This commit is contained in:
2025-11-20 17:31:17 +08:00
parent 60a4c6de65
commit 6dc949158a
15 changed files with 789 additions and 805 deletions

View File

@@ -60,8 +60,8 @@
<cooldownTicksRange>600</cooldownTicksRange>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>24</range>
<warmupTime>0</warmupTime>
<range>18</range>
<warmupTime>1</warmupTime>
<soundCast>WarqueenWarUrchinsSpawned</soundCast>
<ai_IsWeapon>true</ai_IsWeapon>
@@ -85,36 +85,16 @@
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityAreaDestruction">
<range>12</range>
<lineWidthEnd>5</lineWidthEnd>
<range>18</range>
<lineWidthEnd>12</lineWidthEnd>
<canHitFilledCells>true</canHitFilledCells>
<affectAllies>false</affectAllies>
<affectCaster>false</affectCaster>
<effecterDef>Fire_Spew</effecterDef>
<hitEffecter>Fire_SpewShort</hitEffecter>
<castEffecter>Fire_SpewShort</castEffecter>
<castEffecterMaintainTicks>60</castEffecterMaintainTicks>
<hitEffecter>Fire_Spew</hitEffecter>
<hitEffecterMaintainTicks>30</hitEffecterMaintainTicks>
</li>
<li Class="CompProperties_AbilityEffecterOnCaster">
<effecterDef>Fire_Spew</effecterDef>
<maintainTicks>20</maintainTicks> <!-- Long enough for the "2nd wave" to spawn -->
</li>
<!-- <li Class="CompProperties_AbilityFleckOnTarget">
<fleckDef>PsycastPsychicEffect</fleckDef>
</li> -->
<li Class="CompProperties_AbilityEffecterOnTarget">
<effecterDef>Fire_SpewShort</effecterDef>
</li>
<!-- <li Class="CompProperties_AbilityEffecterOnTarget">
<effecterDef>Skip_Exit</effecterDef>
<maintainForTicks>60</maintainForTicks>
</li>
<li Class="CompProperties_AbilityFleckOnTarget">
<fleckDefs>
<li>PsycastSkipInnerExit</li>
<li>PsycastSkipOuterRingExit</li>
</fleckDefs>
<sound>Psycast_Skip_Exit</sound>
<preCastTicks>5</preCastTicks>
</li> -->
</comps>
</AbilityDef>
</Defs>

View File

@@ -502,33 +502,6 @@
<wornGraphicPath>Wula/Apparel/WULA_Knight_PowerArmor</wornGraphicPath>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>1</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>50</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) -->
<maxBounces>3</maxBounces>
<!-- 拦截类型 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
<interceptAirProjectiles>true</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>(0.9, 0.2, 0.2, 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 -->
<drawWithNoSelection>false</drawWithNoSelection>
<!-- EMP 效果 -->
<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHelmetBase">
@@ -624,30 +597,31 @@
<wornGraphicPath>Wula/Apparel/WULA_Heavy_Infantry_PowerArmor</wornGraphicPath>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
<!-- 基础功能 -->
<radius>1.5</radius> <!-- 护盾半径,决定了拦截范围 -->
<hitPoints>200</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>(0.9, 0.2, 0.2, 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>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后额外的眩晕/瘫痪时间 (ticks) -->
<!-- 被动恢复 -->
<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时每隔多少ticks恢复1点生命值 -->
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
<radius>3</radius>
<baseHitPoints>50</baseHitPoints>
<rechargeDelay>2400</rechargeDelay>
<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
<!-- 效果器配置 -->
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
<breakEffecter>Shield_Break</breakEffecter>
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
<color>(0.9, 0.2, 0.2, 0.2)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<!-- 拦截设置 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
<interceptAirProjectiles>true</interceptAirProjectiles>
<!-- 反射设置 -->
<canReflect>true</canReflect>
<reflectChance>1</reflectChance>
<reflectAngleRange>30</reflectAngleRange>
<reflectCost>1</reflectCost>
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
</li>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>WULA_Heavy_Infantry_PowerArmor_Mortar_Hediff</hediff>

View File

@@ -344,4 +344,17 @@
<WULA_TaxCollection.Status>什一税征收:{0} {1} {2}</WULA_TaxCollection.Status>
<WULA_TaxCollection.Status.Succeeded>- 征收已完成</WULA_TaxCollection.Status.Succeeded>
<WULA_TaxCollection.Status.Failed>- 逾期</WULA_TaxCollection.Status.Failed>
<!-- 区域护盾Gizmo文本 -->
<AreaShield_Cooldown>冷却中</AreaShield_Cooldown>
<AreaShield_Inactive>未激活</AreaShield_Inactive>
<AreaShield_Yes></AreaShield_Yes>
<AreaShield_No></AreaShield_No>
<AreaShield_Tooltip_Basic>区域护盾状态:\n最大生命值{0}\n保护半径{1}格\n破碎冷却{3}秒</AreaShield_Tooltip_Basic>
<AreaShield_Tooltip_Intercept>拦截设置:\n- 地面投射物:{0}\n- 空中投射物:{1}\n- 非敌对投射物:{2}</AreaShield_Tooltip_Intercept>
<AreaShield_CooldownRemaining>冷却剩余时间:{0}秒</AreaShield_CooldownRemaining>
<AreaShield_InactiveReason>护盾未激活:\n- 装备未被穿戴\n- 穿戴者死亡或倒下\n- 护盾已破碎</AreaShield_InactiveReason>
</LanguageData>