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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<defName>WULA_LoadComponentsToMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
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<reportString>正在为维护舱补充修复组件。</reportString>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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<JobDef>
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<defName>WULA_EnterMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_EnterMaintenancePod</driverClass>
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45
1.6/Defs/Misc/FactionExists_Example.xml
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45
1.6/Defs/Misc/FactionExists_Example.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--
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这是一个如何使用 Condition_FactionExists 的示例。
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它定义了一个自定义事件,该事件只有在满足特定条件时才会触发。
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-->
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<WulaFallenEmpire.EventDef>
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<defName>MyCustomEvent_RequiresMechanoids</defName>
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<label>需要机械族的事件</label>
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<description>一个只有在机械族存在时才会发生的特殊事件。</description>
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<!-- 在这里放置其他的事件相关属性, 例如事件的触发概率、效果等 -->
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<conditions>
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<!--
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这是条件列表。游戏会检查所有这些条件是否都满足。
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'Class' 属性指定了要使用的 C# 条件类。
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-->
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<li Class="WulaFallenEmpire.Condition_FactionExists">
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<!--
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这会设置 Condition_FactionExists 类中的 'factionDef' 字段。
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游戏会检查 defName 为 "Mechanoid" 的派系当前是否存在于世界地图上。
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-->
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<factionDef>Mechanoid</factionDef>
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</li>
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<!-- 您可以在这里添加更多的条件, 例如:
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<li Class="AnotherCondition">
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<someValue>123</someValue>
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</li>
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-->
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</conditions>
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<!--
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如果所有条件都满足,事件的效果将在这里定义。
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<effects>
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...
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</effects>
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-->
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</WulaFallenEmpire.EventDef>
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</Defs>
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@@ -56,16 +56,26 @@
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<basePowerConsumption>50</basePowerConsumption> <!-- This is now idle power -->
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</li>
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<li Class="CompProperties_Flickable"/>
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<li Class="CompProperties_Refuelable">
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<fuelCapacity>50.0</fuelCapacity>
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<fuelFilter>
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<thingDefs>
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<li>ComponentIndustrial</li>
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</thingDefs>
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</fuelFilter>
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<fuelLabel>零部件</fuelLabel>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
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<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
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<durationTicks>60000</durationTicks> <!-- 1 day -->
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<powerConsumptionRunning>250</powerConsumptionRunning>
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<powerConsumptionIdle>5</powerConsumptionIdle>
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<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
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<componentDef>ComponentIndustrial</componentDef>
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<componentCostPerSeverity>5</componentCostPerSeverity> <!-- 5 components per 100% severity -->
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<baseComponentCost>0</baseComponentCost>
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<minSeverityToMaintain>0.75</minSeverityToMaintain>
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<capacity>5</capacity>
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<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
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<enterSound>BiosculpterPod_Enter</enterSound>
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<exitSound>BiosculpterPod_Exit</exitSound>
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@@ -1,17 +0,0 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<WorkGiverDef>
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<defName>WULA_HaulToMaintenancePod</defName>
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<label>haul to maintenance pod</label>
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<giverClass>WulaFallenEmpire.WorkGiver_HaulToMaintenancePod</giverClass>
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<workType>Hauling</workType>
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<priorityInType>20</priorityInType>
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<verb>haul</verb>
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<gerund>hauling</gerund>
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<requiredCapacities>
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<li>Manipulation</li>
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</requiredCapacities>
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</WorkGiverDef>
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</Defs>
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