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1.6/1.6/Defs/ThingDefs_Misc/Weapons/WULA_Ionic_Weapons.xml
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131
1.6/1.6/Defs/ThingDefs_Misc/Weapons/WULA_Ionic_Weapons.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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=====================================================================
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离子武器最终正确架构配置示例
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=====================================================================
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说明:
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- 核心架构: 自定义 VerbProperties (VerbProperties_Wula_IonicBeam)
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- 数据流: XML -> VerbProperties_Wula_IonicBeam -> Verb_Wula_...
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- 特效: 复用原版Verb_ShootBeam的XML参数,由我们自己的C#代码读取和播放。
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- 伤害: 由我们自定义的伤害参数控制,逻辑完全在C#中。
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-->
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<ThingDef Name="Wula_BaseIonicGun" Abstract="True" ParentName="BaseHumanMakeableGun">
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<techLevel>Ultra</techLevel>
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<graphicData>
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<texPath>Wula/Weapon/WULA_RW_DM_AR</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>1.2</drawSize>
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</graphicData>
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<soundInteract>Interact_ChargeRifle</soundInteract>
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<statBases>
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<WorkToMake>40000</WorkToMake>
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<Mass>4.5</Mass>
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<AccuracyTouch>1</AccuracyTouch>
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<AccuracyShort>1</AccuracyShort>
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<AccuracyMedium>1</AccuracyMedium>
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<AccuracyLong>1</AccuracyLong>
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<RangedWeapon_Cooldown>1.5</RangedWeapon_Cooldown>
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</statBases>
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</ThingDef>
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<!-- ==================== 模式一: 离子突破光束枪 (爆发贯穿) ==================== -->
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<ThingDef ParentName="Wula_BaseIonicGun">
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<defName>WULA_Weapon_BreachingBeamGun</defName>
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<label>离子突破光束枪</label>
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<description>发射一道高能离子束,能够烧穿路径上的多个目标,直到能量耗尽。单发威力巨大,但射速较慢。</description>
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<verbs>
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<li Class="WulaFallenEmpire.VerbProperties_Wula_IonicBeam">
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<verbClass>WulaFallenEmpire.Verb_Wula_BreachingBeam</verbClass>
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<!-- 基础参数 -->
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>2.5</warmupTime>
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<range>40</range>
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<burstShotCount>1</burstShotCount>
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<soundCast>Shot_ChargeLance</soundCast>
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<!-- 我们自定义的伤害参数 -->
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<breachingDamage>30000</breachingDamage>
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<armorPenetration>0.95</armorPenetration>
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<breachingBeamDuration>45</breachingBeamDuration> <!-- 光束命中后的短暂持续时间 -->
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<!-- ==================== 特效参数 (由我们复制的逻辑使用) ==================== -->
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<!-- 核心特效 -->
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<beamMoteDef>Mote_ChargeLanceBeam</beamMoteDef> <!-- 光束主体样式 -->
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<beamEndEffecterDef>ChargeLance_Explosion</beamEndEffecterDef> <!-- 光束终点特效 -->
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<soundCastBeam>Shot_ChargeLance_Sustainer</soundCastBeam> <!-- 光束持续音效 -->
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<muzzleFlashScale>12</muzzleFlashScale> <!-- 枪口火焰大小 -->
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<!-- 范围与伤害类型 (伤害数值由我们的自定义参数控制) -->
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<beamWidth>3</beamWidth> <!-- **决定视觉宽度和伤害范围** -->
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<beamDamageDef>Beam</beamDamageDef> <!-- 伤害类型,主要影响被击中时的特效和音效 -->
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<beamHitsNeighborCells>true</beamHitsNeighborCells> <!-- 是否对主光束旁边的格子造成溅射影响 -->
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<!-- 火焰效果 -->
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<beamChanceToStartFire>0.2</beamChanceToStartFire> <!-- 在地面点燃火焰的几率 -->
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<beamChanceToAttachFire>0.2</beamChanceToAttachFire> <!-- 点燃击中单位的几率 -->
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<beamFireSizeRange>0.3~0.5</beamFireSizeRange> <!-- 火焰大小 -->
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</li>
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</verbs>
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</ThingDef>
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<!-- ==================== 模式二: 离子灼烧光束枪 (持续伤害) ==================== -->
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<ThingDef ParentName="Wula_BaseIonicGun">
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<defName>WULA_Weapon_SustainedBeamGun</defName>
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<label>离子灼烧光束枪</label>
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<description>投射一道持续存在的离子场,对作用范围内的所有敌人进行周期性灼烧。适合用于区域压制和清理大量轻甲目标。</description>
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<verbs>
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<li Class="WulaFallenEmpire.VerbProperties_Wula_IonicBeam">
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<verbClass>WulaFallenEmpire.Verb_Wula_SustainedBeam</verbClass>
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<!-- 基础参数 -->
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>1.5</warmupTime>
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<range>30</range>
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<!-- 我们自定义的伤害参数 -->
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<sustainedDamagePerTick>20</sustainedDamagePerTick>
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<tickInterval>15</tickInterval>
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<duration>240</duration> <!-- 4 seconds -->
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<armorPenetration>0.5</armorPenetration>
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<!-- ==================== 特效参数 (由我们复制的逻辑使用) ==================== -->
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<!-- 核心特效 -->
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<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
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<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<muzzleFlashScale>9</muzzleFlashScale>
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<!-- 范围与伤害类型 (伤害数值由我们的自定义参数控制) -->
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<beamWidth>3</beamWidth> <!-- **决定视觉宽度和伤害范围** -->
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<beamDamageDef>Flame</beamDamageDef>
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<!-- 火焰效果 -->
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<beamChanceToStartFire>0.1</beamChanceToStartFire>
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<beamChanceToAttachFire>0.1</beamChanceToAttachFire>
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<beamFireSizeRange>0.4~0.6</beamFireSizeRange>
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<!-- 粒子效果 (可选,用于增加细节) -->
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<beamGroundFleckDef>Fleck_Longspark</beamGroundFleckDef> <!-- 光束在地面上留下的斑点 -->
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<beamFleckChancePerTick>0.5</beamFleckChancePerTick> <!-- 每Tick生成地面斑点的几率 -->
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<beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef> <!-- 光束路径上的粒子 -->
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<beamLineFleckChanceCurve> <!-- 路径粒子生成几率曲线 -->
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<points>
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<li>(0, 0)</li>
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<li>(0.5, 0.5)</li>
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<li>(1, 0)</li>
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</points>
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</beamLineFleckChanceCurve>
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</li>
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</verbs>
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</ThingDef>
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</Defs>
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