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@@ -60,8 +60,8 @@
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<cooldownTicksRange>600</cooldownTicksRange>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<range>24</range>
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<warmupTime>0</warmupTime>
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<range>18</range>
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<warmupTime>1</warmupTime>
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<soundCast>WarqueenWarUrchinsSpawned</soundCast>
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<ai_IsWeapon>true</ai_IsWeapon>
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@@ -85,36 +85,16 @@
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</verbProperties>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_AbilityAreaDestruction">
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<range>12</range>
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<lineWidthEnd>5</lineWidthEnd>
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<range>18</range>
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<lineWidthEnd>12</lineWidthEnd>
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<canHitFilledCells>true</canHitFilledCells>
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<affectAllies>false</affectAllies>
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<affectCaster>false</affectCaster>
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<effecterDef>Fire_Spew</effecterDef>
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<hitEffecter>Fire_SpewShort</hitEffecter>
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<castEffecter>Fire_SpewShort</castEffecter>
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<castEffecterMaintainTicks>60</castEffecterMaintainTicks>
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<hitEffecter>Fire_Spew</hitEffecter>
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<hitEffecterMaintainTicks>30</hitEffecterMaintainTicks>
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</li>
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<li Class="CompProperties_AbilityEffecterOnCaster">
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<effecterDef>Fire_Spew</effecterDef>
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<maintainTicks>20</maintainTicks> <!-- Long enough for the "2nd wave" to spawn -->
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</li>
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<!-- <li Class="CompProperties_AbilityFleckOnTarget">
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<fleckDef>PsycastPsychicEffect</fleckDef>
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</li> -->
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<li Class="CompProperties_AbilityEffecterOnTarget">
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<effecterDef>Fire_SpewShort</effecterDef>
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</li>
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<!-- <li Class="CompProperties_AbilityEffecterOnTarget">
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<effecterDef>Skip_Exit</effecterDef>
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<maintainForTicks>60</maintainForTicks>
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</li>
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<li Class="CompProperties_AbilityFleckOnTarget">
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<fleckDefs>
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<li>PsycastSkipInnerExit</li>
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<li>PsycastSkipOuterRingExit</li>
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</fleckDefs>
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<sound>Psycast_Skip_Exit</sound>
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<preCastTicks>5</preCastTicks>
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</li> -->
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</comps>
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</AbilityDef>
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</Defs>
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@@ -502,33 +502,6 @@
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<wornGraphicPath>Wula/Apparel/WULA_Knight_PowerArmor</wornGraphicPath>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>1</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>50</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<maxBounces>3</maxBounces>
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>true</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<drawWithNoSelection>false</drawWithNoSelection>
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<!-- EMP 效果 -->
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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="WULA_ApparelHelmetBase">
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@@ -624,30 +597,31 @@
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<wornGraphicPath>Wula/Apparel/WULA_Heavy_Infantry_PowerArmor</wornGraphicPath>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>1.5</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>200</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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<li Class="WulaFallenEmpire.CompProperties_AreaShield">
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<radius>3</radius>
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<baseHitPoints>50</baseHitPoints>
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<rechargeDelay>2400</rechargeDelay>
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<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
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<!-- 效果器配置 -->
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<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
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<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
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<breakEffecter>Shield_Break</breakEffecter>
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<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
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<color>(0.9, 0.2, 0.2, 0.2)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<!-- 拦截设置 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
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<interceptAirProjectiles>true</interceptAirProjectiles>
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<!-- 反射设置 -->
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<canReflect>true</canReflect>
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<reflectChance>1</reflectChance>
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<reflectAngleRange>30</reflectAngleRange>
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<reflectCost>1</reflectCost>
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<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
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</li>
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<li Class="CompProperties_CauseHediff_Apparel">
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<hediff>WULA_Heavy_Infantry_PowerArmor_Mortar_Hediff</hediff>
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@@ -344,4 +344,17 @@
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<WULA_TaxCollection.Status>什一税征收:{0} {1} {2}</WULA_TaxCollection.Status>
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<WULA_TaxCollection.Status.Succeeded>- 征收已完成</WULA_TaxCollection.Status.Succeeded>
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<WULA_TaxCollection.Status.Failed>- 逾期</WULA_TaxCollection.Status.Failed>
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<!-- 区域护盾Gizmo文本 -->
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<AreaShield_Cooldown>冷却中</AreaShield_Cooldown>
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<AreaShield_Inactive>未激活</AreaShield_Inactive>
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<AreaShield_Yes>是</AreaShield_Yes>
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<AreaShield_No>否</AreaShield_No>
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<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>
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<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>
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<AreaShield_CooldownRemaining>冷却剩余时间:{0}秒</AreaShield_CooldownRemaining>
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<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>
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</LanguageData>
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