 免疫非纳米机械疾病 -->
<makeImmuneTo>
<li>Flu</li>

View File

@@ -64,6 +64,11 @@
<thingDef>WULA_RW_Base_AR</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_Fake_Mothership_Beacon_Building</thingDef>
<count>1</count>
</li>
<!-- 附近的物品 -->
<li Class="ScenPart_ScatterThingsNearPlayerStart">
@@ -120,145 +125,6 @@
<project>BasicMechtech</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>帝国的荣光已成遥远的回响。秩序化为冰冷的错误代码。你们曾为之战斗、牺牲、存在的一切根基,都已在这漫长的沉睡中化为尘埃。如今,你们散落于此,在这片被文明遗弃、被暴力主宰的废土上醒来。\n一个来源不明的信号穿透了层层防护强行撬开了你意识的黑匣子。是谁幸存的帝国指挥官某个试图利用旧日战争机器的军阀还是本地的异常网络数据库无法提供答案只有广播残留的强制力仍在你的逻辑回路中回荡留下了一串信号特征指引着你们往未知的远方前进。\n\n提示建造乌拉帝国通讯站以获取更多帮助。</text>
<closeSound>GameStartSting</closeSound>
</li>
<!-- Force trigger our event quest 1 hour after game start -->
<!-- <li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Wula_Incident_ExampleEvent</incident>
<intervalDays>0.04</intervalDays>
</li> -->
</parts>
</scenario>
</ScenarioDef>
<ScenarioDef ParentName="ScenarioBase" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>WULA_Start_Scenario_On_Space</defName>
<label>意外重启-太空</label>
<description>在乌拉帝国的大内战中,无数乌拉帝国合成人因为人工智能网络“演算圆环”的崩溃而进入保护性的休眠状态。在边缘世界沉睡的乌拉帝国合成人收到了某人广播的唤醒指令,解除了意识闭锁,开始重新踏入这个面目全非的法外之地。</description>
<scenario>
<summary>以三位机械乌拉为初始殖民者开始游戏,将生成在一个太空平台上。</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>WULA_Awakened_Synth</factionDef>
</playerFaction>
<parts>
<!-- 种族 -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>8</pawnChoiceCount>
</li>
<!-- 到达方式-->
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
<visible>false</visible>
</li>
<!-- 强制地图 -->
<li Class="ScenPart_ForcedMap">
<def>ForcedMap</def>
<mapGenerator>OrbitalRelay</mapGenerator>
<layerDef>Orbit</layerDef>
</li>
<!-- 禁用任务 -->
<li Class="ScenPart_DisableQuest">
<def>DisableQuest</def>
<questDef>GravEngine</questDef>
</li>
<!-- 初始物品 -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_Charge_Cube</thingDef>
<count>80</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MedicineIndustrial</thingDef>
<count>10</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>ComponentIndustrial</thingDef>
<count>50</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_RW_Base_AR</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>GravEngine</thingDef>
<count>1</count>
</li>
<!-- 附近的物品 -->
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Steel</thingDef>
<count>700</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>StartingThing_Defined</def>
<thingDef>Chemfuel</thingDef>
<count>1000</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>GravlitePanel</thingDef>
<count>400</count>
</li>
<!-- 图上的物品 -->
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Steel</thingDef>
<count>2000</count>
</li>
<!-- 初始机械体 -->
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat_Constructor</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<!-- 初始科技 -->
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>WULA_Base_Technology</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BiofuelRefining</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BasicGravtech</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BasicMechtech</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>

View File

@@ -421,9 +421,6 @@
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<recipeUsers>
<li>WULA_Synth_Server</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
@@ -715,9 +712,6 @@
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<recipeUsers>
<li>WULA_Synth_Server</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
@@ -982,9 +976,6 @@
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>WULA_Synth_Server</li>
</recipeUsers>
</recipeMaker>
<costList>
<Steel>50</Steel>

View File

@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
</Defs>

View File

@@ -17,6 +17,7 @@
<drawSize>(1,1)</drawSize>
<color>(73,185,254,155)</color>
</graphicData>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
@@ -120,6 +121,7 @@
<costList>
<Steel>15</Steel>
</costList>
<designationCategory Inherit="False"/>
<stuffCategories Inherit="False"/>
<costStuffCount>0</costStuffCount>
<building>
@@ -175,6 +177,7 @@
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<rotatable>false</rotatable>
<graphicData>
<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
@@ -305,10 +308,10 @@
<tickerType>Normal</tickerType>
<!-- <rotatable>false</rotatable> -->
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<designationCategory Inherit="False"/>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
@@ -420,6 +423,7 @@
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<statBases>
<MaxHitPoints>1</MaxHitPoints>
@@ -532,6 +536,10 @@
<turretBurstCooldownTime>3.5</turretBurstCooldownTime>
</building>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
@@ -622,7 +630,7 @@
<defName>WULA_MaintenancePod_Cleanzone</defName>
<label>合成人维护舱</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合成人维护舱是为乌拉帝国合成人设计的设施机械乌拉需要定期进入其中进行身体机能的维护和校准否则他们的身体会逐渐衰弱。维护需要消耗零部件同时会修理所有的伤口。</description>
<uiIconPath>Wula/Building/WULA_MaintenancePod_south</uiIconPath>
<uiIconPath>Wula/Building/WULA_MaintenancePod</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
@@ -645,8 +653,12 @@
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<rotatable>false</rotatable>
<interactionCellOffset>(0,0,-2)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
@@ -716,7 +728,7 @@
<description>一个为乌拉帝国合成人设计的全自动维护舱,机械乌拉需要定期进入其中进行身体机能的维护和校准,否则他们的身体会逐渐衰弱。维护需要消耗零部件,同时会修理所有的伤口。</description>
<containedPawnsSelectable>true</containedPawnsSelectable>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod_south</texPath>
<texPath>Wula/Building/WULA_MaintenancePod</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
<shadowData>
@@ -724,6 +736,7 @@
<!-- <offset>(-0.05, 0, 0.35)</offset> -->
</shadowData>
</graphicData>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<drawGUIOverlay>true</drawGUIOverlay>
<!-- <defaultPlacingRot>South</defaultPlacingRot> -->
@@ -733,7 +746,6 @@
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>20000</WorkToBuild>
@@ -744,6 +756,13 @@
<size>(3,3)</size>
<interactionCellOffset>(0,0,-2)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
@@ -754,8 +773,11 @@
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<uninstallWork>1800</uninstallWork>
</building>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
@@ -795,9 +817,6 @@
<maxInjuriesHealedPerCycle>5</maxInjuriesHealedPerCycle>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
</ThingDef>
<!-- 制造机 -->
@@ -805,21 +824,22 @@
<defName>WULA_WeaponArmor_Productor_Cleanzone</defName>
<label>乌拉帝国作业通讯台(装备)</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乌拉帝国作业通讯台是用于联络乌拉帝国母舰和后勤舰并下达武器、装备订单的特殊通讯台。这些武器装备的生产不需要殖民地参与只需要使用乌拉帝国物资交换舱将材料发送给帝国舰队然后根据材料数量下单即可。</description>
<uiIconPath>Wula/Building/WULA_MaintenancePod_south</uiIconPath>
<uiIconPath>Wula/Building/WULA_WeaponArmor_Productor</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<size>(5,5)</size>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5,5)</drawSize>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<designationCategory>WULA_Buildings</designationCategory>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
@@ -827,6 +847,7 @@
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<statBases>
<MaxHitPoints>1</MaxHitPoints>
@@ -842,7 +863,6 @@
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_WeaponArmor_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
@@ -858,12 +878,12 @@
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_WeaponArmor_Productor_Incoming</defName>
<label>乌拉帝国作业通讯台(空投中)</label>
<size>(5,5)</size>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod_Incoming</texPath>
<texPath>Wula/Building/WULA_WeaponArmor_Productor_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(5,5)</drawSize>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
@@ -891,15 +911,12 @@
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_WeaponArmor_Productor</defName>
<label>乌拉帝国作业通讯台(装备)</label>
<description>一台用于联络乌拉帝国母舰和后勤舰并下达武器、装备订单的特殊通讯台。这些武器装备的生产不需要殖民地参与,只需要使用乌拉帝国物资交换舱将材料发送给帝国舰队,然后根据材料数量下单即可。</description>
<label>乌拉帝国作业通讯台</label>
<description>一台用于联络乌拉帝国母舰和后勤舰并下达订单的特殊通讯台。这些物资装备的生产不需要殖民地参与,只需要使用乌拉帝国物资输送舱将材料发送给帝国舰队,然后根据材料数量下单即可。</description>
<thingClass>WulaFallenEmpire.Building_GlobalWorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<rotatable>false</rotatable>
<modExtensions>
<li Class="WulaFallenEmpire.GlobalWorkTableAirdropExtension">
<maxRange>50</maxRange>
@@ -910,13 +927,13 @@
</modExtensions>
<graphicData>
<texPath>Wula/Building/WULA_WeaponArmor_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5,5)</drawSize>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,2.75)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(0.75, 0.75, 0.5)</volume>
<volume>(1.5, 1.5, 1.5)</volume>
</shadowData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
@@ -933,8 +950,7 @@
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(5,5)</size>
<designationCategory>WULA_Buildings</designationCategory>
<size>(3,3)</size>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
@@ -947,15 +963,24 @@
<li>WulaFallenEmpire.ITab_GlobalBills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="WulaFallenEmpire.CompProperties_OpenCustomUI">
<uiDefName>Wula_UI_Main_1</uiDefName>
<label>联络乌拉帝国</label>
<failReason>无法接触通讯站。</failReason>
</li>
</comps>
</ThingDef>
<!---->
<!-- 电器 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Machine_Recharger_Cleanzone</defName>
<label>乌拉帝国充电站</label>
@@ -981,6 +1006,7 @@
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<statBases>
<MaxHitPoints>1</MaxHitPoints>
@@ -1016,7 +1042,7 @@
<label>乌拉帝国充电站(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod_Incoming</texPath>
<texPath>Wula/Building/WULA_Machine_Recharger_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
@@ -1099,11 +1125,14 @@
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_Battery">
<storedEnergyMax>2500</storedEnergyMax>
<efficiency>0.5</efficiency>
<shortCircuitInRain>false</shortCircuitInRain>
<transmitsPower>true</transmitsPower>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_ThingContainer">
<compClass>CompThingContainer</compClass>
@@ -1117,14 +1146,4 @@
</li>
</comps>
</ThingDef>
<comps>
<li Class="WulaFallenEmpire.CompAutoLaunchHangar">
<aircraftDef>YourAircraftDef</aircraftDef>
<aircraftCount>1</aircraftCount>
<skyfallerLeaving>SkyfallerLeaving</skyfallerLeaving>
<launchDelayTicks>120</launchDelayTicks> <!-- 2秒延迟 -->
<requirePower>false</requirePower>
</li>
</comps>
</Defs>

View File

@@ -3,8 +3,8 @@
<!-- 输送舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_GlobalStorageSenderPod</defName>
<label>全局存储输送舱</label>
<description>一个一次性的物资输送装置,可以将装载的货物直接发射到全局存储网络中,而无需选择目标地点。发射后即告销毁</description>
<label>乌拉帝国物资输送舱</label>
<description>一个一次性的物资输送装置,可以将装载的货物发射到乌拉帝国的舰队以供其使用</description>
<graphicData>
<texPath>Things/Special/DropPod</texPath>
<graphicClass>Graphic_Single</graphicClass>
@@ -32,7 +32,7 @@
</costList>
<comps>
<li Class="CompProperties_Transporter">
<massCapacity>300</massCapacity>
<massCapacity>500</massCapacity>
<restEffectiveness>0.8</restEffectiveness>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
</li>
@@ -54,64 +54,6 @@
<uiIconScale>0.65</uiIconScale>
</ThingDef>
<!-- 服务器 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Synth_Server</defName>
<label>乌拉帝国服务器系统</label>
<description>一台大型服务器,可以从乌拉帝国的上行链路接收关于各种技能的数据,并以实体数据包的形式封装储存起来,供那些新生代合成人使用。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Server</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(2,2)</size>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_Energy</defName>
@@ -163,7 +105,6 @@
<li>Make_Component_By_WULA_Cube_Productor</li>
<li>Make_WULA_Dark_Matter_Item</li>
<li>Make_WULA_Neutronium</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
@@ -175,7 +116,6 @@
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>WULA_Cube_Productor_Component</li>
</linkableFacilities>
</li>
</comps>
@@ -187,67 +127,6 @@
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cube_Productor_Component</defName>
<label>乌拉帝国外置编织单元</label>
<description>用于辅助乌拉帝国编织体工作的特殊设备,可以加快其工作速度。每个乌拉帝国编织体最多连接一个此类设备。</description>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Component</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(1.65, 1.65, 0.85)</volume>
<offset>(0, 0, -0.2)</offset>
</shadowData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>42</pathCost>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<WorkToBuild>30000</WorkToBuild>
<Mass>20</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(2,2)</size>
<costList>
<Steel>200</Steel>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<researchPrerequisites>
<li>WULA_Dark_Matter_Technology</li>
</researchPrerequisites>
<designationCategory>WULA_Buildings</designationCategory>
<minifiedDef>MinifiedThing</minifiedDef>
<constructionSkillPrerequisite>4</constructionSkillPrerequisite>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_Facility">
<statOffsets>
<WorkTableWorkSpeedFactor>2</WorkTableWorkSpeedFactor>
</statOffsets>
<maxSimultaneous>1</maxSimultaneous>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>
<!---->
<ThingDef ParentName="BasicBedBase">
@@ -320,198 +199,6 @@
</li>
</comps>
</ThingDef>
<!-- 机械工厂 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Large_Mechine_proudctor</defName>
<label>乌拉帝国机械工厂</label>
<description>乌拉帝国所建造的一种机械工厂,能构建各种乌拉帝国机械体,包括机械乌拉。</description>
<thingClass>Building_MechGestator</thingClass>
<containedPawnsSelectable>true</containedPawnsSelectable>
<tickerType>Normal</tickerType>
<drawerType>MapMeshAndRealTime</drawerType>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<hasInteractionCell>true</hasInteractionCell>
<pathCost>42</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2400</uiOrder>
<defaultPlacingRot>South</defaultPlacingRot>
<placeWorkers>
<li>PlaceWorker_MechGestatorTop</li>
</placeWorkers>
<graphicData>
<texPath>Wula/Building/WULA_Heavy_War_Machine_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(4, 4)</drawSize>
<shadowData>
<volume>(2.8, 2.8, 2.1)</volume>
<!-- <offset>(-0.05, 0, 0.35)</offset> -->
</shadowData>
</graphicData>
<castEdgeShadows>False</castEdgeShadows>
<interactionCellOffset>(1,0,3)</interactionCellOffset>
<statBases>
<MaxHitPoints>1250</MaxHitPoints>
<WorkToBuild>16000</WorkToBuild>
<Mass>35</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(4,4)</size>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<WULA_Charge_Cube>5</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<buildingTags>
<li>Production</li>
<li>Biotech</li>
</buildingTags>
<barDrawData>
<north>
<preRotationOffset>(-1.06, 0.91)</preRotationOffset>
<size>(0, 0)</size>
</north>
<south>
<preRotationOffset>(-1.06, 0.82)</preRotationOffset>
<size>(0, 0)</size>
</south>
<east>
<preRotationOffset>(1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</east>
<west>
<preRotationOffset>(-1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</west>
</barDrawData>
<formingGraphicData>
<texPath>Things/Pawn/Mechanoid/HalfGestatedMechSmall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(0,0)</drawSize>
</formingGraphicData>
<formingMechPerRotationOffset>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
</formingMechPerRotationOffset>
<mechGestatorCylinderGraphic>
<texPath>Things/Building/Production/MechGestatorStandardGlass</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
<shaderType>Transparent</shaderType>
</mechGestatorCylinderGraphic>
<mechGestatorTopGraphic>
<texPath>Things/Building/Production/MechGestatorStandardTop</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
</mechGestatorTopGraphic>
<gestatorFormingMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormingMote>
<gestatorCycleCompleteMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorCycleCompleteMote>
<gestatorFormedMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormedMote>
</building>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<recipes>
<li>WULA_Build_Wula_Synth</li>
<li>WULA_Build_Mech_Cat</li>
<li>WULA_Build_Mech_Cat_Constructor</li>
<li>WULA_Build_Mech_Cat_EMP</li>
<li>WULA_Build_Mech_Cat_Fire</li>
<li>WULA_Build_Mech_Cat_Assault</li>
<li>WULA_Build_Mech_Cat_DM</li>
<li>WULA_Build_AI_Heavy_Panzer</li>
<li>WULA_Build_AI_Heavy_Panzer_Gunnery</li>
<li>WULA_Build_Alpha_Wolf</li>
<li>WULA_Build_Alpha_Mantodea</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">WULA_Build_AI_Engineer_Mother</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">WULA_Build_AI_Engineer_Mother_Attack</li>
</recipes>
<comps>
<li Class="CompProperties_WasteProducer" />
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
<idlePowerDraw>50</idlePowerDraw>
</li>
</comps>
</ThingDef>
<!-- 联络台 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Communicator_Station</defName>
<label>乌拉帝国通讯站</label>
<description>乌拉帝国内部用于联系的通讯站,可以联系到乌拉帝国的各大派系。</description>
<thingClass>Building</thingClass>
<graphicData>
<texPath>Wula/Building/WULA_Communicator_Station</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(1,1)</drawSize>
<shadowData>
<volume>(0.25, 0.25, 0.25)</volume>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>2000</WorkToBuild>
<Mass>70</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<rotatable>false</rotatable>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<comps>
<!-- <li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li> -->
<li Class="CompProperties_Flickable"/>
<li Class="WulaFallenEmpire.CompProperties_OpenCustomUI">
<uiDefName>Wula_UI_Main_1</uiDefName>
<label>联络乌拉帝国</label>
<failReason>无法接触通讯站。</failReason>
</li>
</comps>
</ThingDef>
<!-- 防御炮 -->
<ThingDef ParentName="BuildingBase">

View File

@@ -0,0 +1,68 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Fake_Mothership_Beacon_Building</defName>
<label>帝国母舰信标</label>
<description>111</description>
<thingClass>Building</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
<size>(1,1)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<graphicData>
<texPath>Wula/Building/WULA_Cat_Bunker_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(1,1)</drawSize>
<color>(195,195,195,255)</color>
</graphicData>
<statBases>
<MaxHitPoints>600</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>36000</WorkToBuild>
<Mass>125</Mass>
<Comfort>0.65</Comfort>
</statBases>
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>RealtimeOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<paintable>true</paintable>
<isInert>true</isInert>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftHangar">
<aircraftDef>WULA_BattleShip_Entity</aircraftDef>
<aircraftCount>1</aircraftCount>
<skyfallerLeaving></skyfallerLeaving>
<autoLaunchEnabled>true</autoLaunchEnabled>
<autoLaunchDelayTicks>1</autoLaunchDelayTicks>
<autoLaunchOnConstruction>true</autoLaunchOnConstruction>
<autoLaunchOnPowerOn>false</autoLaunchOnPowerOn>
</li>
</comps>
</ThingDef>
<ThingDef>
<defName>WULA_BattleShip_Entity</defName>
<label>帝国母舰</label>
<description>什么这是个记录数量用的thingdef你不应该在任何场合下看到这个。</description>
<thingClass>Thing</thingClass>
</ThingDef>
</Defs>

View File

@@ -18,23 +18,6 @@
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_Large_Mechine_proudctor_Bills</defName>
<label>在乌拉帝国机械工厂培育机械</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Large_Mechine_proudctor</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_Synth_ServerBills</defName>
<label>在服务器系统下载数据</label>

View File

@@ -0,0 +1,53 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Aircraft Strike Messages -->
<AircraftManagerNotFound>战机管理器未找到!</AircraftManagerNotFound>
<AircraftStrikeInitiated>空中打击已启动:{0}</AircraftStrikeInitiated>
<AircraftStrikeSuccess>空中打击:成功使用 {0} 只 {1}</AircraftStrikeSuccess>
<NoAvailableAircraft>没有可用的战机:{0}</NoAvailableAircraft>
<AircraftStrikeFailed>空中打击:{1} 没有可用的 {0}</AircraftStrikeFailed>
<NoAircraftForStrike>没有可用的 {0}</NoAircraftForStrike>
<!-- Mouse Overlay Text -->
<AvailableAircraft>{0}{1}</AvailableAircraft>
<CooldownAircraft>冷却中:{0}</CooldownAircraft>
<CostPerUse>消耗:{0}</CostPerUse>
<!-- Tooltip Text -->
<AircraftStatusTooltip>飞行器状态:</AircraftStatusTooltip>
<TotalAircraft>总数:{0}</TotalAircraft>
<ReadyAircraft>准备入场:{0}</ReadyAircraft>
<CooldownAircraft>冷却中:{0}</CooldownAircraft>
<AircraftCost>每次使用消耗:{0}</AircraftCost>
<!-- Existing keys... -->
<!-- New Aircraft Cooldown Time Keys -->
<AircraftCooldownTime>冷却时间:{0}小时</AircraftCooldownTime>
<AircraftAbilityDescription>\n该技能需要 {0} 入场\n每次使用占用 {1} {0}\n冷却时间{2}小时</AircraftAbilityDescription>
<!-- Miscellaneous -->
<UnknownFaction>未知派系</UnknownFaction>
<!-- Aircraft Hangar Gizmo Text -->
<LaunchAircraft>战机起飞</LaunchAircraft>
<LaunchAircraftDesc>命令战机起飞。起飞的战机将永不落地,如果想要使用它们就需要有机械乌拉的指挥。</LaunchAircraftDesc>
<HangarDamaged>战机受损</HangarDamaged>
<!-- Aircraft Hangar Messages -->
<AircraftLaunched>战机已起飞:{0} 只 {1}</AircraftLaunched>
<AircraftManagerNotFound>战机管理器未找到!</AircraftManagerNotFound>
<!-- Takeoff Effect Messages -->
<TakeoffEffectMapNull>无法创建起飞效果:父级地图为空</TakeoffEffectMapNull>
<TakeoffSkyfallerCreated>在 {0} 创建了起飞天空坠落者携带1单位化学燃料</TakeoffSkyfallerCreated>
<TakeoffEffectError>创建起飞效果时出错:{0}</TakeoffEffectError>
<!-- Aircraft Manager Error Messages -->
<AddAircraftNullFaction>尝试将战机添加到空派系</AddAircraftNullFaction>
<!-- Aircraft Status Messages -->
<AircraftCooldownEnded>{0} 准备好再次进行打击</AircraftCooldownEnded>
<NoAircraftStatus>没有可用的战机</NoAircraftStatus>
<AircraftStatusLine>{0}{1}/{2}(冷却中:{3}</AircraftStatusLine>
</LanguageData>

View File

@@ -181,65 +181,33 @@
<WULA_FailedToDistributeItems>无法分配物品到空投舱</WULA_FailedToDistributeItems>
<WULA_AirdropSuccessful>成功空投了{0}个空投舱</WULA_AirdropSuccessful>
<WULA_ResourceSubmitter>舰队资源储存</WULA_ResourceSubmitter>
<WULA_SubmitToStorage>提交到舰队贮存</WULA_SubmitToStorage>
<WULA_SubmitToStorageDesc>将所有存储物品转移到舰队贮存</WULA_SubmitToStorageDesc>
<WULA_StoredItems>存储物品</WULA_StoredItems>
<WULA_ItemsSubmitted>{0}个物品已提交到储存器</WULA_ItemsSubmitted>
<WULA_SubmissionFailed>提交物品失败</WULA_SubmissionFailed>
<WULA_NoItemsToSubmit>没有可提交的物品</WULA_NoItemsToSubmit>
<WULA_DeviceNotOperational>设备不可用</WULA_DeviceNotOperational>
<WULA_NoPower>无电力</WULA_NoPower>
<WULA_NoFuel>无燃料</WULA_NoFuel>
<WULA_SwitchOff>开关关闭</WULA_SwitchOff>
<WULA_Inoperative>不可用</WULA_Inoperative>
<WULA_Status>状态</WULA_Status>
<WULA_SubmitterContents>提交器内容</WULA_SubmitterContents>
<WULA_Operational>运行正常</WULA_Operational>
<WULA_Inoperative>无法运行</WULA_Inoperative>
<WULA_Status>状态</WULA_Status>
<WULA_Items>物品</WULA_Items>
<WULA_Stacks>堆叠</WULA_Stacks>
<WULA_NoItemsInStorage>存储中无物品</WULA_NoItemsInStorage>
<WULA_ItemName>物品名称</WULA_ItemName>
<WULA_Count>数量</WULA_Count>
<WULA_ItemTooltip>{0}\n总数: {1}\n堆叠数: {2}\n价值: {3} 白银</WULA_ItemTooltip>
<WULA_SubmitToStorage>提交到存储</WULA_SubmitToStorage>
<WULA_SubmitToStorageDesc>将所有存储物品提交到全局存储</WULA_SubmitToStorageDesc>
<WULA_DeviceInoperative>设备无法运行</WULA_DeviceInoperative>
<WULA_NoItemsToSubmit>无物品可提交</WULA_NoItemsToSubmit>
<WULA_NoItemsToSubmitDesc>没有可以提交的物品</WULA_NoItemsToSubmitDesc>
<WULA_ViewGlobalStorage>查看全局存储</WULA_ViewGlobalStorage>
<WULA_ViewGlobalStorageDesc>查看全局输入和输出存储内容</WULA_ViewGlobalStorageDesc>
<WULA_UnknownReason>未知原因</WULA_UnknownReason>
<WULA_GlobalStorage>全局存储</WULA_GlobalStorage>
<WULA_InputStorage>输入存储</WULA_InputStorage>
<WULA_OutputStorage>输出存储</WULA_OutputStorage>
<WULA_NoItems>无物品</WULA_NoItems>
<WULA_Value>价值</WULA_Value>
<!-- 中文翻译 -->
<WULA_Items>物品</WULA_Items>
<WULA_Stacks>堆叠</WULA_Stacks>
<WULA_ItemName>物品名称</WULA_ItemName>
<WULA_Count>数量</WULA_Count>
<WULA_NoItemsInStorage>存储中无物品</WULA_NoItemsInStorage>
<WULA_ItemTooltip>{0}\n总数: {1}\n堆叠: {2}\n价值: {3}</WULA_ItemTooltip>
<WULA_DeviceInoperative>设备不可用</WULA_DeviceInoperative>
<WULA_NoItemsToSubmitDesc>没有可提交的物品</WULA_NoItemsToSubmitDesc>
<WULA_ViewGlobalStorage>查看全局存储</WULA_ViewGlobalStorage>
<WULA_ViewGlobalStorageDesc>查看全局存储中的物品</WULA_ViewGlobalStorageDesc>
<WULA_UnknownReason>未知原因</WULA_UnknownReason>
<WULA_Value>价值</WULA_Value>
<WULA_LoadResourceSubmitter>Load Resource Submitter</WULA_LoadResourceSubmitter>
<WULA_NoItemsAvailable>No items available</WULA_NoItemsAvailable>
<WULA_Available>Available</WULA_Available>
<WULA_ToLoad>To Load</WULA_ToLoad>
<WULA_Max>Max</WULA_Max>
<WULA_SetLoadCount>Set load count for {0}</WULA_SetLoadCount>
<WULA_LoadAll>Load All</WULA_LoadAll>
<WULA_ClearAll>Clear All</WULA_ClearAll>
<WULA_LoadingJobsCreated>Loading jobs created</WULA_LoadingJobsCreated>
<WULA_Description>Description</WULA_Description>
<!-- 自动发射相关 -->
<LaunchAircraft>发射战机</LaunchAircraft>
<LaunchAircraftDesc>手动发射战机到全球战机库</LaunchAircraftDesc>
<ToggleAutoLaunch>启用自动发射</ToggleAutoLaunch>
<ToggleAutoLaunchDesc>启用战机自动发射功能</ToggleAutoLaunchDesc>
<CancelAutoLaunch>取消自动发射</CancelAutoLaunch>
<CancelAutoLaunchDesc>取消预定的自动发射</CancelAutoLaunchDesc>
<!-- 状态消息 -->
<AircraftStatusLaunched>状态:已发射</AircraftStatusLaunched>
<AutoLaunchScheduled>自动发射:{0}秒后</AutoLaunchScheduled>
<AutoLaunchReady>自动发射:就绪</AutoLaunchReady>
<!-- 事件消息 -->
<AircraftAutoLaunchScheduled>战机自动发射预定:{0} 将在 {1} 秒后发射</AircraftAutoLaunchScheduled>
<AircraftAutoLaunchThreatDetected>检测到威胁 {0},预定战机自动发射</AircraftAutoLaunchThreatDetected>
<AircraftAutoLaunchManhunterDetected>检测到狂躁动物 {0},预定战机自动发射</AircraftAutoLaunchManhunterDetected>
<AutoLaunchCancelled>自动发射已取消</AutoLaunchCancelled>
<!-- 原有翻译保持不变 -->
<AircraftLaunched>已发射 {0} 架 {1}</AircraftLaunched>
<HangarDamaged>机库已损坏</HangarDamaged>
<WULA_LaunchToGlobalStorage>发射到乌拉帝国舰队</WULA_LaunchToGlobalStorage>
<WULA_LaunchToGlobalStorageDesc>物品发送到乌拉帝国舰队,以便其使用这些材料进行加工。\n\n如果装备、武器和尸体被送到乌拉帝国舰队则它们会在下一次成品空投被扔回来其他的物资若被乌拉帝国舰队接收则一概不退。</WULA_LaunchToGlobalStorageDesc>
<WULA_NoItemsToSendToGlobalStorage>没有物品可以发送到全局存储</WULA_NoItemsToSendToGlobalStorage>
<!-- CompLaunchable_ToGlobalStorage.cs 新增翻译 -->
<WULA_ItemsSentToBothStorages>{0}件物资被舰队接收,{1}件物资被舰队退回(随着下一次成品空投一起退回)</WULA_ItemsSentToBothStorages>
<WULA_ItemsSentToInputStorage>{0}件物资被舰队接收</WULA_ItemsSentToInputStorage>
<WULA_ItemsSentToOutputStorage>{0}件物资被舰队退回(随着下一次成品空投一起退回)</WULA_ItemsSentToOutputStorage>
<WULA_InputStorageItems>输入存储: {0}</WULA_InputStorageItems>
<WULA_OutputStorageItems>输出存储: {0}</WULA_OutputStorageItems>
</LanguageData>

View File

@@ -1,202 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<BodyDef>
<defName>Wula_Psi_Titan_Body</defName>
<label>灵能泰坦</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>WULA_Panzer_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!-- 脖子和头部 -->
<li>
<def>Neck</def>
<customLabel>脖子</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>Head</def>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>WULA_AI_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第一组左视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第二组左视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第一组右视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<customLabel>第二组右视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第一反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第二反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第三反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第四反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第五反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第六反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第七反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第八反推喷气孔</customLabel>
<coverage>0.005</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Psi_Titan_Crystal_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Psi_Titan_Wheel_Of_Dharma_Bodypart</def>
<coverage>0.05</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
</parts>
</corePart>
</BodyDef>
<BodyPartDef>
<defName>WULA_Psi_Titan_Wheel_Of_Dharma_Bodypart</defName>
<label>法轮</label>
<hitPoints>100</hitPoints>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ConsciousnessSource</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Psi_Titan_Crystal_Bodypart</defName>
<label>中央水晶</label>
<hitPoints>120</hitPoints>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<tags>
<li>ConsciousnessSource</li>
</tags>
</BodyPartDef>
</Defs>

View File

@@ -1,316 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_1</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_3</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>高好感度问候</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_FE_Spiritualist_Goodwill</name>
</li>
<li Class="WulaFallenEmpire.Effect_CheckFactionGoodwill">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
<variableName>Wula_FE_Spiritualist_Goodwill</variableName>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>你们能再详细地说说你们自己吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>你们有什么任务可以给我们吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>换个接线员</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_2</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_3</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>中好感度问候</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<!-- 检测dlc开启情况以决定启动哪些系统 -->
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_FE_Spiritualist_Goodwill</name>
</li>
<li Class="WulaFallenEmpire.Effect_CheckFactionGoodwill">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
<variableName>Wula_FE_Spiritualist_Goodwill</variableName>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>你们能再详细地说说你们自己吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>你们有什么任务可以给我们吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们有一个请求</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_3</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_2</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>低好感度问候</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<!-- 检测dlc开启情况以决定启动哪些系统 -->
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_FE_Spiritualist_Goodwill</name>
</li>
<li Class="WulaFallenEmpire.Effect_CheckFactionGoodwill">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
<variableName>Wula_FE_Spiritualist_Goodwill</variableName>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>我们想和教会和解</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
<!-- 在低好感任务随机选择一个 -->
<randomlistEffects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_20</defName>
</li>
<!-- <li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_21</defName>
</li>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_22</defName>
</li> -->
</randomlistEffects>
</li>
</optionEffects>
</li>
<li>
<label>你们就是群没长熟的白茄子</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_TriggerRaid">
<letterLabel>来自乌拉帝国 大教堂的报复</letterLabel>
<letterText>乌拉帝国 大教堂以攻击回应挑衅!</letterText>
<points>30000</points>
<faction>Wula_FE_Spiritualist_Faction</faction>
<raidStrategy>ImmediateAttack</raidStrategy>
<raidArrivalMode>EdgeDrop</raidArrivalMode>
<groupKind>Combat</groupKind>
<pawnGroupMakers>
<li>
<kindDef>Combat</kindDef>
<commonality>100</commonality>
<options>
<Wula_FE_Spiritualist_Pawn_1>10</Wula_FE_Spiritualist_Pawn_1>
<Wula_FE_Spiritualist_Pawn_2>3</Wula_FE_Spiritualist_Pawn_2>
<Wula_FE_Spiritualist_Pawn_3>3</Wula_FE_Spiritualist_Pawn_3>
<Wula_FE_Spiritualist_Pawn_4>1</Wula_FE_Spiritualist_Pawn_4>
<Wula_Psi_Titan_PawnKind>1000</Wula_Psi_Titan_PawnKind>
</options>
</li>
</pawnGroupMakers>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_4</defName>
<label>第一次联络</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_1</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>第一次联络问候</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_ModifyVariable">
<name>Wula_FE_Spiritualist_First_Contant</name>
<operation>Add</operation>
<value>1</value>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>好的,我们尊重你们的信仰,也请你们尊重我们的殖民地</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>你们信仰的主该不是什么飞天大茄子吧?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_ChangeFactionRelation">
<faction>Wula_FE_Spiritualist_Faction</faction>
<goodwillChange>-50</goodwillChange>
</li>
<li Class="WulaFallenEmpire.Effect_ShowMessage">
<message>你的轻佻发言惹得乌拉帝国 大教堂非常的不快,她们对你的第一印象大幅度降低了!</message>
<messageTypeDef>NegativeEvent</messageTypeDef>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_10</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_1</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>好吧。我们来自乌拉帝国国教教会,也称乌拉帝国 大教堂,而在边缘世界活动的我们则是其中的一个小分支。在帝国皇室没落以前,国教曾是每任皇帝的左膀右臂,负责维护乌拉帝国和皇室的至上威权,并将祂的化身——也就是皇帝——的福音在银河系中传播。\n\n然而我们遭到了无信者的背叛她们自诩进步派否定我主和皇室与生俱来的正确性挑起了一场撕裂帝国的内战。经过护教军的与其的万古长战她们已经被逼至绝境我们也在着手于恢复昔日荣光并将福音再次播撒于星海间。</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_ClearVariable">
<name>Wula_FE_Spiritualist_Goodwill</name>
</li>
<li Class="WulaFallenEmpire.Effect_CheckFactionGoodwill">
<factionDef>Wula_FE_Spiritualist_Faction</factionDef>
<variableName>Wula_FE_Spiritualist_Goodwill</variableName>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>好的,我们大概了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_20</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_3</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>低好感度任务介绍1。</li>
</descriptions>
<immediateEffects>
</immediateEffects>
<options>
<li>
<label>我们接受</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>不行,我们改主意了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -1,104 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef ParentName="FactionBase">
<defName>Wula_FE_Spiritualist_Faction</defName>
<label>乌拉帝国 大教堂</label>
<description>堕落乌拉帝国派系之一,属于保皇派,拥有独属的特殊科技。\n\n蒙受神祗庇佑的乌拉帝国神职人员已经履行职责千万年之久但是帝国内战的到来让无信者抛弃了她们的神祗。尽管教会的盛景不再但是狂热者内心的火焰并未就此熄灭她们终将兑现对叛教者和无信者的审判只需假以时日。</description>
<basicMemberKind>RealWula_PawnKind</basicMemberKind>
<pawnSingular>乌拉星人</pawnSingular>
<pawnsPlural>乌拉星人</pawnsPlural>
<categoryTag>Wula_FE_Spiritualist_FactionTag</categoryTag>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<factionNameMaker>NamerFaction_Wula_FE_Spiritualist</factionNameMaker>
<factionIconPath>Wula/World/WorldObjects/Expanding/Wula_FE_Faction</factionIconPath>
<displayInFactionSelection>false</displayInFactionSelection>
<!-- <settlementGenerationWeight>1</settlementGenerationWeight> -->
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>false</canSiege>
<canStageAttacks>true</canStageAttacks>
<backstoryCategories>
<li>Wula_Backstory_Categories_For_RealWula</li>
</backstoryCategories>
<!-- 文化相关 -->
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Supremacist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Proselytizer</li>
</requiredMemes>
<allowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Loyalist</li>
<li MayRequire="Ludeon.RimWorld.Ideology">FemaleSupremacy</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Guilty</li>
</allowedMemes>
<disallowedPrecepts>
<li>Slavery_Classic</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Disapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Horrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Abhorrent</li>
</disallowedPrecepts>
<structureMemeWeights>
<Structure_Archist MayRequire="Ludeon.RimWorld.Ideology">1</Structure_Archist>
</structureMemeWeights>
<permanentEnemyToEveryoneExcept>
<li>WULA_Awakened_Synth</li>
</permanentEnemyToEveryoneExcept>
<techLevel>Archotech</techLevel>
<arrivalLayerWhitelist>
<li>Surface</li>
<!-- <li MayRequire="Ludeon.RimWorld.Odyssey">Orbit</li> -->
</arrivalLayerWhitelist>
<colorSpectrum>
<li>(0.6, 0.5, 0.9)</li>
</colorSpectrum>
<raidCommonalityFromPointsCurve>
<points>
<li>(300, 0)</li>
<li>(700, 1)</li>
<li>(1400, 1.8)</li>
<li>(2800, 2.2)</li>
<li>(4000, 2.6)</li>
</points>
</raidCommonalityFromPointsCurve>
<!-- <raidLootMaker>MechanoidRaidLootMaker</raidLootMaker> -->
<raidLootValueFromPointsCurve>
<points>
<li>(35, 8)</li>
<li>(100, 60)</li>
<li>(1000, 250)</li>
<li>(2000, 400)</li>
<li>(4000, 500)</li>
</points>
</raidLootValueFromPointsCurve>
<humanlikeFaction>true</humanlikeFaction>
<hidden>true</hidden>
<!-- <autoFlee>false</autoFlee> -->
<canUseAvoidGrid>false</canUseAvoidGrid>
<apparelStuffFilter>
<stuffCategoriesToAllow>
<li>Metallic</li>
<li>Fabric</li>
</stuffCategoriesToAllow>
<disallowedThingDefs>
<li>DevilstrandCloth</li>
</disallowedThingDefs>
</apparelStuffFilter>
<earliestRaidDays>18</earliestRaidDays>
<permanentEnemy>true</permanentEnemy>
<hostileToFactionlessHumanlikes>true</hostileToFactionlessHumanlikes>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(400,200)</li>
<li>(900,300)</li>
<li>(100000,10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<allowedArrivalTemperatureRange>-100~200</allowedArrivalTemperatureRange>
<maxConfigurableAtWorldCreation>1</maxConfigurableAtWorldCreation>
<configurationListOrderPriority>900</configurationListOrderPriority>
<dropPodActive>ActiveDropPodMechanoid</dropPodActive>
<dropPodIncoming>DropPodIncomingMechanoidRapid</dropPodIncoming>
<disallowedRaidAgeRestrictions>
<li MayRequire="Ludeon.RimWorld.Biotech">Children</li>
</disallowedRaidAgeRestrictions>
</FactionDef>
</Defs>

View File

@@ -1,422 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>WULA_SwiftHunterBlessing</defName>
<label>迅捷猎手加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,身体变得更加轻盈,感官更加敏锐。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<MoveSpeed>3.0</MoveSpeed>
<!-- <WorkSpeedGlobal>0.25</WorkSpeedGlobal> -->
</statOffsets>
<statFactors>
<AimingDelayFactor>0.8</AimingDelayFactor>
<!-- <MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier> -->
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<!-- <hediff>WULA_SwiftHunterBlessing</hediff> -->
<hediff>WULA_AbyssFearBlessing</hediff>
<hediff MayRequire="rabiosus.autoblink">WULA_InstantJumpdriveBlessing</hediff>
<hediff>WULA_MindSpringBlessing</hediff>
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_AbyssFearBlessing</defName>
<label>深渊恐惧加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,躯体变得无坚不摧,似乎可捏碎一切挡路之敌。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<stages>
<li>
<statOffsets>
<IncomingDamageFactor>-0.2</IncomingDamageFactor>
</statOffsets>
<statFactors>
<!-- <AimingDelayFactor>0.8</AimingDelayFactor> -->
<MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<hediff>WULA_SwiftHunterBlessing</hediff>
<!-- <hediff>WULA_AbyssFearBlessing</hediff> -->
<hediff MayRequire="rabiosus.autoblink">WULA_InstantJumpdriveBlessing</hediff>
<hediff>WULA_MindSpringBlessing</hediff>
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
</comps>
</HediffDef>
<HediffDef MayRequire="rabiosus.autoblink">
<defName>WULA_InstantJumpdriveBlessing</defName>
<label>转瞬移型加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,身形变得飘忽不定,一切阻碍皆为无物。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<hediff>WULA_SwiftHunterBlessing</hediff>
<hediff>WULA_AbyssFearBlessing</hediff>
<!-- <hediff MayRequire="rabiosus.autoblink">WULA_InstantJumpdriveBlessing</hediff> -->
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
<li Class="AutoBlink.HediffCompProperties_AutoBlink" MayRequire="rabiosus.autoblink">
<!-- <gizmoIconPath></gizmoIconPath> -->
<blinkIntervalTicks>240</blinkIntervalTicks>
<delayAfterEligibleTicks>10</delayAfterEligibleTicks>
<cellsBeforeTarget>1</cellsBeforeTarget>
<maxDistanceToBlink>60</maxDistanceToBlink>
<minDistanceToBlink>4</minDistanceToBlink>
<postBlinkStanceTicks>0</postBlinkStanceTicks>
<playerFactionOnly>false</playerFactionOnly>
<excludedJobDefs>
<li>GotoWander</li>
<li>Carried</li>
</excludedJobDefs>
<preBlinkSoundDefs>
<li>AutoBlink_Skip_Small</li>
</preBlinkSoundDefs>
<postBlinkSoundDefs>
<li>AutoBlink_Skip_Exit_Small</li>
</postBlinkSoundDefs>
<preBlinkEffecterDefs>
<li>Skip_Entry</li>
</preBlinkEffecterDefs>
<postBlinkEffecterDefs>
<li>Skip_ExitNoDelay</li>
</postBlinkEffecterDefs>
<preBlinkMoteDefs/>
<postBlinkMoteDefs/>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_MindSpringBlessing</defName>
<label>思绪泉涌加护</label>
<description>此人享受着乌拉帝国仪式带来的加护,思维如山涧泉水般清澈,无尽的灵感纷至沓来。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<abilities>
<li>WULA_MW_Scepter_Of_Perception_Ability</li>
</abilities>
<comps>
<li Class="HediffCompProperties_ReplaceHediff">
<hediffs>
<li>
<hediff>WULA_SwiftHunterBlessing</hediff>
<hediff>WULA_AbyssFearBlessing</hediff>
<hediff MayRequire="rabiosus.autoblink">WULA_InstantJumpdriveBlessing</hediff>
<!-- <hediff>WULA_MindSpringBlessing</hediff> -->
</li>
</hediffs>
<letterLabel>加护已取代</letterLabel>
<letterDesc>由于新的加护,其他作用于 {PAWN_nameDef} 的加护已经消散。</letterDesc>
</li>
</comps>
</HediffDef>
<AbilityDef>
<defName>WULA_MW_Scepter_Of_Perception_Ability</defName>
<label>乌拉帝国术式:拔擢</label>
<description>加速自身思维。获得一个适合的随机灵感。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Perception_Ability</iconPath>
<!-- <abilityClass>Psycast</abilityClass>
<category>Psychic</category> -->
<targetRequired>False</targetRequired>
<warmupSound>PsycastCastLoop</warmupSound>
<verbProperties>
<warmupTime>2</warmupTime>
<verbClass>Verb_CastPsycast</verbClass>
<range>1</range>
<requireLineOfSight>True</requireLineOfSight>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<showPsycastEffects>false</showPsycastEffects>
<level>-1</level>
<!-- <cooldownTicksRange>180~480</cooldownTicksRange> -->
<aiCanUse>true</aiCanUse>
<showOnCharacterCard>false</showOnCharacterCard>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
</statBases>
<comps>
<li Class="CompProperties_AbilityGiveInspiration">
<canTargetBaby>False</canTargetBaby>
<psychic>True</psychic>
</li>
<li Class="CompProperties_AbilitySocialInteraction">
<interactionDef>WordOfInspiration</interactionDef>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_CPU_Psienhance</defName>
<label>生物处理器-灵能组件</label>
<description>安装于生物处理器的特殊改件,能够强化机械乌拉与虚境的亲和,增强心灵敏感度。</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_FE_Spiritualist_CPU_Psienhance_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<costList>
<WULA_Soul_Wedge>200</WULA_Soul_Wedge>
<Wula_Zro>12</Wula_Zro>
<ComponentSpacer>6</ComponentSpacer>
</costList>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装生物处理器灵能组件</useLabel>
<!-- <userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff> -->
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_CPU_Hediff_Psienhance</hediffDef>
<bodyPart>Brain</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T2">
<defName>WULA_CPU_Hediff_Psienhance</defName>
<label>灵能组件</label>
<description>安装于生物处理器的特殊改件,强化机械乌拉心灵敏感度。</description>
<maxSeverity>1</maxSeverity>
<!-- <spawnThingOnRemoved>WULA_Energy_Furnace_Regulator</spawnThingOnRemoved> -->
<addedPartProps>
<partEfficiency>1.0</partEfficiency>
</addedPartProps>
<stages>
<li>
<minSeverity>0.01</minSeverity>
<statOffsets>
<PsychicSensitivity>0.5</PsychicSensitivity>
</statOffsets>
</li>
</stages>
</HediffDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_CPU_Prophet</defName>
<label>生物处理器-预知组件</label>
<description>安装于生物处理器的特殊改件,能够让机械乌拉瞬时地预知敌人的动作,以获得射击精度和近战命中率加成。</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_FE_Spiritualist_CPU_Prophet_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<costList>
<WULA_Soul_Wedge>200</WULA_Soul_Wedge>
<Wula_Zro>12</Wula_Zro>
<ComponentSpacer>6</ComponentSpacer>
</costList>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装生物处理器预知组件</useLabel>
<!-- <userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff> -->
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_CPU_Hediff_Prophet</hediffDef>
<bodyPart>Brain</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T2">
<defName>WULA_CPU_Hediff_Prophet</defName>
<label>预知组件</label>
<description>安装于生物处理器的特殊改件,提高射击精度和近战命中率。</description>
<maxSeverity>1</maxSeverity>
<!-- <spawnThingOnRemoved>WULA_Energy_Furnace_Regulator</spawnThingOnRemoved> -->
<addedPartProps>
<partEfficiency>1.0</partEfficiency>
</addedPartProps>
<stages>
<li>
<minSeverity>0.01</minSeverity>
<statOffsets>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
<MeleeHitChance>0.5</MeleeHitChance>
</statOffsets>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="AddedBodyPartBase">
<defName>WULA_Brain_Hediff_Soul_Wedge_Extract</defName>
<label>魂楔提取</label>
<description>用于抽取灵魂的特殊机械,会深深地植入大脑,使殖民者再也无法醒来。但是随着时间的推移,殖民者会周期性地产生魂楔——年龄越大,凝聚速度越快。</description>
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>WULA_Brain_Soul_Wedge_Extract</ThingDef>
</descriptionHyperlinks>
<hediffClass>HediffWithComps</hediffClass>
<spawnThingOnRemoved>WULA_Brain_Soul_Wedge_Extract</spawnThingOnRemoved>
<addedPartProps>
<betterThanNatural>true</betterThanNatural>
</addedPartProps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
</li>
</stages>
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_Spawner">
<!--
==================================================
基础设置 (Basic Settings)
==================================================
-->
<!-- [DEBUG] 如果为true则为此组件启用详细的调试日志记录。 -->
<debug>true</debug>
<!-- 要生成的物品的ThingDef。 -->
<thingToSpawn>WULA_Soul_Wedge</thingToSpawn>
<!-- 每次生成的基础物品数量。 -->
<spawnCount>5</spawnCount>
<!--
==================================================
生成周期 (Spawning Interval)
==================================================
-->
<!-- 下一次生成事件发生前的最少天数。 -->
<minDaysB4Next>5</minDaysB4Next>
<!-- 下一次生成事件发生前的最大天数。 -->
<maxDaysB4Next>10</maxDaysB4Next>
<!--
==================================================
与年龄相关的调整 (Age-Related Adjustments)
==================================================
-->
<!-- 如果为true生成数量将根据宿主的年龄进行调整。 -->
<ageWeightedQuantity>true</ageWeightedQuantity>
<!-- 如果为true且ageWeightedQuantity为true则随着宿主年龄增长生成数量变多。 -->
<olderBiggerQuantity>true</olderBiggerQuantity>
<!-- 如果为true且ageWeightedQuantity为true则随年龄增长的数量缩放将是指数性的而非线性的。 -->
<exponentialQuantity>true</exponentialQuantity>
<!-- 指数级数量缩放的最大乘数,以防止出现荒谬的数字。 -->
<exponentialRatioLimit>20</exponentialRatioLimit>
<!--
==================================================
生成条件 (Spawning Conditions)
==================================================
-->
<!-- 如果为true当宿主Pawn饥饿时生成将暂停。 -->
<hungerRelative>true</hungerRelative>
<!-- 如果为true当宿主Pawn受伤时生成将暂停。 -->
<healthRelative>true</healthRelative>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="BodyPartBionicBase">
<defName>WULA_Brain_Soul_Wedge_Extract</defName>
<label>魂楔提取器</label>
<description>一个替代大脑进行工作的特殊插件,会深深地植入大脑,使殖民者再也无法醒来。但是随着时间的推移,殖民者会周期性地产生魂楔——年龄越大,凝聚速度越快。</description>
<tradeability>None</tradeability>
<descriptionHyperlinks>
<RecipeDef>Install_WULA_Brain_Soul_Wedge_Extract</RecipeDef>
</descriptionHyperlinks>
<costList>
<WULA_Soul_Wedge>200</WULA_Soul_Wedge>
<Wula_Zro>12</Wula_Zro>
</costList>
<thingSetMakerTags>
<li>RewardStandardMidFreq</li>
</thingSetMakerTags>
<recipeMaker>
<researchPrerequisite>WULA_FE_Spiritualist_Soul_Wedge_Extract_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<statBases>
<Mass>0.3</Mass>
</statBases>
</ThingDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>Install_WULA_Brain_Soul_Wedge_Extract</defName>
<label>安装魂楔提取器</label>
<description>为他人安装魂楔提取器。</description>
<descriptionHyperlinks>
<ThingDef>WULA_Brain_Soul_Wedge_Extract</ThingDef>
<HediffDef>WULA_Brain_Hediff_Soul_Wedge_Extract</HediffDef>
</descriptionHyperlinks>
<jobString>安装魂楔提取器中</jobString>
<!-- <surgeryOutcomeEffect IsNull="True" /> -->
<!-- <anesthetize>false</anesthetize> -->
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Brain_Soul_Wedge_Extract</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>WULA_Brain_Soul_Wedge_Extract</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Brain</li>
</appliedOnFixedBodyParts>
<addsHediff>WULA_Brain_Hediff_Soul_Wedge_Extract</addsHediff>
</RecipeDef>
</Defs>

View File

@@ -1,377 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_Psi_Titan_PawnKind</defName>
<label>PAt-52"灵能泰坦"</label>
<race>Wula_Psi_Titan</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>false</allowInMechClusters>
<combatPower>1000</combatPower>
<isBoss>true</isBoss>
<maxPerGroup>1</maxPerGroup>
<!-- <isGoodBreacher>true</isGoodBreacher> -->
<ecoSystemWeight>0.15</ecoSystemWeight>
<flyingAnimationFramePathPrefix>Wula/Things/Wula_Psi_Titan/Bodies/Naked_Thin_Flying_</flyingAnimationFramePathPrefix>
<flyingAnimationFrameCount>1</flyingAnimationFrameCount>
<flyingAnimationTicksPerFrame>1</flyingAnimationTicksPerFrame>
<flyingAnimationDrawSize>1</flyingAnimationDrawSize>
<flyingAnimationDrawSizeIsMultiplier>false</flyingAnimationDrawSizeIsMultiplier>
<flyingAnimationInheritColors>true</flyingAnimationInheritColors>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_Psi_Titan/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>TransparentPostLight</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>4</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>WULA_RW_Photon_Missile_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.4</controlGroupPortraitZoom>
<abilities>
<li>Wula_Psi_Control</li>
<li>Wula_Psi_Explosive_Shock</li>
<li>Wula_Psi_LightningBombardment</li>
</abilities>
</PawnKindDef>
<AbilityDef>
<defName>Wula_Psi_Explosive_Shock</defName>
<label>乌拉帝国术式:灵能尖啸</label>
<description>以灵能能量发出非人尖啸,使得周围的人员感觉到撕心裂肺的痛苦。这不会造成永久的伤害,但是很可能放倒那些无法承受此番痛苦的生灵。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Flash_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>True</showPsycastEffects>
<cooldownTicksRange>24000</cooldownTicksRange> <!-- 15 seconds -->
<charges>3</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<targetRequired>False</targetRequired>
<aiCanUse>true</aiCanUse>
<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
<statBases>
<Ability_EffectRadius>12</Ability_EffectRadius>
</statBases>
<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
<range>12</range>
<drawAimPie>true</drawAimPie>
<warmupTime>1</warmupTime>
<soundCast>Pawn_Revenant_Death</soundCast>
<ai_IsWeapon>true</ai_IsWeapon>
<ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
<!-- <targetable>false</targetable> -->
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediffPsychic">
<compClass>CompAbilityEffect_GiveHediffPsychic</compClass>
<durationSecondsOverride>2000~4000</durationSecondsOverride> <!-- 2 to 4 days -->
<replaceExisting>true</replaceExisting>
<hediffDef>Wula_Psi_Explosive_Shock_Hediff</hediffDef>
<onlyBrain>true</onlyBrain>
<ignoreSelf>true</ignoreSelf>
<severity>0</severity>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
<li Class="CompProperties_AbilityEffecterOnTarget">
<effecterDef>AgonyPulseExplosion</effecterDef>
</li>
</comps>
</AbilityDef>
<HediffDef>
<hediffClass>HediffWithComps</hediffClass>
<defName>Wula_Psi_Explosive_Shock_Hediff</defName>
<label>灵能尖啸</label>
<description>震耳欲聋、撕心裂肺的灵能尖啸所带来的极度痛苦,不会造成永久的伤害,但是需要时间缓解</description>
<initialSeverity>0.001</initialSeverity>
<maxSeverity>1</maxSeverity>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>true</showRemainingTime>
</li>
<li Class="HediffCompProperties_SeverityPerSecond">
<severityPerSecondRange>0.01</severityPerSecondRange> <!-- 10 to 15 seconds -->
</li>
</comps>
<stages>
<li>
<minSeverity>0</minSeverity>
<painOffset>2</painOffset>
<label>撕裂</label>
</li>
<li>
<minSeverity>0.5</minSeverity>
<painOffset>0.5</painOffset>
<label>恢复</label>
</li>
</stages>
</HediffDef>
<AbilityDef>
<defName>Wula_Psi_Control</defName>
<label>乌拉帝国术式:恩赐荣光</label>
<description>使用灵能能量强行支配范围内所有目标的心智,让其调转枪口攻击敌人。它会对自己和其他机械体造成瞬间的失控,无法真正地影响机械体。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Lost_Ability</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>True</showPsycastEffects>
<cooldownTicksRange>36000</cooldownTicksRange> <!-- 15 seconds -->
<charges>2</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<targetRequired>False</targetRequired>
<displayGizmoWhileUndrafted>True</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>False</disableGizmoWhileUndrafted>
<aiCanUse>false</aiCanUse>
<!-- <ai_SearchAOEForTargets>true</ai_SearchAOEForTargets> -->
<statBases>
<Ability_EffectRadius>15</Ability_EffectRadius>
<Ability_Duration>900</Ability_Duration>
</statBases>
<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<defaultProjectile>Bullet_FleshmelterBolt</defaultProjectile>
<range>15</range>
<drawAimPie>true</drawAimPie>
<warmupTime>0.5</warmupTime>
<soundCast>AgonyPulse_Cast</soundCast>
<ai_IsWeapon>true</ai_IsWeapon>
<ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveMentalState">
<compClass>CompAbilityEffect_GiveMentalState</compClass>
<stateDef>BerserkWarcall</stateDef>
<stateDefForMechs>Wula_Fake_MechanoidBerserk</stateDefForMechs>
<psychic>True</psychic>
<durationMultiplier>PsychicSensitivity</durationMultiplier>
<goodwillImpact>-75</goodwillImpact>
<casterEffect>AnimalWarcall_Cast</casterEffect>
<targetEffect>AnimalWarcall_CastOnTarget</targetEffect>
<excludeNPCFactions>false</excludeNPCFactions>
<applyToSelf>false</applyToSelf>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li>
<li Class="CompProperties_AbilityEffecterOnTarget">
<effecterDef>AgonyPulseExplosion</effecterDef>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>Wula_Psi_LightningBombardment</defName>
<label>乌拉帝国术式:化三风暴</label>
<description>以庞大的灵能能量形成一场非自然风暴,持续轰击目标区域,风暴的轰击会产生范围性灵能爆燃,对建筑物有额外的伤害。</description>
<iconPath>Wula/UI/Abilities/WULA_MW_Scepter_Of_Explosive_Ability</iconPath>
<cooldownTicksRange>900</cooldownTicksRange>
<sendMessageOnCooldownComplete>true</sendMessageOnCooldownComplete>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<charges>3</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<aiCanUse>true</aiCanUse>
<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<label>释放化三风暴</label>
<drawAimPie>true</drawAimPie>
<warmupTime>0.25</warmupTime>
<range>35.9</range>
<minRange>4</minRange>
<targetParams>
<canTargetPawns>True</canTargetPawns>
<canTargetLocations>True</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityDRM_LightningBombardment">
<impactAreaRadius>9</impactAreaRadius>
<explosionRadiusRange>3~4</explosionRadiusRange>
<bombIntervalTicks>25</bombIntervalTicks>
<explosionCount>20</explosionCount>
<damageDef>Wula_Psi_Bomb</damageDef>
<damageAmount>30</damageAmount>
<armorPenetration>3</armorPenetration>
</li>
</comps>
</AbilityDef>
<!-- <RecipeDef ParentName="HeavyMechanoidRecipe">
<defName>WULA_Build_Psi_Titan</defName>
<label>建造PAt-52"灵能泰坦"</label>
<description>建造一台PAt-52"灵能泰坦"重型灵能机械体。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Soul_Wedge</li>
</thingDefs>
</filter>
<count>4000</count>
</li>
<li>
<filter>
<thingDefs>
<li>Wula_Zro</li>
</thingDefs>
</filter>
<count>300</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>1000</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>100</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>25</count>
</li>
</ingredients>
<products>
<Wula_Psi_Titan>1</Wula_Psi_Titan>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_Psi_Titan</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_FE_Spiritualist_Psi_Titan_Technology</researchPrerequisite>
</RecipeDef> -->
<!-- 乌拉大教堂 -->
<PawnKindDef Name="Wula_FE_Spiritualist_Pawn_Base" Abstract="True">
<race>WulaSpeciesReal</race>
<defaultFactionDef>Wula_FE_Spiritualist_Faction</defaultFactionDef>
<chemicalAddictionChance>0</chemicalAddictionChance>
<invNutrition>1</invNutrition>
<techHediffsTags>
<li>Advanced</li>
</techHediffsTags>
<techHediffsMoney>1250~1800</techHediffsMoney>
<gearHealthRange>1~1</gearHealthRange>
<itemQuality>Good</itemQuality>
<backstoryCryptosleepCommonality>0.08</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<combatEnhancingDrugsChance>0</combatEnhancingDrugsChance>
<combatEnhancingDrugsCount>0</combatEnhancingDrugsCount>
<biocodeWeaponChance>1</biocodeWeaponChance>
<gearHealthRange>1~2.3</gearHealthRange>
<initialWillRange>5~10</initialWillRange>
<apparelTags>
<li>Wula_Inner</li>
</apparelTags>
<apparelMoney>9999~9999</apparelMoney>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<weaponMoney>9999~9999</weaponMoney>
<techHediffsChance>1</techHediffsChance>
<inventoryOptions>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>MedicineUltratech</thingDef>
<countRange>3</countRange>
</li>
<li>
<thingDef>WULA_Soul_Wedge</thingDef>
<countRange>100</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_1</defName>
<label>帝国修女</label>
<combatPower>350</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T1</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_FE_Spiritualist</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_2</defName>
<label>帝国护教军</label>
<combatPower>600</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T2</li>
</apparelTags>
<weaponTags>
<li>Wula_Ranged_Weapon_T4</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_3</defName>
<label>帝国术士</label>
<combatPower>600</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T2</li>
</apparelTags>
<weaponTags>
<li>WULA_SP_Cotton_Counter_For_Enermy</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Pawn_4</defName>
<label>帝国神官</label>
<combatPower>1000</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T3</li>
</apparelTags>
<weaponTags>
<li>WULA_SP_Spear_Impale_For_Enermy</li>
<li>WULA_SP_Cotton_Counter_For_Enermy</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_FE_Spiritualist_Pawn_Base">
<defName>Wula_FE_Spiritualist_Leader</defName>
<label>星域主教</label>
<combatPower>1000</combatPower>
<apparelTags>
<li>Wula_FE_Spiritualist_T3</li>
</apparelTags>
<weaponTags>
<li>WULA_SP_Spear_Impale_For_Enermy</li>
</weaponTags>
<initialResistanceRange>99~99</initialResistanceRange>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
</PawnKindDef>
</Defs>

View File

@@ -1,428 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Spear_Impale</defName>
<label>镌刻:圣枪穿刺术式</label>
<description>使用镌刻法术创造一把携带了圣枪穿刺术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Spear_Impale_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Spear_Impale</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Spear_Impale</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>6</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Spear_Impale</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Cotton_Counter</defName>
<label>镌刻:飘絮反制术式</label>
<description>使用镌刻法术创造一把携带了飘絮反制术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Cotton_Counter_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Cotton_Counter</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Cotton_Counter</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>4</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Cotton_Counter</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Live_Shelter</defName>
<label>镌刻:生灵庇佑术式</label>
<description>使用镌刻法术创造一把携带了生灵庇佑术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Live_Shelter_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Live_Shelter</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Live_Shelter</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>3</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Live_Shelter</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_FE_Rituals_Create_Mist_Incinerator</defName>
<label>镌刻:灰烬焚烧术式</label>
<description>使用镌刻法术创造一把携带了灰烬焚烧术式的法杖,需求魂楔或泽洛作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<researchPrerequisite>WULA_FE_Spiritualist_Mist_Incinerator_Technology</researchPrerequisite>
<iconPath>Wula/Weapon/WULA_SP_Mist_Incinerator</iconPath>
<descriptionHyperlinks>
<ThingDef>WULA_SP_Live_Shelter</ThingDef>
<ThingDef>WULA_Soul_Wedge</ThingDef>
<ThingDef>Wula_Zro</ThingDef>
</descriptionHyperlinks>
<invokerRole>Invoker</invokerRole>
<chanterRole>Chanter</chanterRole>
<!-- ==================== 核心祭品定义 ==================== -->
<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
<!-- 如果没有这个祭品,仪式本身无法开始。 -->
<requiredOffering>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>2</count>
<!-- <count>3000</count> -->
</requiredOffering>
<!-- ==================== 额外祭品定义 ==================== -->
<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
<extraOfferings>
<li>
<thingDef>WULA_Soul_Wedge</thingDef>
<!-- 2000魂楔满质量 -->
<power>0.0005</power>
</li>
<li>
<!-- <thingDef>Gold</thingDef>: 祭品类型为黄金。 -->
<thingDef>Wula_Zro</thingDef>
<!-- <power>0.005</power>: 每个黄金增加0.005能量。 -->
<!-- 666魂楔满质量 -->
<power>0.0015</power>
</li>
</extraOfferings>
<!-- ==================== 奖励池定义 ==================== -->
<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
<rewardWeaponPool>
<li>WULA_SP_Mist_Incinerator</li>
</rewardWeaponPool>
<!-- ==================== 品质阈值定义 ==================== -->
<!-- qualityThresholds: 定义了不同的能量值power所对应的奖励品质。 -->
<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
<qualityThresholds>
<li>
<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
<threshold>1.0</threshold>
<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
<quality>Legendary</quality>
</li>
<li>
<threshold>0.95</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.6</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.4</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_SwiftHunterBlessing_Buff</defName>
<label>祝福:迅捷猎手加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的移动速度和瞄准速度,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_SwiftHunterBlessing</hediff>
<outcomeDescription>使被召选者获得额外的移动速度和瞄准速度。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_SwiftHunterBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>Wula_Zro</li>
</thingDefs>
</filter>
<count>300</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_AbyssFearBlessing_Buff</defName>
<label>祝福:深渊恐惧加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的伤害减免和近战攻击速度,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_AbyssFearBlessing</hediff>
<outcomeDescription>使被召选者获得额外的伤害减免和近战攻击速度。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_AbyssFearBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>Wula_Zro</li>
</thingDefs>
</filter>
<count>300</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
<WulaFallenEmpire.PsychicRitualDef_AddHediff MayRequire="rabiosus.autoblink">
<defName>WULA_InstantJumpdriveBlessing_Buff</defName>
<label>祝福:转瞬移型加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得短距离的自体传送能力,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_AbyssFearBlessing</hediff>
<outcomeDescription>使被召选者获得短距离的自体传送能力。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_InstantJumpdriveBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>Wula_Zro</li>
</thingDefs>
</filter>
<count>300</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_MindSpringBlessing_Buff</defName>
<label>祝福:思绪泉涌加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得自行激发灵感的能力,一次只能获得一种来自乌拉帝国仪式的加护。</description>
<hediff>WULA_MindSpringBlessing</hediff>
<outcomeDescription>使被召选者获得自行激发灵感的能力。</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>120</cooldownHours>
<invokerRole>Invoker</invokerRole>
<targetRole>DeathRefusalTarget</targetRole>
<researchPrerequisite>WULA_FE_Spiritualist_MindSpringBlessing_Technology</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>Wula_Zro</li>
</thingDefs>
</filter>
<count>300</count>
</requiredOffering>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
</Defs>

View File

@@ -1,237 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectDef Abstract="True" Name="WULA_FE_Spiritualist_techBase">
<techLevel>Archotech</techLevel>
<tab>WULA_FE_Spiritualist_ResearchTab</tab>
<!-- <heldByFactionCategoryTags>
<li>Wula_FE_Spiritualist_Faction</li>
</heldByFactionCategoryTags> -->
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Base_Technology1</defName>
<label>乌拉帝国大教堂科技阶段1</label>
<description>这个科技没有任何用处,但是有一部分科技依托于此科技</description>
<baseCost>4000</baseCost>
<researchViewX>0.00</researchViewX>
<researchViewY>3.00</researchViewY>
<!-- <techprintCount>1</techprintCount>
<techprintCommonality>3</techprintCommonality>
<techprintMarketValue>10000</techprintMarketValue> -->
<!-- <heldByFactionCategoryTags>
<li>Wula_FE_Spiritualist_FactionTag</li>
</heldByFactionCategoryTags> -->
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Base_Technology2</defName>
<label>乌拉帝国大教堂科技阶段2</label>
<description>这个科技没有任何用处,但是有一部分科技依托于此科技</description>
<baseCost>5000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>3.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</prerequisites>
<!-- <techprintCount>1</techprintCount>
<techprintCommonality>3</techprintCommonality>
<techprintMarketValue>10000</techprintMarketValue> -->
<!-- <heldByFactionCategoryTags>
<li>Wula_FE_Spiritualist_FactionTag</li>
</heldByFactionCategoryTags> -->
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Base_Technology3</defName>
<label>乌拉帝国大教堂科技阶段3</label>
<description>这个科技没有任何用处,但是有一部分科技依托于此科技</description>
<baseCost>6000</baseCost>
<researchViewX>4.50</researchViewX>
<researchViewY>3.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology2</li>
</prerequisites>
<!-- <techprintCount>1</techprintCount>
<techprintCommonality>3</techprintCommonality>
<techprintMarketValue>10000</techprintMarketValue> -->
<!-- <heldByFactionCategoryTags>
<li>Wula_FE_Spiritualist_FactionTag</li>
</heldByFactionCategoryTags> -->
</ResearchProjectDef>
<!-- <ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Base_Technology</defName>
<label>泽洛提炼</label>
<description>若要开启乌拉帝国灵能科技树的大门,掌握基础的泽洛提炼技术是必要的。</description>
<baseCost>12000</baseCost>
<researchViewX>0.00</researchViewX>
<researchViewY>3.20</researchViewY>
<prerequisites>
<li>WULA_Dark_Matter_Technology</li>
<li>WULA_Synth_Psi_Technology</li>
</prerequisites>
<techprintCount>1</techprintCount>
<techprintCommonality>3</techprintCommonality>
<techprintMarketValue>10000</techprintMarketValue>
<heldByFactionCategoryTags>
<li>Wula_FE_Spiritualist_FactionTag</li>
</heldByFactionCategoryTags>
</ResearchProjectDef> -->
<!-- 衣服 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Cloth_Technology</defName>
<label>护教军制服</label>
<description>乌拉帝国的国教人员使用的一种轻型装甲相较于制式帝国突击队装甲拥有更强大的区域灵能盾可以抵御射弹和EMP武器的袭击。</description>
<baseCost>12000</baseCost>
<researchViewX>3.50</researchViewX>
<researchViewY>2.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology2</li>
</prerequisites>
</ResearchProjectDef>
<!-- <ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Cloth2_Technology</defName>
<label>神官制服</label>
<description>乌拉帝国的高阶国教人员所着的华丽衣装,拥有令人瞠目结舌的庞大、坚实的灵能护盾,几乎不可能被外界射弹火力打穿;除此之外还能增强穿戴者的心灵敏感度,提高闪避能力,并降低崩溃风险。</description>
<baseCost>12000</baseCost>
<researchViewX>2.50</researchViewX>
<researchViewY>2.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Cloth_Technology</li>
</prerequisites>
</ResearchProjectDef> -->
<!-- 加护 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_SwiftHunterBlessing_Technology</defName>
<label>迅捷猎手加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的移动速度和瞄准速度。</description>
<baseCost>12000</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>1.30</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_AbyssFearBlessing_Technology</defName>
<label>深渊恐惧加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得额外的伤害减免和近战攻击速度。</description>
<baseCost>12000</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>0.60</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_MindSpringBlessing_Technology</defName>
<label>思绪泉涌加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得自行激发灵感的能力。</description>
<baseCost>12000</baseCost>
<researchViewX>3.50</researchViewX>
<researchViewY>0.60</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology2</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase" MayRequire="rabiosus.autoblink">
<defName>WULA_FE_Spiritualist_InstantJumpdriveBlessing_Technology</defName>
<label>转瞬移型加护</label>
<description>以乌拉帝国的仪式强化被召选者,使其获得短距离的自体传送能力。</description>
<baseCost>12000</baseCost>
<researchViewX>5.50</researchViewX>
<researchViewY>0.60</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology3</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Live_Shelter_Technology</defName>
<label>生灵庇佑术式</label>
<description>这是乌拉星人用于救治伤者的法术,可以使用灵能诱发伤口以非常规的方式快速愈合,并且效果会在友方个体间弹跳。</description>
<baseCost>12000</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>4.70</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Mist_Incinerator_Technology</defName>
<label>灰烬焚烧术式</label>
<description>乌拉星人所使用的压制性术式,能够在短时间的吟唱后喷出大量由灵能能量构成的火焰,这种击穿灵魂的火焰可以无视敌人的护甲,点燃敌人的躯体。</description>
<baseCost>12000</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>4.10</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Cotton_Counter_Technology</defName>
<label>飘絮反制术式</label>
<description>这是乌拉星人在舰船上用于反制敌方飞行器和导弹的特殊术式,核心在于高爆发性高追踪性的输出,通过快速吟唱汇聚的灵能能量使对方迅速失能。</description>
<baseCost>12000</baseCost>
<researchViewX>3.50</researchViewX>
<researchViewY>4.10</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology2</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Spear_Impale_Technology</defName>
<label>圣枪穿刺术式</label>
<description>这是乌拉星人所创造的最强大的进攻术式,来源于乌拉星人的泰坦和旗舰。这种术式发射的纯净灵能能量能绕过几乎所有防御,在敌人的集群中连续弹跳,瞬间烧穿无信之徒的可悲躯体。</description>
<baseCost>12000</baseCost>
<researchViewX>5.50</researchViewX>
<researchViewY>4.10</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology3</li>
</prerequisites>
</ResearchProjectDef>
<!-- 机械体 -->
<!-- <ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Psi_Titan_Technology</defName>
<label>灵能泰坦</label>
<description>灵能泰坦是效力于乌拉帝国国教的重型灵能机械体,能够在战场上进行跃迁,拥有强大的实力、坚固的灵能盾和繁多的灵能技能,但是机体本身较为脆弱。</description>
<baseCost>12000</baseCost>
<researchViewX>1.50</researchViewX>
<researchViewY>0.00</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
<li>WULA_Machine_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef> -->
<!-- 组件 -->
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_CPU_Psienhance_Technology</defName>
<label>灵能组件</label>
<description>开发能够安装于机械乌拉的生物处理器的特殊改件,强化其与虚境的亲和,增强心灵敏感度。</description>
<baseCost>12000</baseCost>
<researchViewX>5.50</researchViewX>
<researchViewY>5.40</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology3</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_CPU_Prophet_Technology</defName>
<label>预知组件</label>
<description>开发能够安装于机械乌拉的生物处理器的特殊改件,能够让其瞬时地预知敌人的动作,以获得射击精度和近战命中率加成。</description>
<baseCost>12000</baseCost>
<researchViewX>3.50</researchViewX>
<researchViewY>5.40</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology2</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULA_FE_Spiritualist_techBase">
<defName>WULA_FE_Spiritualist_Soul_Wedge_Extract_Technology</defName>
<label>魂楔提取器</label>
<description>开发一种特殊插件,会深深地植入俘虏和奴隶的大脑,使其再也无法醒来,并周期性地产生魂楔——年龄越大,凝聚速度越快。</description>
<baseCost>12000</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>5.40</researchViewY>
<prerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</prerequisites>
</ResearchProjectDef>
</Defs>

View File

@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<ResearchTabDef>
<defName>WULA_FE_Spiritualist_ResearchTab</defName>
<label>乌拉帝国灵能科技</label>
<generalTitle>乌拉帝国失落科技项目</generalTitle>
<generalDescription>由乌拉帝国在黄金时期开发的一系列驱使灵能进行生产和战斗的技术,自从帝国失落后,只有少数信奉乌拉帝国国教的神职人员还懂得如何使用它们。</generalDescription>
</ResearchTabDef>
</Defs>

View File

@@ -1,152 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="MakeableDrugBase">
<defName>Wula_Zro</defName>
<label>泽洛</label>
<description>一种在异星粒子中存在的极其稀有的气溶胶,随着陨石撞击被一起发现,似乎是某个远古先驱者种族死亡时躯体的残留物。除了提供致幻效果和补充精神力外,若拥有灵能天赋的人将其摄入体内,泽珞也会极大的提高灵能力量,并可能导致成瘾。\n\n乌拉帝国拥有根据成分仿造泽洛的技术换句话来说在边缘世界流通的泽洛都不算正牌货。</description>
<descriptionHyperlinks>
<HediffDef>Wula_ZroHigh</HediffDef>
<HediffDef>PsychiteTolerance</HediffDef>
<HediffDef>PsychiteAddiction</HediffDef>
<HediffDef>ChemicalDamageSevere</HediffDef>
</descriptionHyperlinks>
<graphicData>
<texPath>Wula/Item/Wula_Zro</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.75</drawSize>
</graphicData>
<stackLimit>300</stackLimit>
<rotatable>false</rotatable>
<statBases>
<WorkToMake>350</WorkToMake>
<MarketValue>30</MarketValue>
<Mass>0.05</Mass>
</statBases>
<techLevel>Archotech</techLevel>
<!-- <minRewardCount>10</minRewardCount> -->
<ingestible>
<foodType>Processed</foodType>
<joyKind>Chemical</joyKind>
<joy>0.80</joy>
<drugCategory>Social</drugCategory>
<baseIngestTicks>150</baseIngestTicks>
<ingestSound>Ingest_Snort</ingestSound>
<ingestHoldOffsetStanding>
<northDefault>
<offset>(0.21,0,0.05)</offset>
</northDefault>
</ingestHoldOffsetStanding>
<ingestHoldUsesTable>false</ingestHoldUsesTable>
<ingestCommandString>吸 {0}</ingestCommandString>
<ingestReportString>正在吸 {0}.</ingestReportString>
<useEatingSpeedStat>false</useEatingSpeedStat>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>Wula_ZroHigh</hediffDef>
<severity>1</severity>
<toleranceChemical>Psychite</toleranceChemical>
</li>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>PsychiteTolerance</hediffDef>
<toleranceChemical>Psychite</toleranceChemical>
<severity>0.03</severity>
<divideByBodySize>true</divideByBodySize>
<multiplyByGeneToleranceFactors>true</multiplyByGeneToleranceFactors>
</li>
<li Class="IngestionOutcomeDoer_OffsetPsyfocus">
<offset>0.2</offset>
</li>
</outcomeDoers>
</ingestible>
<recipeMaker Inherit="False" IsNull="True"/>
<!-- <recipeMaker>
<researchPrerequisite>PsychiteRefining</researchPrerequisite>
<soundWorking>Recipe_Drug</soundWorking>
<displayPriority>1700</displayPriority>
</recipeMaker> -->
<!-- <costList>
<PsychoidLeaves>8</PsychoidLeaves>
</costList> -->
<comps>
<li Class="CompProperties_Drug">
<chemical>Psychite</chemical>
<addictiveness>0.02</addictiveness>
<minToleranceToAddict>0.10</minToleranceToAddict>
<existingAddictionSeverityOffset>0.15</existingAddictionSeverityOffset>
<needLevelOffset>0.9</needLevelOffset>
<listOrder>110</listOrder>
</li>
</comps>
<allowedArchonexusCount>200</allowedArchonexusCount>
</ThingDef>
<HediffDef>
<defName>Wula_ZroHigh</defName>
<label>泽洛亢奋</label>
<labelNoun>泽洛亢奋</labelNoun>
<description>吸食泽洛后,吸食者会感觉自己像打开了一扇天窗一般,心灵都变得透彻了。</description>
<hediffClass>Hediff_High</hediffClass>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>true</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-1.5</severityPerDay>
<showHoursToRecover>true</showHoursToRecover>
</li>
</comps>
<stages>
<li>
<statOffsets>
<PsychicSensitivity>2.5</PsychicSensitivity>
</statOffsets>
</li>
</stages>
</HediffDef>
<ThoughtDef>
<defName>Wula_ZroHigh</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>Wula_ZroHigh</hediff>
<validWhileDespawned>true</validWhileDespawned>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<stages>
<li>
<label>泽洛亢奋</label>
<description>我···我看到了!我全都看到了!</description>
<baseMoodEffect>30</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<RecipeDef>
<defName>Wula_Make_Zro</defName>
<label>烧制泽洛</label>
<description>使用尸体烧制泽洛。</description>
<jobString>烧制中。</jobString>
<workAmount>300</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cremate</effectWorking>
<soundWorking>Recipe_Cremate</soundWorking>
<autoStripCorpses>true</autoStripCorpses>
<researchPrerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</researchPrerequisites>
<ingredients>
<li>
<filter>
<categories>
<li>Corpses</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>CorpsesHumanlike</li>
</categories>
</fixedIngredientFilter>
<products>
<Wula_Zro>3</Wula_Zro>
</products>
</RecipeDef>
</Defs>

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@@ -1,87 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 服务器 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_OfferingPedestal</defName>
<label>帝国献祭基座</label>
<description>一个用于进行灵能献祭的基座。它可以作为灵能的冥想焦点,并能通过附近的灵能设施获得强化。它是启动乌拉帝国灵能仪式的关键建筑。</description>
<tickerType>Normal</tickerType>
<passability>Standable</passability>
<scatterableOnMapGen>false</scatterableOnMapGen>
<building>
<sowTag>SupportPlantsOnly</sowTag>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<wakeDormantPawnsOnConstruction>false</wakeDormantPawnsOnConstruction>
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
<buildingTags>
<li>Anomaly</li>
</buildingTags>
</building>
<uiOrder>200</uiOrder>
<graphicData>
<texPath>Wula/Building/WULA_OfferingPedestal</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
</graphicData>
<size>(3, 3)</size>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites>
<li>WULA_FE_Spiritualist_Base_Technology1</li>
</researchPrerequisites>
<inspectorTabs>
<li>ITab_Entity</li>
</inspectorTabs>
<designationCategory>WULA_Buildings</designationCategory>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<selectable>true</selectable>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>0</WorkToBuild>
<MeditationFocusStrength>0.08</MeditationFocusStrength>
</statBases>
<useHitPoints>false</useHitPoints>
<placeWorkers>
<li>PlaceWorker_NeverAdjacentUnstandableRadial</li>
</placeWorkers>
<drawPlaceWorkersWhileSelected>True</drawPlaceWorkersWhileSelected>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaRitualSpot">
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ShardBeacon</li>
<li>VoidSculpture</li>
</linkableFacilities>
</li>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Void</li>
</focusTypes>
<offsets>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>ShardBeacon</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>4</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>VoidSculpture</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>6</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
</offsets>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -1,294 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="WULA_ApparelRoyalBase">
<defName>WULA_Priest_Uniform</defName>
<label>乌拉帝国神官服</label>
<description>乌拉帝国神官所着的衣服,给予了这些神官所应有的优雅——无论是在战场上还是在生活中。它通过埋藏的一系列的灵能触媒强化穿戴者的灵能能力,支起庞大的灵能盾,压制精神崩溃,并给予她们预知敌方近身攻击的技能。要说有什么美中不足的地方,恐怕只有它“是一件衣服”这个问题了。</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Apparel/WULA_Priest_Uniform</texPath>
</graphicData>
<apparel>
<tags>
<li>RoyalTier6</li>
<li>Wula_FE_Spiritualist_T3</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Priest_Uniform</wornGraphicPath>
</apparel>
<costList Inherit="False">
<WULA_Soul_Wedge>3000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>5</WULA_Dark_Matter_Item>
<Wula_Zro>21</Wula_Zro>
</costList>
<costStuffCount>300</costStuffCount>
<statBases>
<WorkToMake>50000</WorkToMake>
<MaxHitPoints>3000</MaxHitPoints>
<ArmorRating_Sharp>0.2</ArmorRating_Sharp>
<ArmorRating_Blunt>0.1</ArmorRating_Blunt>
<ArmorRating_Heat>0.1</ArmorRating_Heat>
<EnergyShieldEnergyMax>1.5</EnergyShieldEnergyMax>
<StuffEffectMultiplierArmor>0.5</StuffEffectMultiplierArmor>
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>1</PsychicSensitivity>
<MeleeDodgeChance>0.5</MeleeDodgeChance>
<MentalBreakThreshold>-0.25</MentalBreakThreshold>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>200</costStuffCount>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<recipeMaker Inherit="False" IsNull="True" />
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>6</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>5000</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHatRoyalBase">
<defName>WULA_Priest_Hat</defName>
<label>乌拉帝国神官帽子</label>
<description>乌拉帝国神官的配套帽子,能像服装那样强化使用者的心灵敏感度并支起一个灵能护盾,它的体积比神官制服的护盾稍小,以形成第二道防线。</description>
<tickerType>Normal</tickerType>
<recipeMaker Inherit="False" IsNull="True" />
<graphicData>
<texPath>Wula/Apparel/WULA_Priest_Hat</texPath>
</graphicData>
<statBases>
<Mass>0.1</Mass>
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>0.75</PsychicSensitivity>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>150</costStuffCount>
<costList Inherit="False">
<WULA_Soul_Wedge>3000</WULA_Soul_Wedge>
<WULA_Dark_Matter_Item>5</WULA_Dark_Matter_Item>
<Wula_Zro>6</Wula_Zro>
</costList>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<apparel>
<tags>
<li>RoyalTier6</li>
<li>Wula_FE_Spiritualist_T3</li>
</tags>
<countsAsClothingForNudity>false</countsAsClothingForNudity>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<layers>
<li>Overhead</li>
</layers>
<parentTagDef>ApparelHead</parentTagDef>
<wornGraphicPath>Wula/Apparel/WULA_Priest_Hat</wornGraphicPath>
</apparel>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>3</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>2500</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelArmorBase">
<defName>WULA_Skitarii_Uniform</defName>
<label>乌拉帝国护教军装甲</label>
<description>乌拉帝国护教军所穿戴的轻型装甲,并在外表覆以教袍掩盖装甲部分。它能支起一个较小的灵能盾,并通过埋藏的一系列的灵能触媒强化穿戴者的灵能能力。</description>
<recipeMaker>
<researchPrerequisite>WULA_FE_Spiritualist_Cloth_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Skitarii_Uniform</texPath>
</graphicData>
<statBases>
<WorkToMake>40000</WorkToMake>
<MaxHitPoints>500</MaxHitPoints>
<Mass>8</Mass>
<Flammability>0</Flammability>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.75</ArmorRating_Heat>
<EquipDelay>5</EquipDelay>
<!-- <EnergyShieldEnergyMax>1.5</EnergyShieldEnergyMax> -->
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>0.5</PsychicSensitivity>
</equippedStatOffsets>
<tradeability>None</tradeability>
<costStuffCount>200</costStuffCount>
<costList Inherit="False">
<ComponentSpacer>8</ComponentSpacer>
<Wula_Zro>36</Wula_Zro>
</costList>
<apparel>
<tags>
<li>Wula_FE_Spiritualist_T2</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Skitarii_Uniform</wornGraphicPath>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>3</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>1000</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHelmetBase">
<defName>WULA_Skitarii_veil</defName>
<label>乌拉帝国护教军荆棘冠冕</label>
<description>与乌拉帝国护教军装甲配套的头饰,能够支起一个较小的灵能盾,并强化使用者的心灵敏感度。</description>
<recipeMaker>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<researchPrerequisite>WULA_FE_Spiritualist_Cloth_Technology</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Skitarii_veil</texPath>
</graphicData>
<statBases>
<WorkToMake>30000</WorkToMake>
<MaxHitPoints>2000</MaxHitPoints>
<Mass>1</Mass>
<Flammability>0</Flammability>
<ArmorRating_Sharp>0.3</ArmorRating_Sharp>
<ArmorRating_Blunt>0.3</ArmorRating_Blunt>
<ArmorRating_Heat>0.3</ArmorRating_Heat>
<EquipDelay>1</EquipDelay>
</statBases>
<equippedStatOffsets>
<PsychicSensitivity>0.2</PsychicSensitivity>
</equippedStatOffsets>
<apparel>
<tags>
<li>Wula_FE_Spiritualist_T2</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Skitarii_veil</wornGraphicPath>
</apparel>
<tradeability>None</tradeability>
<costStuffCount>30</costStuffCount>
<costList Inherit="False">
<ComponentSpacer>1</ComponentSpacer>
<Wula_Zro>12</Wula_Zro>
</costList>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>2</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>300</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -1,114 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="HeavyMechanoid">
<defName>Wula_Psi_Titan</defName>
<label>PAt-52"灵能泰坦"</label>
<description>由乌拉帝国大教堂所开发的重型灵能机械体,以短距离折跃优雅地穿梭于炮火间,并用灵能盾抵挡敌方射弹侵袭。该机体不仅镌刻了破坏力强大的星光追猎术式用以发起远距离跟踪打击,还拥有一系列改变战局的灵能能力。\n\n但是在近身搏斗中灵能泰坦是一个可笑的对手并且它的秘文纹路很容易遭到外力破坏它的本体无法吸收太多伤害</description>
<uiIconPath>Wula/Things/Wula_Psi_Titan/Wula_Psi_Titan_Icon</uiIconPath>
<statBases>
<!-- 心灵敏感,稍高 -->
<PsychicSensitivity>3</PsychicSensitivity>
<BandwidthCost>8</BandwidthCost>
<MoveSpeed>2</MoveSpeed>
<VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">1</VacuumResistance>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>0.25</ArmorRating_Heat>
<CarryingCapacity>1200</CarryingCapacity>
<ShootingAccuracyPawn>200</ShootingAccuracyPawn>
<!-- <IncomingDamageFactor>0.75</IncomingDamageFactor> -->
<MechEnergyLossPerHP MayRequire="Ludeon.RimWorld.Biotech">0.1</MechEnergyLossPerHP>
<WastepacksPerRecharge MayRequire="Ludeon.RimWorld.Biotech">5</WastepacksPerRecharge>
<!-- 飞行参数 -->
<!-- <MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown> -->
</statBases>
<race>
<fleshType>Mechanoid</fleshType>
<body>Wula_Psi_Titan_Body</body>
<baseBodySize>15.0</baseBodySize>
<baseHealthScale>3.5</baseHealthScale>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
<soundWounded>Pawn_Mech_Tunneler_Wounded</soundWounded>
<soundDeath>Pawn_Mech_Tunneler_Death</soundDeath>
<soundCall>Pawn_Mech_Tunneler_Call</soundCall>
</li>
</lifeStageAges>
<bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef>
<!-- 飞行参数 -->
<!-- <flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<flightSpeedFactor>3</flightSpeedFactor> -->
<!-- <canFlyIntoMap>true</canFlyIntoMap> -->
</race>
<tools Inherit="False">
<li>
<label>灵能震爆</label>
<labelNoLocation>灵能震爆</labelNoLocation>
<capacities>
<li>Blunt</li>
</capacities>
<power>10</power>
<cooldownTime>4</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
<li Class="CompProperties_ProjectileInterceptor">
<radius>4</radius>
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<color>(0.5, 0.3, 0.9)</color>
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<activeSound>BulletShield_Ambience</activeSound>
<hitPoints>5000</hitPoints>
<hitPointsRestoreInstantlyAfterCharge>true</hitPointsRestoreInstantlyAfterCharge>
<chargeDurationTicks>1800</chargeDurationTicks>
<rechargeHitPointsIntervalTicks>120</rechargeHitPointsIntervalTicks>
<minIdleAlpha>0.2</minIdleAlpha>
<drawWithNoSelection>True</drawWithNoSelection>
<disarmedByEmpForTicks>1500</disarmedByEmpForTicks>
<gizmoTipKey>ProjectileInterceptorTip</gizmoTipKey>
</li>
<li Class="AutoBlink.CompProperties_AutoBlink" MayRequire="rabiosus.autoblink">
<!-- <gizmoIconPath></gizmoIconPath> -->
<blinkIntervalTicks>480</blinkIntervalTicks>
<delayAfterEligibleTicks>10</delayAfterEligibleTicks>
<cellsBeforeTarget>3</cellsBeforeTarget>
<maxDistanceToBlink>40</maxDistanceToBlink>
<minDistanceToBlink>4</minDistanceToBlink>
<postBlinkStanceTicks>0</postBlinkStanceTicks>
<playerFactionOnly>false</playerFactionOnly>
<excludedJobDefs>
<li>GotoWander</li>
<li>Carried</li>
</excludedJobDefs>
<preBlinkSoundDefs>
<li>AutoBlink_Skip_Small</li>
</preBlinkSoundDefs>
<postBlinkSoundDefs>
<li>AutoBlink_Skip_Exit_Small</li>
</postBlinkSoundDefs>
<preBlinkEffecterDefs>
<li>Skip_Entry</li>
</preBlinkEffecterDefs>
<postBlinkEffecterDefs>
<li>Skip_ExitNoDelay</li>
</postBlinkEffecterDefs>
<preBlinkMoteDefs/>
<postBlinkMoteDefs/>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -1,474 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<TraderKindDef>
<defName>Wula_FE_Spiritualist_Faction_TraderKind</defName>
<faction>Wula_FE_Spiritualist_Faction</faction>
<permitRequiredForTrading>TradeSettlement</permitRequiredForTrading>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>800~3000</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>20~70</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>500~800</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Plasteel</thingDef>
<countRange>200~350</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Uranium</thingDef>
<countRange>80~300</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Cloth</thingDef>
<countRange>400~600</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Gold</thingDef>
<countRange>100~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>50~200</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chemfuel</thingDef>
<countRange>300~500</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Chocolate</thingDef>
<countRange>-30~70</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>25~50</countRange>
</li>
<li Class="StockGenerator_ReinforcedBarrels">
<countRange>1~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>MortarShell</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>20~40</countRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Shell_Deadlife</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Textiles</categoryDef>
<thingDefCountRange>1~2</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Leather_Dread</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_Category">
<categoryDef>ResourcesRaw</categoryDef>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodRaw</categoryDef>
<thingDefCountRange>2~4</thingDefCountRange>
<totalPriceRange>400~800</totalPriceRange>
<excludedCategories>
<li>EggsFertilized</li>
</excludedCategories>
</li>
<li Class="StockGenerator_Category">
<categoryDef>FoodMeals</categoryDef>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>12~50</countRange>
</li>
<!-- Drugs -->
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
<thingDefCountRange>3~4</thingDefCountRange>
<totalPriceRange>700~1500</totalPriceRange>
</li>
<!-- Techprints -->
<li Class="StockGenerator_Techprints">
<countChances>
<li>
<count>2</count>
<chance>0.5</chance>
</li>
<li>
<count>3</count>
<chance>0.5</chance>
</li>
</countChances>
</li>
<!-- Books -->
<li Class="StockGenerator_Category">
<categoryDef>Books</categoryDef>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Tome</li> <!-- only available in Anomaly, handled seperately -->
</excludedThingDefs>
<thingDefCountRange>2</thingDefCountRange>
<countRange>-2~1</countRange>
</li>
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_Tomes">
<countRange>-2~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Schematic</thingDef>
<countRange>1~1</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponRanged</tradeTag>
<weaponTag>SpacerGun</weaponTag>
<countRange>3~6</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>WeaponsMelee</categoryDef>
<thingDefCountRange>3~4</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicWeapon</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponMelee</tradeTag>
<weaponTag>UltratechMelee</weaponTag>
<countRange>1~2</countRange>
</li>
<!-- Apparel -->
<li Class="StockGenerator_MarketValue">
<tradeTag>BasicClothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>7~12</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>Clothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>3~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>HiTechArmor</tradeTag>
<thingDefCountRange>2~4</thingDefCountRange>
<countRange>2~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicApparel</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<!-- Implants -->
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireCommon</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireRoyal</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponMelee</tradeTag>
<weaponTag>Bladelink</weaponTag>
<countRange>1</countRange>
</li>
<!-- Buildings -->
<!-- none -->
<!-- Exotic -->
<li Class="StockGenerator_Tag">
<tradeTag>Artifact</tradeTag>
<thingDefCountRange>1~4</thingDefCountRange>
<countRange>1~1</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ExoticMisc</tradeTag>
<thingDefCountRange>1~4</thingDefCountRange>
<countRange>1~2</countRange>
<excludedThingDefs>
<li>Luciferium</li> <!-- already handled by drugs -->
<li>ComponentSpacer</li> <!-- already handled by single def -->
<li>MedicineUltratech</li> <!-- already handled by single def -->
</excludedThingDefs>
<customCountRanges>
<Hyperweave>100~200</Hyperweave>
</customCountRanges>
</li>
<!-- Genepack -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>Genepack</thingDef>
<countRange>1~1</countRange>
</li>
<!-- Serums -->
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_Tag">
<tradeTag>Serum</tradeTag>
<thingDefCountRange>4~4</thingDefCountRange>
<countRange>-3~1</countRange> <!-- 20% chance of appearing -->
<excludedThingDefs>
<li>VoidsightSerum</li>
</excludedThingDefs>
</li>
<!-- Slaves -->
<li Class="StockGenerator_Slaves">
<respectPopulationIntent>true</respectPopulationIntent>
<countRange>-1~2</countRange>
<slaveKindDef>Slave_Empire</slaveKindDef>
</li>
<!-- Animals -->
<li Class="StockGenerator_Animals">
<tradeTagsSell>
<li>AnimalUncommon</li>
<li>AnimalExotic</li>
<li>AnimalFarm</li>
</tradeTagsSell>
<kindCountRange>1~2</kindCountRange>
<countRange>2~5</countRange>
<createMatingPair>
<li>AnimalFarm</li>
</createMatingPair>
</li>
<!-- Psytrainers -->
<li Class="StockGenerator_Category">
<categoryDef>NeurotrainersPsycast</categoryDef>
<thingDefCountRange>2~2</thingDefCountRange>
<countRange>0~2</countRange>
</li>
<!-- Archite capsules -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>ArchiteCapsule</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<!-- Deathrest capacity serum -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>DeathrestCapacitySerum</thingDef>
<countRange>0~1</countRange>
</li>
<!-- Pack turret apparel -->
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_SingleDef">
<thingDef>Apparel_PackTurret</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<!-- Cultist apparel -->
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_SingleDef">
<thingDef>Apparel_CultistMask</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<li MayRequire="Ludeon.RimWorld.Anomaly" Class="StockGenerator_SingleDef">
<thingDef>Apparel_CeremonialCultistMask</thingDef>
<countRange>-1~2</countRange> <!-- 50% chance for 1~2 -->
</li>
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
<li Class="StockGenerator_BuyTradeTag"><tag>Art</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>MusicalInstrument</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>PsylinkNeuroformer</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>UtilitySpecial</tag></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>Shell_Deadlife</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>VoidSculpture</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>Shard</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>Bioferrite</thingDef></li>
<li Class="StockGenerator_BuySingleDef" MayRequire="Ludeon.RimWorld.Anomaly"><thingDef>RevenantSpine</thingDef></li>
</stockGenerators>
</TraderKindDef>
<TraderKindDef>
<defName>Wula_FE_Spiritualist_Faction_Caravan</defName>
<label>修会贸易商</label>
<commonality>1</commonality>
<faction>Wula_FE_Spiritualist_Faction</faction>
<permitRequiredForTrading>TradeCaravan</permitRequiredForTrading>
<stockGenerators>
<!-- Resources -->
<li Class="StockGenerator_SingleDef">
<thingDef>Silver</thingDef>
<countRange>750~1200</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>ResourcesRaw</categoryDef>
<thingDefCountRange>0~1</thingDefCountRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentIndustrial</thingDef>
<countRange>3~7</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>ComponentSpacer</thingDef>
<countRange>3~7</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Steel</thingDef>
<countRange>250~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Cloth</thingDef>
<countRange>250~400</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>MedicineUltratech</thingDef>
<countRange>8~16</countRange>
</li>
<li Class="StockGenerator_ReinforcedBarrels">
<countRange>1~4</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>MortarShell</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>10~20</countRange>
<excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Shell_Deadlife</li>
</excludedThingDefs>
</li>
<!-- Drugs -->
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
</li>
<!-- Techprints -->
<li Class="StockGenerator_Techprints">
<countChances>
<li>
<count>1</count>
<chance>1</chance>
</li>
</countChances>
</li>
<!-- Books -->
<li Class="StockGenerator_SingleDef">
<thingDef>TextBook</thingDef>
<countRange>0~2</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Schematic</thingDef>
<countRange>1~1</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Novel</thingDef>
<countRange>1~1</countRange>
</li>
<!-- Weapons -->
<li Class="StockGenerator_MarketValue">
<tradeTag>WeaponRanged</tradeTag>
<weaponTag>SpacerGun</weaponTag>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicWeapon</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Apparel -->
<li Class="StockGenerator_MarketValue">
<tradeTag>BasicClothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>3~7</countRange>
</li>
<li Class="StockGenerator_MarketValue">
<tradeTag>Clothing</tradeTag>
<apparelTag>Royal</apparelTag>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>PsychicApparel</tradeTag>
<thingDefCountRange>2~3</thingDefCountRange>
<countRange>1~3</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>HiTechArmor</tradeTag>
<thingDefCountRange>0~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Implants -->
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireCommon</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>ImplantEmpireRoyal</tradeTag>
<thingDefCountRange>1~2</thingDefCountRange>
<countRange>1~2</countRange>
</li>
<!-- Animals -->
<li Class="StockGenerator_Animals">
<maxWildness>0.70</maxWildness>
<tradeTagsSell>
<li>AnimalUncommon</li>
<li>AnimalExotic</li>
<li>AnimalFarm</li>
</tradeTagsSell>
<tradeTagsBuy>
<li>AnimalExotic</li>
</tradeTagsBuy>
<kindCountRange>2~2</kindCountRange>
<countRange>3~4</countRange>
<createMatingPair>
<li>AnimalFarm</li>
</createMatingPair>
</li>
<!-- Genepack -->
<li MayRequire="Ludeon.RimWorld.Biotech" Class="StockGenerator_SingleDef">
<thingDef>Genepack</thingDef>
<countRange>1~2</countRange>
</li>
<!-- Buying -->
<li Class="StockGenerator_BuyExpensiveSimple" />
<li Class="StockGenerator_BuyTradeTag"><tag>Art</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>MusicalInstrument</tag></li>
<li Class="StockGenerator_BuyTradeTag"><tag>PsylinkNeuroformer</tag></li>
</stockGenerators>
</TraderKindDef>
</Defs>

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View File

@@ -11,6 +11,12 @@ namespace WulaFallenEmpire
public int aircraftCount = 1; // 起飞后提供的战机数量
public ThingDef skyfallerLeaving; // 起飞时的天空坠落者效果
// 新增:自动发射配置
public bool autoLaunchEnabled = false; // 是否启用自动发射
public int autoLaunchDelayTicks = 600; // 自动发射延迟ticks默认10秒
public bool autoLaunchOnConstruction = true; // 建造完成后自动发射
public bool autoLaunchOnPowerOn = false; // 通电时自动发射
public CompProperties_AircraftHangar()
{
compClass = typeof(CompAircraftHangar);
@@ -21,6 +27,86 @@ namespace WulaFallenEmpire
{
public CompProperties_AircraftHangar Props => (CompProperties_AircraftHangar)props;
// 新增:自动发射状态
private bool autoLaunchScheduled = false;
private int autoLaunchTick = -1;
private bool hasLaunched = false;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad && Props.autoLaunchEnabled && Props.autoLaunchOnConstruction)
{
ScheduleAutoLaunch();
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref autoLaunchScheduled, "autoLaunchScheduled", false);
Scribe_Values.Look(ref autoLaunchTick, "autoLaunchTick", -1);
Scribe_Values.Look(ref hasLaunched, "hasLaunched", false);
}
public override void CompTick()
{
base.CompTick();
// 处理自动发射
if (Props.autoLaunchEnabled && !hasLaunched)
{
HandleAutoLaunch();
}
}
// 新增:自动发射处理
private void HandleAutoLaunch()
{
// 检查预定发射
if (autoLaunchScheduled && Find.TickManager.TicksGame >= autoLaunchTick)
{
LaunchAircraft();
return;
}
// 检查通电自动发射
if (Props.autoLaunchOnPowerOn && IsPoweredOn() && !autoLaunchScheduled)
{
ScheduleAutoLaunch();
return;
}
}
// 新增:检查电力状态
private bool IsPoweredOn()
{
var powerComp = parent.GetComp<CompPowerTrader>();
return powerComp != null && powerComp.PowerOn;
}
// 新增:预定自动发射
private void ScheduleAutoLaunch()
{
if (hasLaunched || autoLaunchScheduled)
return;
autoLaunchScheduled = true;
autoLaunchTick = Find.TickManager.TicksGame + Props.autoLaunchDelayTicks;
Messages.Message("AircraftAutoLaunchScheduled".Translate(Props.aircraftDef.LabelCap, (Props.autoLaunchDelayTicks / 60f).ToString("F1")), parent, MessageTypeDefOf.NeutralEvent);
}
// 新增:强制立即发射(用于调试或其他系统调用)
public void ForceLaunch()
{
if (!hasLaunched)
{
LaunchAircraft();
}
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (Gizmo gizmo in base.CompGetGizmosExtra())
@@ -28,7 +114,11 @@ namespace WulaFallenEmpire
yield return gizmo;
}
// 起飞命令
// 如果已经发射,不显示任何按钮
if (hasLaunched)
yield break;
// 手动发射命令
Command_Action launchCommand = new Command_Action
{
defaultLabel = "LaunchAircraft".Translate(),
@@ -46,8 +136,28 @@ namespace WulaFallenEmpire
yield return launchCommand;
}
// 新增:切换自动发射状态
private void ToggleAutoLaunch()
{
if (autoLaunchScheduled)
{
// 取消预定发射
autoLaunchScheduled = false;
autoLaunchTick = -1;
Messages.Message("AutoLaunchCancelled".Translate(), parent, MessageTypeDefOf.NeutralEvent);
}
else
{
// 预定发射
ScheduleAutoLaunch();
}
}
private void LaunchAircraft()
{
if (hasLaunched)
return;
// 获取全局战机管理器
WorldComponent_AircraftManager aircraftManager = Find.World.GetComponent<WorldComponent_AircraftManager>();
@@ -61,7 +171,7 @@ namespace WulaFallenEmpire
aircraftManager.AddAircraft(Props.aircraftDef, Props.aircraftCount, parent.Faction);
// 显示消息
Messages.Message("AircraftLaunched".Translate(Props.aircraftCount, Props.aircraftDef.LabelCap), MessageTypeDefOf.PositiveEvent);
Messages.Message("AircraftLaunched".Translate(Props.aircraftCount, Props.aircraftDef.LabelCap), parent, MessageTypeDefOf.PositiveEvent);
// 创建起飞效果(仅视觉效果)
if (Props.skyfallerLeaving != null)
@@ -73,6 +183,9 @@ namespace WulaFallenEmpire
// 如果没有定义 Skyfaller直接销毁建筑
parent.Destroy();
}
hasLaunched = true;
autoLaunchScheduled = false;
}
private void CreateTakeoffEffect()
@@ -112,10 +225,30 @@ namespace WulaFallenEmpire
}
}
public override void PostExposeData()
// 新增:检查是否已经发射
public bool HasLaunched => hasLaunched;
// 新增:获取自动发射状态信息(用于检查字符串)
public override string CompInspectStringExtra()
{
base.PostExposeData();
// 不需要保存状态,因为建筑起飞后就销毁了
if (hasLaunched)
return "AircraftStatusLaunched".Translate();
if (Props.autoLaunchEnabled)
{
if (autoLaunchScheduled)
{
int ticksRemaining = autoLaunchTick - Find.TickManager.TicksGame;
float secondsRemaining = ticksRemaining / 60f;
return "AutoLaunchScheduled".Translate(secondsRemaining.ToString("F1"));
}
else
{
return "AutoLaunchReady".Translate();
}
}
return base.CompInspectStringExtra();
}
}
}

View File

@@ -1,243 +0,0 @@
using RimWorld;
using Verse;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class CompProperties_AutoLaunchHangar : CompProperties
{
public ThingDef aircraftDef; // 对应的战机定义
public int aircraftCount = 1; // 起飞后提供的战机数量
public ThingDef skyfallerLeaving; // 起飞时的天空坠落者效果
public int launchDelayTicks = 60; // 延迟启动的ticks默认1秒
public bool requirePower = true; // 是否需要电力才能启动
public CompProperties_AutoLaunchHangar()
{
compClass = typeof(CompAutoLaunchHangar);
}
}
public class CompAutoLaunchHangar : ThingComp
{
public CompProperties_AutoLaunchHangar Props => (CompProperties_AutoLaunchHangar)props;
private bool hasLaunched = false;
private int spawnTick = -1;
private CompPowerTrader powerComp;
private CompRefuelable refuelableComp;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
// 记录生成时间
spawnTick = Find.TickManager.TicksAbs;
hasLaunched = false;
// 缓存其他组件
powerComp = parent.GetComp<CompPowerTrader>();
refuelableComp = parent.GetComp<CompRefuelable>();
Log.Message($"AutoLaunchHangar spawned at tick {spawnTick}, will launch in {Props.launchDelayTicks} ticks");
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref hasLaunched, "hasLaunched", false);
Scribe_Values.Look(ref spawnTick, "spawnTick", -1);
}
public override void CompTick()
{
base.CompTick();
if (hasLaunched || spawnTick == -1)
return;
int currentTick = Find.TickManager.TicksAbs;
if (currentTick - spawnTick >= Props.launchDelayTicks)
{
if (CanAutoLaunch())
{
AutoLaunchAircraft();
}
}
}
private bool CanAutoLaunch()
{
// 检查建筑是否完好
if (parent.HitPoints <= 0)
{
Log.Message("AutoLaunch: Hangar is damaged, cannot launch");
return false;
}
// 检查电力需求
if (Props.requirePower && powerComp != null && !powerComp.PowerOn)
{
Log.Message("AutoLaunch: No power, cannot launch");
return false;
}
// 检查燃料需求
if (refuelableComp != null && !refuelableComp.HasFuel)
{
Log.Message("AutoLaunch: No fuel, cannot launch");
return false;
}
// 检查地图是否有效
if (parent.Map == null)
{
Log.Message("AutoLaunch: Map is null, cannot launch");
return false;
}
return true;
}
private void AutoLaunchAircraft()
{
Log.Message($"AutoLaunch: Starting aircraft launch sequence for {parent.Label}");
// 获取全局战机管理器
WorldComponent_AircraftManager aircraftManager = Find.World.GetComponent<WorldComponent_AircraftManager>();
if (aircraftManager == null)
{
Log.Error("AutoLaunch: AircraftManager not found");
hasLaunched = true;
return;
}
try
{
// 立即向全局管理器注册战机
aircraftManager.AddAircraft(Props.aircraftDef, Props.aircraftCount, parent.Faction);
// 显示消息
Messages.Message("AircraftAutoLaunched".Translate(Props.aircraftCount, Props.aircraftDef.LabelCap),
parent, MessageTypeDefOf.PositiveEvent);
Log.Message($"AutoLaunch: Successfully added {Props.aircraftCount} {Props.aircraftDef.LabelCap} to global manager");
// 创建起飞效果
if (Props.skyfallerLeaving != null)
{
CreateAutoTakeoffEffect();
}
else
{
// 如果没有定义 Skyfaller直接销毁建筑
parent.Destroy();
}
hasLaunched = true;
}
catch (System.Exception ex)
{
Log.Error($"AutoLaunch error: {ex}");
hasLaunched = true; // 标记为已启动,避免重复尝试
}
}
private void CreateAutoTakeoffEffect()
{
try
{
// 创建起飞效果
Thing chemfuel = ThingMaker.MakeThing(ThingDefOf.Chemfuel);
chemfuel.stackCount = 1;
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(Props.skyfallerLeaving, chemfuel);
IntVec3 takeoffPos = parent.Position;
if (parent.Map == null)
{
Log.Error("AutoLaunch: Map is null during takeoff effect creation");
parent.Destroy();
return;
}
// 生成 Skyfaller
GenSpawn.Spawn(skyfaller, takeoffPos, parent.Map);
Log.Message($"AutoLaunch: Takeoff effect created at {takeoffPos}");
// 销毁原建筑
parent.Destroy(DestroyMode.Vanish);
}
catch (System.Exception ex)
{
Log.Error($"AutoLaunch takeoff effect error: {ex}");
// 如果Skyfaller创建失败直接销毁建筑
parent.Destroy(DestroyMode.Vanish);
}
}
// 可选提供手动触发的Gizmo如果自动触发失败
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (!hasLaunched)
{
Command_Action manualLaunch = new Command_Action
{
defaultLabel = "ManualLaunchAircraft".Translate(),
defaultDesc = "ManualLaunchAircraftDesc".Translate(),
icon = TexCommand.Attack,
action = () =>
{
if (CanAutoLaunch())
{
AutoLaunchAircraft();
}
else
{
Messages.Message("CannotManualLaunch".Translate(), MessageTypeDefOf.RejectInput);
}
}
};
// 禁用条件检查
if (parent.HitPoints <= 0)
{
manualLaunch.Disable("HangarDamaged".Translate());
}
else if (Props.requirePower && powerComp != null && !powerComp.PowerOn)
{
manualLaunch.Disable("NoPower".Translate());
}
else if (refuelableComp != null && !refuelableComp.HasFuel)
{
manualLaunch.Disable("NoFuel".Translate());
}
yield return manualLaunch;
}
}
public override string CompInspectStringExtra()
{
if (!hasLaunched)
{
int remainingTicks = Props.launchDelayTicks - (Find.TickManager.TicksAbs - spawnTick);
if (remainingTicks > 0)
{
return "AutoLaunchIn".Translate(remainingTicks.ToStringTicksToPeriod());
}
else
{
return "AutoLaunchReady".Translate();
}
}
return null;
}
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using Verse;
using Verse.Sound;
using System.Text;
namespace WulaFallenEmpire
{
@@ -58,19 +59,105 @@ namespace WulaFallenEmpire
return;
}
// 1. 将物品转移到全局存储
// 统计发送的物品
int inputItemsCount = 0;
int outputItemsCount = 0;
StringBuilder inputItemsList = new StringBuilder();
StringBuilder outputItemsList = new StringBuilder();
// 1. 将物品分类转移到相应的存储
foreach (Thing item in transporter.innerContainer)
{
globalStorage.AddToInputStorage(item.def, item.stackCount);
if (ShouldGoToOutputStorage(item))
{
// 发送到输出存储器
globalStorage.AddToOutputStorage(item.def, item.stackCount);
outputItemsCount += item.stackCount;
if (outputItemsList.Length > 0) outputItemsList.Append(", ");
outputItemsList.Append($"{item.LabelCap} x{item.stackCount}");
}
else
{
// 发送到输入存储器
globalStorage.AddToInputStorage(item.def, item.stackCount);
inputItemsCount += item.stackCount;
if (inputItemsList.Length > 0) inputItemsList.Append(", ");
inputItemsList.Append($"{item.LabelCap} x{item.stackCount}");
}
}
Messages.Message("WULA_ItemsSentToGlobalStorage".Translate(transporter.innerContainer.ContentsString), this.parent, MessageTypeDefOf.PositiveEvent);
// 2. 清空容器,防止物品掉落
// 2. 显示发送结果消息
string message = BuildTransferMessage(inputItemsCount, outputItemsCount, inputItemsList.ToString(), outputItemsList.ToString());
Messages.Message(message, this.parent, MessageTypeDefOf.PositiveEvent);
// 3. 清空容器,防止物品掉落
transporter.innerContainer.ClearAndDestroyContents();
// 3. 调用基类的发射方法,让它处理动画和销毁
// 我们给一个无效的目标和空的到达动作,让它飞出地图后就消失
// 4. 调用基类的发射方法,让它处理动画和销毁
base.TryLaunch(this.parent.Map.Tile, null);
}
// 判断物品是否应该发送到输出存储器
private bool ShouldGoToOutputStorage(Thing item)
{
// 武器
if (item.def.IsWeapon)
return true;
// 装备
if (item.def.IsApparel)
return true;
// 活着的Pawn
//if (item is Pawn pawn && !pawn.Dead)
// return true;
// Pawn的尸体
if (item.def.IsCorpse)
return true;
// 其他物品发送到输入存储器
return false;
}
// 构建转移消息
private string BuildTransferMessage(int inputCount, int outputCount, string inputList, string outputList)
{
StringBuilder message = new StringBuilder();
if (inputCount > 0 && outputCount > 0)
{
// 既有输入又有输出物品
message.Append("WULA_ItemsSentToBothStorages".Translate(inputCount, outputCount));
if (!string.IsNullOrEmpty(inputList))
{
message.Append("\n").Append("WULA_InputStorageItems".Translate(inputList));
}
if (!string.IsNullOrEmpty(outputList))
{
message.Append("\n").Append("WULA_OutputStorageItems".Translate(outputList));
}
}
else if (inputCount > 0)
{
// 只有输入物品
message.Append("WULA_ItemsSentToInputStorage".Translate(inputCount));
if (!string.IsNullOrEmpty(inputList))
{
message.Append(": ").Append(inputList);
}
}
else if (outputCount > 0)
{
// 只有输出物品
message.Append("WULA_ItemsSentToOutputStorage".Translate(outputCount));
if (!string.IsNullOrEmpty(outputList))
{
message.Append(": ").Append(outputList);
}
}
return message.ToString();
}
}
}
}

View File

@@ -36,19 +36,19 @@ namespace WulaFallenEmpire
Text.Font = GameFont.Small;
// 存储查看按钮 - 放在标题旁边
Rect storageButtonRect = new Rect(mainRect.xMax - 120f, mainRect.y, 120f, 25f);
Rect storageButtonRect = new Rect(mainRect.xMax - 160f, mainRect.y, 120f, 25f);
DoStorageButton(storageButtonRect);
// 开发模式按钮区域
if (Prefs.DevMode)
// 上帝模式按钮区域
if (DebugSettings.godMode)
{
Rect devButtonRect = new Rect(mainRect.x, mainRect.y + 35f, mainRect.width, 25f);
DoDevButtons(devButtonRect);
Rect godModeButtonRect = new Rect(mainRect.x, mainRect.y + 35f, mainRect.width, 25f);
DoGodModeButtons(godModeButtonRect);
}
// 订单列表区域 - 调整位置
float ordersRectY = Prefs.DevMode ? mainRect.y + 65f : mainRect.y + 35f;
Rect ordersRect = new Rect(mainRect.x, ordersRectY, mainRect.width, mainRect.height - (Prefs.DevMode ? 110f : 80f));
float ordersRectY = DebugSettings.godMode ? mainRect.y + 65f : mainRect.y + 35f;
Rect ordersRect = new Rect(mainRect.x, ordersRectY, mainRect.width, mainRect.height - (DebugSettings.godMode ? 110f : 80f));
mouseoverOrder = DoOrdersListing(ordersRect);
// 添加订单按钮
@@ -148,17 +148,18 @@ namespace WulaFallenEmpire
return sb.ToString();
}
private void DoDevButtons(Rect rect)
// 修改:将开发者模式按钮改为上帝模式按钮
private void DoGodModeButtons(Rect rect)
{
Rect button1Rect = new Rect(rect.x, rect.y, rect.width / 2 - 5f, rect.height);
Rect button2Rect = new Rect(rect.x + rect.width / 2 + 5f, rect.y, rect.width / 2 - 5f, rect.height);
if (Widgets.ButtonText(button1Rect, "DEV: Add Resources"))
if (Widgets.ButtonText(button1Rect, "GOD: Add Resources"))
{
AddTestResources();
}
if (Widgets.ButtonText(button2Rect, "DEV: Spawn Products"))
if (Widgets.ButtonText(button2Rect, "GOD: Spawn Products"))
{
SpawnOutputProducts();
}
@@ -178,7 +179,7 @@ namespace WulaFallenEmpire
globalStorage.AddToInputStorage(componentDef, 100);
Messages.Message("Added 200 Steel and 100 Components to global storage", MessageTypeDefOf.PositiveEvent);
Log.Message("[DEBUG] Added test resources");
Log.Message("[GOD MODE] Added test resources");
}
}
@@ -223,7 +224,7 @@ namespace WulaFallenEmpire
}
Messages.Message($"Spawned {totalSpawned} items at worktable location", MessageTypeDefOf.PositiveEvent);
Log.Message($"[DEBUG] Spawned {totalSpawned} output products");
Log.Message($"[GOD MODE] Spawned {totalSpawned} output products");
}
}
@@ -318,8 +319,31 @@ namespace WulaFallenEmpire
// 控制按钮
float buttonY = rect.y + padding;
Rect pauseButtonRect = new Rect(rect.xMax - 90f, buttonY, 40f, 25f);
float buttonWidth = 40f;
float buttonSpacing = 5f;
// 计算按钮位置(从右向左排列)
float currentX = rect.xMax;
// 删除按钮(最右边)
Rect deleteButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
currentX -= (buttonWidth + buttonSpacing);
// 暂停/恢复按钮
Rect pauseButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
currentX -= (buttonWidth + buttonSpacing);
// 上帝模式:立刻完成按钮(在暂停按钮左边)
Rect completeButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
// 绘制删除按钮
if (Widgets.ButtonText(deleteButtonRect, "WULA_Delete".Translate()))
{
SelTable.globalOrderStack.Delete(order);
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 绘制暂停/恢复按钮
string pauseButtonText = order.paused ? "WULA_Resume".Translate() : "WULA_Pause".Translate();
if (Widgets.ButtonText(pauseButtonRect, pauseButtonText))
{
@@ -327,15 +351,23 @@ namespace WulaFallenEmpire
// 暂停/恢复时更新状态
order.UpdateState();
SoundDefOf.Click.PlayOneShotOnCamera();
}
Rect deleteButtonRect = new Rect(rect.xMax - 45f, buttonY, 40f, 25f);
if (Widgets.ButtonText(deleteButtonRect, "WULA_Delete".Translate()))
// 绘制上帝模式按钮(仅上帝模式下可见)
if (DebugSettings.godMode && order.state != GlobalProductionOrder.ProductionState.Completed)
{
SelTable.globalOrderStack.Delete(order);
SoundDefOf.Click.PlayOneShotOnCamera();
if (Widgets.ButtonText(completeButtonRect, "GOD: Complete"))
{
CompleteOrderImmediately(order);
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 为上帝模式按钮添加Tooltip
if (Mouse.IsOver(completeButtonRect))
{
TooltipHandler.TipRegion(completeButtonRect, "Instantly complete this order (God Mode Only)");
}
}
// 资源检查提示 - 只在等待资源且不暂停时显示红色边框
@@ -358,6 +390,79 @@ namespace WulaFallenEmpire
return Mouse.IsOver(rect);
}
// 新增:立刻完成订单的方法
private void CompleteOrderImmediately(GlobalProductionOrder order)
{
if (order.state == GlobalProductionOrder.ProductionState.Completed)
return;
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
return;
// 检查是否有足够资源
bool hasEnoughResources = order.HasEnoughResources();
if (!hasEnoughResources)
{
// 上帝模式下,如果没有足够资源,显示确认对话框
Find.WindowStack.Add(new Dialog_MessageBox(
"This order doesn't have enough resources. Complete anyway? (God Mode)",
"Yes, Complete Anyway",
() => ForceCompleteOrder(order),
"Cancel",
null,
"Complete Without Resources",
false,
null,
null
));
}
else
{
// 有足够资源,正常完成
ForceCompleteOrder(order);
}
}
// 强制完成订单(上帝模式)
private void ForceCompleteOrder(GlobalProductionOrder order)
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
return;
// 计算需要完成的数量
int remainingCount = order.targetCount - order.currentCount;
if (remainingCount <= 0)
return;
// 尝试消耗资源(如果可能)
bool resourcesConsumed = order.ConsumeResources();
if (!resourcesConsumed)
{
Log.Message($"[GOD MODE] Could not consume resources for {order.recipe.defName}, completing without resource consumption");
}
// 添加产品到输出存储
foreach (var product in order.recipe.products)
{
int totalCount = product.count * remainingCount;
globalStorage.AddToOutputStorage(product.thingDef, totalCount);
}
// 更新订单状态
order.currentCount = order.targetCount;
order.state = GlobalProductionOrder.ProductionState.Completed;
order.progress = 0f;
// 显示完成消息
Messages.Message($"GOD MODE: Completed order for {order.recipe.LabelCap} ({remainingCount} units)", MessageTypeDefOf.PositiveEvent);
Log.Message($"[GOD MODE] Force completed order: {order.recipe.defName}, produced {remainingCount} units");
}
private List<FloatMenuOption> GenerateRecipeOptions()
{
var options = new List<FloatMenuOption>();

View File

@@ -12,6 +12,10 @@ namespace WulaFallenEmpire
// 上次维护的天数
private float daysSinceLastMaintenance = 0f;
// 新增:记录当前应用的 Hediff 状态
private MaintenanceStatus currentAppliedStatus = MaintenanceStatus.Operational;
private Hediff currentAppliedHediff = null;
// 当前维护状态
public MaintenanceStatus Status
@@ -35,6 +39,8 @@ namespace WulaFallenEmpire
{
CurLevel = 1.0f;
daysSinceLastMaintenance = 0f;
currentAppliedStatus = MaintenanceStatus.Operational;
currentAppliedHediff = null;
}
public override void NeedInterval()
@@ -82,46 +88,72 @@ namespace WulaFallenEmpire
if (Extension == null)
return;
// 检查是否需要应用故障效果
var currentStatus = Status;
var newStatus = Status;
// 移除旧的维护相关 Hediff
RemoveMaintenanceHediffs();
// 根据状态添加相应的 Hediff
switch (currentStatus)
// 只有当状态发生变化时才更新 Hediff
if (newStatus != currentAppliedStatus)
{
case MaintenanceStatus.MinorBreakdown:
if (Extension.minorBreakdownHediff != null)
pawn.health.AddHediff(Extension.minorBreakdownHediff);
break;
case MaintenanceStatus.MajorBreakdown:
if (Extension.majorBreakdownHediff != null)
pawn.health.AddHediff(Extension.majorBreakdownHediff);
break;
case MaintenanceStatus.CriticalFailure:
if (Extension.criticalFailureHediff != null)
pawn.health.AddHediff(Extension.criticalFailureHediff);
break;
UpdateHediffForStatus(newStatus);
currentAppliedStatus = newStatus;
}
// 额外检查:确保当前 Hediff 仍然存在(可能被其他系统移除)
if (currentAppliedHediff != null && !pawn.health.hediffSet.hediffs.Contains(currentAppliedHediff))
{
// Hediff 被意外移除,重新应用
UpdateHediffForStatus(currentAppliedStatus);
}
}
private void RemoveMaintenanceHediffs()
// 新增:智能更新 Hediff
private void UpdateHediffForStatus(MaintenanceStatus status)
{
// 首先移除当前应用的 Hediff
if (currentAppliedHediff != null)
{
pawn.health.RemoveHediff(currentAppliedHediff);
currentAppliedHediff = null;
}
// 根据新状态添加相应的 Hediff
HediffDef hediffDefToAdd = GetHediffDefForStatus(status);
if (hediffDefToAdd != null)
{
currentAppliedHediff = pawn.health.AddHediff(hediffDefToAdd);
// 调试日志
if (Prefs.DevMode)
{
Log.Message($"Maintenance: Applied {hediffDefToAdd.defName} for status {status} to {pawn.Label}");
}
}
else if (status == MaintenanceStatus.Operational)
{
// 操作状态,不需要 Hediff
if (Prefs.DevMode)
{
Log.Message($"Maintenance: {pawn.Label} is operational, no hediff needed");
}
}
}
// 新增:获取对应状态的 HediffDef
private HediffDef GetHediffDefForStatus(MaintenanceStatus status)
{
if (Extension == null)
return;
return null;
// 移除所有维护相关的 Hediff
var hediffsToRemove = pawn.health.hediffSet.hediffs.FindAll(h =>
h.def == Extension.minorBreakdownHediff ||
h.def == Extension.majorBreakdownHediff ||
h.def == Extension.criticalFailureHediff);
foreach (var hediff in hediffsToRemove)
switch (status)
{
pawn.health.RemoveHediff(hediff);
case MaintenanceStatus.MinorBreakdown:
return Extension.minorBreakdownHediff;
case MaintenanceStatus.MajorBreakdown:
return Extension.majorBreakdownHediff;
case MaintenanceStatus.CriticalFailure:
return Extension.criticalFailureHediff;
default:
return null;
}
}
@@ -132,8 +164,10 @@ namespace WulaFallenEmpire
CurLevel = ClampNeedLevel(CurLevel);
daysSinceLastMaintenance = 0f;
// 移除所有维护相关的负面效果
RemoveMaintenanceHediffs();
// 更新状态(会自动移除旧的 Hediff 并应用新的)
var newStatus = Status;
UpdateHediffForStatus(newStatus);
currentAppliedStatus = newStatus;
// 触发维护完成的效果
OnMaintenancePerformed(maintenanceAmount);
@@ -148,8 +182,13 @@ namespace WulaFallenEmpire
float reduction = damageAmount * Extension.damageToMaintenanceFactor;
CurLevel = Math.Max(0f, CurLevel - reduction);
// 立即检查状态变化
CheckStatusChanges();
// 检查状态变化
var newStatus = Status;
if (newStatus != currentAppliedStatus)
{
UpdateHediffForStatus(newStatus);
currentAppliedStatus = newStatus;
}
}
private void OnMaintenancePerformed(float amount)
@@ -180,6 +219,24 @@ namespace WulaFallenEmpire
{
base.ExposeData();
Scribe_Values.Look(ref daysSinceLastMaintenance, "daysSinceLastMaintenance", 0f);
Scribe_Values.Look(ref currentAppliedStatus, "currentAppliedStatus", MaintenanceStatus.Operational);
Scribe_References.Look(ref currentAppliedHediff, "currentAppliedHediff");
// 修复:加载后验证状态一致性
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
// 确保当前状态与实际 Hediff 一致
if (currentAppliedHediff != null && !pawn.health.hediffSet.hediffs.Contains(currentAppliedHediff))
{
// Hediff 丢失,重新应用
UpdateHediffForStatus(currentAppliedStatus);
}
else if (currentAppliedHediff == null && currentAppliedStatus != MaintenanceStatus.Operational)
{
// 应该有 Hediff 但没有,重新应用
UpdateHediffForStatus(currentAppliedStatus);
}
}
}
}

View File

@@ -95,7 +95,6 @@
<Compile Include="Flyover\WULA_AircraftHangar\CompAbilityEffect_AircraftStrike.cs" />
<Compile Include="Flyover\WULA_AircraftHangar\CompAircraftHangar.cs" />
<Compile Include="Flyover\WULA_AircraftHangar\WorldComponent_AircraftManager.cs" />
<Compile Include="Flyover\WULA_AutoLaunchHangar\CompProperties_AutoLaunchHangar.cs" />
<Compile Include="Flyover\WULA_FlyOverDropPod\CompProperties_FlyOverDropPod.cs" />
<Compile Include="Flyover\WULA_FlyOverEscort\CompFlyOverEscort.cs" />
<Compile Include="Flyover\WULA_FlyOverEscort\CompProperties_FlyOverEscort.cs" />

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