我去忘记提交了

This commit is contained in:
Tourswen
2025-11-09 22:05:40 +08:00
parent 84f3fe33ab
commit 6e16cf3828
198 changed files with 4957 additions and 2388 deletions

View File

@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AbilityDef>
<defName>WULA_CallBattleShip</defName>
<defName>WULA_CallMotherShip</defName>
<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>
<iconPath>Wula/UI/Abilities/WULA_CallMotherShip</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
@@ -25,12 +25,12 @@
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_BattleShip_Entity</requiredAircraftType>
<requiredAircraftType>WULA_MotherShip_Entity</requiredAircraftType>
<aircraftCooldownTicks>640000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_BattleShip</flyOverDef>
<flyOverDef>WULA_MotherShip</flyOverDef>
<flyOverType>Standard</flyOverType>
<flightSpeed>0.01</flightSpeed>
<altitude>20</altitude>
@@ -40,12 +40,193 @@
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Fighter_Rocket</defName>
<label>战机巡航</label>
<description>指挥乌拉帝国的攻击机,中速掠过战场,使用其导弹对目标区域发起打击。\n\n在飞行期间它会使用磁轨炮打击遇到的敌人。</description>
<!-- <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> -->
<defName>WULA_CallBattleShip</defName>
<label>支援请求:帝国护航舰</label>
<description>发送增援请求,呼叫乌拉帝国舰队的一艘护航舰前往殖民地。\n\n乌拉帝国边缘开发署的护航舰是近地支援舰队的基础作战单位它们的体积虽然不如战列巡洋舰那样庞大但是依然搭载了让地面武装望尘莫及的庞大火炮阵列可以对地面发起骇人的轰炸。\n\n护航舰拥有以下设施\n&lt;color=#BD2F31>&lt;i>-武器阵列&lt;/i>&lt;/color></description>
<iconPath>Wula/UI/Abilities/WULA_CallBattleShip</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>true</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<warmupTime>2</warmupTime>
<range>-1</range>
<targetable>false</targetable>
<targetParams>
<canTargetLocations>false</canTargetLocations>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<!-- <li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_MotherShip_Entity</requiredAircraftType>
<aircraftCooldownTicks>640000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_BattleShip</flyOverDef>
<flyOverType>Standard</flyOverType>
<flightSpeed>0.05</flightSpeed>
<altitude>20</altitude>
<startPosition>MapEdge</startPosition>
<endPosition>OppositeMapEdge</endPosition>
<playFlyOverSound>true</playFlyOverSound>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_CallConstructionShip</defName>
<label>支援请求:帝国工程舰</label>
<description>发送增援请求,呼叫乌拉帝国舰队的一艘工程舰前往殖民地。\n\n帝国工程舰是搭载了移动工厂的无武装舰种它们可以完整地使用乌拉帝国的锻造技术生产装备、护甲、建筑和机械体并依照指令通过空投仓将其送至各殖民地。\n\n工程舰拥有以下设施\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></description>
<iconPath>Wula/UI/Abilities/WULA_CallConstructionShip</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>true</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<warmupTime>5</warmupTime>
<range>-1</range>
<targetable>false</targetable>
<targetParams>
<canTargetLocations>false</canTargetLocations>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<!-- <li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_MotherShip_Entity</requiredAircraftType>
<aircraftCooldownTicks>640000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_ConstructionShip</flyOverDef>
<flyOverType>Standard</flyOverType>
<flightSpeed>0.025</flightSpeed>
<altitude>20</altitude>
<startPosition>MapEdge</startPosition>
<endPosition>OppositeMapEdge</endPosition>
<playFlyOverSound>true</playFlyOverSound>
</li>
</comps>
</AbilityDef>
<!-- 飞行器 -->
<AbilityDef>
<defName>WULA_Spawn_Fighter_Drone_Laser</defName>
<label>无人机巡航</label>
<description>指挥乌拉帝国的蜂群无人机中速掠过战场使用其下挂的小型激光炮打击遇到的敌人——无人机电容器并不大只能打击前3个目标。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Fighter_Drone_Laser</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>0</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Fighter_Drone_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Fighter_Drone_A</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>2</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>true</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>false</showStrafePreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
<sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Fighter_Drone_Bomb</defName>
<label>无人机轰炸</label>
<description>指挥乌拉帝国的蜂群无人机中速掠过战场在目标地点丢下2枚高阻汽油弹汽油弹附带化学燃料除了爆炸外还会会造成一段时间的区域性燃烧。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Fighter_Drone_Bomb</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>0</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Fighter_Drone_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Fighter_Drone_B</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>2.5</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 扫射参数 -->
<enableGroundStrafing>true</enableGroundStrafing>
<strafeWidth>1</strafeWidth>
<strafeLength>2</strafeLength>
<strafeFireChance>1</strafeFireChance>
<!-- 新增:控制最终射弹数量 -->
<minStrafeProjectiles>2</minStrafeProjectiles>
<maxStrafeProjectiles>2</maxStrafeProjectiles>
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>false</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>true</showStrafePreview>
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 -->
<showSectorPreview>false</showSectorPreview>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Striker_Missile</defName>
<label>攻击机巡航</label>
<description>指挥乌拉帝国的攻击机,中速掠过战场,使用其导弹打击遇到的敌人。\n导弹的挂载量可使其对12个目标发起打击。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Striker_Missile</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
@@ -62,13 +243,65 @@
</targetParams>
</verbProperties>
<comps>
<!-- <li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>ARA_HiveCorvette_Entity</requiredAircraftType>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Striker_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li> -->
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Fighter_A</flyOverDef>
<flyOverDef>WULA_Striker_A</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>3</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>true</enableSectorSurveillance>
<strafeWidth>6</strafeWidth>
<!-- 可视化 -->
<showStrafePreview>false</showStrafePreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
<sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>HarborFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>设施的战舰在地图上才能发起空袭</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Striker_RailGun</defName>
<label>攻击机扫射</label>
<description>指挥乌拉帝国的战机,高速掠过战场,使用机腹的两台高射速机炮打击目标地点——因为速度原因,打击区会很狭长。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Striker_RailGun</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Striker_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Striker_B</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>3</flightSpeed>
<altitude>20</altitude>
@@ -78,18 +311,20 @@
<!-- 扫射参数 -->
<enableGroundStrafing>true</enableGroundStrafing>
<strafeWidth>4</strafeWidth>
<strafeLength>25</strafeLength>
<strafeFireChance>0.13</strafeFireChance>
<strafeLength>52</strafeLength>
<strafeFireChance>0.15</strafeFireChance>
<!-- 新增:控制最终射弹数量 -->
<minStrafeProjectiles>12</minStrafeProjectiles>
<maxStrafeProjectiles>16</maxStrafeProjectiles>
<!-- <minStrafeProjectiles>2</minStrafeProjectiles>
<maxStrafeProjectiles>2</maxStrafeProjectiles> -->
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>true</enableSectorSurveillance>
<enableSectorSurveillance>false</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>true</showStrafePreview>
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 -->
<showSectorPreview>false</showSectorPreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
@@ -103,10 +338,10 @@
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Fighter_RailGun</defName>
<label>战机巡航(磁轨炮)</label>
<description>指挥乌拉帝国的战机,速掠过战场,使用其磁轨炮打击遇到的所有敌人</description>
<!-- <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> -->
<defName>WULA_Spawn_Striker_EMP</defName>
<label>攻击机电磁压制</label>
<description>指挥乌拉帝国的战机,速掠过战场,快速丢下一组EMP炸弹——因为速度原因打击区会很狭长</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Striker_EMP</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
@@ -123,21 +358,36 @@
</targetParams>
</verbProperties>
<comps>
<!-- <li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>ARA_HiveCorvette_Entity</requiredAircraftType>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Striker_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li> -->
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Fighter_B</flyOverDef>
<flyOverDef>WULA_Striker_C</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>3</flightSpeed>
<flightSpeed>5</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 扫射参数 -->
<enableGroundStrafing>true</enableGroundStrafing>
<strafeWidth>1</strafeWidth>
<strafeLength>35</strafeLength>
<strafeFireChance>0.2</strafeFireChance>
<!-- 新增:控制最终射弹数量 -->
<!-- <minStrafeProjectiles>2</minStrafeProjectiles>
<maxStrafeProjectiles>2</maxStrafeProjectiles> -->
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>true</enableSectorSurveillance>
<enableSectorSurveillance>false</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>true</showStrafePreview>
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 -->
<showSectorPreview>false</showSectorPreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
@@ -150,6 +400,197 @@
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Bomber_BaseBomb</defName>
<label>轰炸机轰炸</label>
<description>指挥乌拉帝国的轰炸机,低速掠过战场,在目标地点投下大量炸弹——最终造成的破坏比标定轰炸区域要大很多。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Bomber_BaseBomb</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Bomber_Entity</requiredAircraftType>
<aircraftCooldownTicks>10000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Bomber_A</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>3</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 扫射参数 -->
<enableGroundStrafing>true</enableGroundStrafing>
<strafeWidth>2</strafeWidth>
<strafeLength>45</strafeLength>
<strafeFireChance>0.1</strafeFireChance>
<!-- 新增:控制最终射弹数量 -->
<!-- <minStrafeProjectiles>2</minStrafeProjectiles>
<maxStrafeProjectiles>2</maxStrafeProjectiles> -->
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>false</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>true</showStrafePreview>
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 -->
<showSectorPreview>false</showSectorPreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
<sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>HarborFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>设施的战舰在地图上才能发起空袭</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Bomber_Smoke</defName>
<label>轰炸机烟墙</label>
<description>指挥乌拉帝国的轰炸机,低速掠过战场,在目标地点投下大量烟雾弹——最终形成的烟墙比标定轰炸区域要大很多。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Bomber_Smoke</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Bomber_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Bomber_B</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>3</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 扫射参数 -->
<enableGroundStrafing>true</enableGroundStrafing>
<strafeWidth>1</strafeWidth>
<strafeLength>160</strafeLength>
<strafeFireChance>0.1</strafeFireChance>
<!-- 新增:控制最终射弹数量 -->
<!-- <minStrafeProjectiles>2</minStrafeProjectiles>
<maxStrafeProjectiles>2</maxStrafeProjectiles> -->
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>false</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>true</showStrafePreview>
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 -->
<showSectorPreview>false</showSectorPreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
<sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>HarborFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>设施的战舰在地图上才能发起空袭</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Spawn_Bomber_DarkMatterBomb</defName>
<label>轰炸机反物质冲击</label>
<description>指挥乌拉帝国的轰炸机,低速掠过战场,在目标地点投下一枚反物质炸弹——记得躲远点。</description>
<iconPath>Wula/UI/Abilities/WULA_Spawn_Bomber_DarkMatterBomb</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
<requiredAircraftType>WULA_Bomber_Entity</requiredAircraftType>
<aircraftCooldownTicks>10000</aircraftCooldownTicks>
<aircraftsPerUse>1</aircraftsPerUse>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>WULA_Bomber_C</flyOverDef>
<flyOverType>GroundStrafing</flyOverType>
<flightSpeed>3</flightSpeed>
<altitude>20</altitude>
<playFlyOverSound>true</playFlyOverSound>
<approachType>Perpendicular</approachType>
<!-- 扫射参数 -->
<enableGroundStrafing>true</enableGroundStrafing>
<strafeWidth>1</strafeWidth>
<strafeLength>1</strafeLength>
<strafeFireChance>1</strafeFireChance>
<!-- 新增:控制最终射弹数量 -->
<minStrafeProjectiles>1</minStrafeProjectiles>
<maxStrafeProjectiles>1</maxStrafeProjectiles>
<!-- 只传递信号,不传递具体参数 -->
<enableSectorSurveillance>false</enableSectorSurveillance>
<!-- 可视化 -->
<showStrafePreview>true</showStrafePreview>
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 -->
<showSectorPreview>false</showSectorPreview>
<!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview>
<sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>HarborFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>设施的战舰在地图上才能发起空袭</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
<!-- 炮击 -->
<AbilityDef>
<defName>WULA_Spawn_ShipChunkIncoming</defName>
<label>战舰轰炸</label>

View File

@@ -3,10 +3,13 @@
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Legion_1</defName>
<label>和P.I.A的通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_1</portraitPath>
<characterName>「军团」</characterName>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>这里是P.I.A通讯信号良好等待输入。</li>
<li>这里是乌拉帝国行星封锁机关P.I.A通讯信号良好等待输入。</li>
<li>那句话怎么说来着?天下无敌,天上来敌。</li>
<li>早在这些生物的祖先还在有机汤里面翻滚时,我们就已经是这个银河系的霸主了——以前如此,今后也会如此。</li>
<li>一般来说,我们并不喜欢暴力和流血冲突,如果这些星系的原住民能更配合点就好了。</li>
</descriptions>
<options>
<li>
@@ -76,4 +79,33 @@
</li>
</options>
</WulaFallenEmpire.EventDef>
<!-- 乱丢垃圾 -->
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Legion_Reply_1</defName>
<label>和P.I.A的通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_4</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>请,不要,往舰队扔尸体、废物殖民者、动物和有毒垃圾!</li>
<li>你们是把舰队当成垃圾处理厂了吗?把你的尸体、废物殖民者、动物和有毒垃圾搬走!</li>
</descriptions>
<options>
<li>
<label>好的</label>
<useCustomColors>true</useCustomColors>
<normalColor>(226,191,195,195)</normalColor>
<hoverColor>(226,191,195,185)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -49,7 +49,9 @@
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_CallMotherShip</li>
<li>WULA_CallBattleShip</li>
<li>WULA_CallConstructionShip</li>
</abilityDefs>
</li>
</comps>
@@ -69,6 +71,11 @@
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_Spawn_ShipChunkIncoming</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
<HediffDef>
@@ -86,6 +93,18 @@
</li>
</stages>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_Spawn_Fighter_Drone_Laser</li>
<li>WULA_Spawn_Fighter_Drone_Bomb</li>
<li>WULA_Spawn_Striker_Missile</li>
<li>WULA_Spawn_Striker_RailGun</li>
<li>WULA_Spawn_Striker_EMP</li>
<li>WULA_Spawn_Bomber_BaseBomb</li>
<li>WULA_Spawn_Bomber_Smoke</li>
<li>WULA_Spawn_Bomber_DarkMatterBomb</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
</Defs>

View File

@@ -1,5 +1,148 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 基础材料 -->
<RecipeDef>
<defName>Make_WULA_Alloy</defName>
<label>制造乌拉帝国合金</label>
<description>使用钢铁进行加工得到的高密度合金,是许多乌拉帝国装备的原材料。</description>
<jobString>正在锻造合金</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>500</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>false</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>3</count>
</li>
</ingredients>
<products>
<WULA_Alloy>2</WULA_Alloy>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_WeaponArmor_Productor_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Alloy_Group</defName>
<label>制造乌拉帝国合金10块</label>
<description>使用钢铁进行加工得到的高密度合金,是许多乌拉帝国装备的原材料。</description>
<jobString>正在锻造合金</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>2200</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>false</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>15</count>
</li>
</ingredients>
<products>
<WULA_Alloy>10</WULA_Alloy>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_WeaponArmor_Productor_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Dark_Matter_Item</defName>
<label>制造乌拉帝国暗物质</label>
<description>制造1份封装的暗物质由暗物质约束装置和暗物质组成是乌拉帝国大型设施和武备所必须的能量来源。</description>
<jobString>正在制造乌拉帝国暗物质</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<!-- 允许混合成分 -->
<allowMixingIngredients>false</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Alloy</li>
</thingDefs>
</filter>
<count>16</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Neutronium</defName>
<label>以乌拉帝国暗物质压缩零素</label>
<description>以2份乌拉帝国暗物质制造1份零素一种强大的材料可以打造出最坚硬的护甲或者最强大的近战武器。</description>
<jobString>正在压缩零素</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>5000</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>false</allowMixingIngredients>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
<skillRequirements>
<Crafting>15</Crafting>
</skillRequirements>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<WULA_Neutronium>1</WULA_Neutronium>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Charge_Cube</defName>
<label>制造乌拉帝国能源核心</label>
@@ -261,83 +404,6 @@
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Dark_Matter_Item</defName>
<label>制造乌拉帝国暗物质</label>
<description>制造1份封装的暗物质由暗物质约束装置和暗物质组成是乌拉帝国大型设施和武备所必须的能量来源。</description>
<jobString>正在制造乌拉帝国暗物质</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<!-- 允许混合成分 -->
<allowMixingIngredients>false</allowMixingIngredients>
<skillRequirements>
<Crafting>15</Crafting>
</skillRequirements>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Charge_Cube</li>
</thingDefs>
</filter>
<count>25</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<products>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Dark_Matter_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Neutronium</defName>
<label>以乌拉帝国暗物质压缩零素</label>
<description>以1份乌拉帝国暗物质制造10份零素一种强大的材料可以打造出最坚硬的护甲或者最强大的近战武器。</description>
<jobString>正在压缩零素</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>15000</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>false</allowMixingIngredients>
<skillRequirements>
<Crafting>15</Crafting>
</skillRequirements>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<WULA_Neutronium>10</WULA_Neutronium>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Neutronium_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef ParentName="BaseMechanoidRecipe">
<defName>WULA_Build_Wula_Synth</defName>

View File

@@ -60,15 +60,17 @@
<baseCost>600</baseCost>
<researchViewX>5.00</researchViewX>
<researchViewY>4.40</researchViewY>
<prerequisites>
<hiddenPrerequisites>
<li>WULA_Light_Fighter_Drone_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Bomber_Technology</defName>
<label>轰炸机调配许可</label>
<description>允许殖民地建立信标增加轰炸机配额,并使得机械乌拉可以调频天线以申请航空器空中打击。\n\n乌拉帝国的轰炸机是可以进入大气层的最大的飞行载具,除了可以使用机炮监视航路外,还能投下大量炸弹夷平帝国之敌。\n\n空中打击依赖于战舰的&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>,只有携带此类设施的战舰出现在地图中时,才能呼叫航空器支援。</description>
<defName>WULA_Aircraft_Carrier_Technology</defName>
<label>航空母舰调配许可</label>
<description>允许殖民地建立信标增加航空母舰配额,并使得机械乌拉可以调频天线以申请舰队空中支援。\n\n乌拉帝国的轻型航空母舰没有什么武装,但是能够装载大量的战机以支援地面战斗。\n\n此战舰携带以下设施\n&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color></description>
<baseCost>600</baseCost>
<researchViewX>6.00</researchViewX>
<researchViewY>4.40</researchViewY>
@@ -77,14 +79,16 @@
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Aircraft_Carrier_Technology</defName>
<defName>WULA_Bomber_Technology</defName>
<label>轰炸机调配许可</label>
<description>允许殖民地建立信标增加轰炸机配额,并使得机械乌拉可以调频天线以申请航空器空中打击。\n\n乌拉帝国的轰炸机是可以进入大气层的最大的飞行载具除了可以使用机炮监视航路外还能投下大量炸弹夷平帝国之敌。\n\n空中打击依赖于战舰的&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color>,只有携带此类设施的战舰出现在地图中时,才能呼叫航空器支援。</description>
<baseCost>600</baseCost>
<researchViewX>9.00</researchViewX>
<researchViewY>4.40</researchViewY>
<label>航空母舰调配许可</label>
<description>允许殖民地建立信标增加航空母舰配额,并使得机械乌拉可以调频天线以申请舰队空中支援。\n\n乌拉帝国的轻型航空母舰没有什么武装但是能够装载大量的战机以支援地面战斗。\n\n此战舰携带以下设施\n&lt;color=#BD952F>&lt;i>机库&lt;/i>&lt;/color></description>
<baseCost>600</baseCost>
<hiddenPrerequisites>
<li>WULA_Aircraft_Carrier_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Bomber_Technology</li>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
@@ -123,6 +127,18 @@
<li>WULA_Colony_License_LV1_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_DarkEnergy_Generators_Technology</defName>
<researchViewX>5.00</researchViewX>
<researchViewY>3.80</researchViewY>
<label>暗物质发电空投许可</label>
<description>允许殖民地申请空投暗物质发电机,一种输出功率极为恐怖却非常消耗资源的发电机。</description>
<baseCost>600</baseCost>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 地堡-防御和机械双线前置 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Bunker_Drop_Technology</defName>
@@ -152,7 +168,7 @@
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Shutdown_Technology</defName>
<researchViewX>3.00</researchViewX>
<researchViewY>3.90</researchViewY>
<researchViewY>2.10</researchViewY>
<label>系统休眠套件</label>
<description>获取关闭乌拉帝国合成人各系统的必须知识。</description>
<baseCost>800</baseCost>
@@ -160,6 +176,38 @@
<li>WULA_Synth_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 防御 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Turret_Base_AT_Technology</defName>
<researchViewX>6.00</researchViewX>
<researchViewY>1.40</researchViewY>
<label>反战车磁轨炮许可</label>
<description>允许殖民地申请空投反战车磁轨炮台,可以在远距离上击穿拥有厚重装甲的敌人。</description>
<baseCost>600</baseCost>
<hiddenPrerequisites>
<li>WULA_Bunker_Drop_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Synth_Weapon_2_Bullet_Technology</li>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Turret_Base_Laser_Technology</defName>
<researchViewX>7.00</researchViewX>
<researchViewY>1.40</researchViewY>
<label>涡轮激光炮许可</label>
<description>允许殖民地申请空投激光炮台,可以持续定向烧灼敌军,最大限度地击伤对手并留存战利品和俘虏。</description>
<baseCost>600</baseCost>
<hiddenPrerequisites>
<li>WULA_Bunker_Drop_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Synth_Weapon_2_Laser_Technology</li>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 武器 -->
<ResearchProjectDef ParentName="WULAtechBase">
@@ -194,8 +242,10 @@
<researchViewY>0.80</researchViewY>
<hiddenPrerequisites>
</hiddenPrerequisites>
<prerequisites>
<hiddenPrerequisites>
<li>WULA_Synth_Weapon_1_Base_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
@@ -207,9 +257,9 @@
<researchViewX>5.00</researchViewX>
<researchViewY>0.20</researchViewY>
<hiddenPrerequisites>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Synth_Weapon_1_Base_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
@@ -222,9 +272,9 @@
<researchViewY>0.20</researchViewY>
<hiddenPrerequisites>
<li>WULA_Synth_Weapon_1_Missile_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Synth_Weapon_2_Bullet_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
@@ -232,16 +282,99 @@
<defName>WULA_Synth_Weapon_3_Laser_Technology</defName>
<researchViewX>9.00</researchViewX>
<researchViewY>0.80</researchViewY>
<label>熔炉武装套件</label>
<label>熔炉武装加工许可</label>
<description>允许从作业通讯台提交生产高级能量武器的乌拉帝国武备的订单,只要为其提供安稳的输出环境,它们就能展现其恐怖的攻坚能力。</description>
<baseCost>600</baseCost>
<hiddenPrerequisites>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Synth_Weapon_2_Laser_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Melee_Technology</defName>
<label>链锯武装加工许可</label>
<description>允许从作业通讯台提交生产链锯武器的乌拉帝国武备的订单,这种近战武器可以在一次命中时造成大量伤口。</description>
<baseCost>2400</baseCost>
<researchViewX>6.00</researchViewX>
<researchViewY>2.10</researchViewY>
<hiddenPrerequisites>
<li>WULA_Synth_Weapon_1_Base_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_3_Melee_Technology</defName>
<label>巨锤武装加工许可</label>
<description>允许从作业通讯台提交生产巨锤武器的乌拉帝国武备的订单,这种近战武器势大力沉,可以造成高额范围性伤害,为针对敌方重装部队而设计。</description>
<baseCost>2400</baseCost>
<researchViewX>9.00</researchViewX>
<researchViewY>2.10</researchViewY>
<hiddenPrerequisites>
<li>WULA_Synth_Weapon_2_Melee_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 衣服 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_1_Technology</defName>
<researchViewX>2.00</researchViewX>
<researchViewY>2.70</researchViewY>
<label>简易衣物加工许可</label>
<description>允许从作业通讯台提交生产简易乌拉帝国衣服的订单。</description>
<baseCost>1200</baseCost>
<prerequisites>
<li>WULA_Colony_License_LV1_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_2_Technology</defName>
<researchViewX>5.00</researchViewX>
<researchViewY>2.70</researchViewY>
<label>高级衣物加工许可</label>
<description>允许从作业通讯台提交生产高级乌拉帝国衣服的订单。</description>
<baseCost>1200</baseCost>
<hiddenPrerequisites>
<li>WULA_Synth_Clothes_1_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Armor_1_Technology</defName>
<researchViewX>6.00</researchViewX>
<researchViewY>2.70</researchViewY>
<label>基础装甲加工许可</label>
<description>允许从作业通讯台提交生产基础乌拉帝国装甲的订单。</description>
<baseCost>1200</baseCost>
<prerequisites>
<li>WULA_Synth_Clothes_2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Armor_2_Technology</defName>
<researchViewX>9.00</researchViewX>
<researchViewY>2.70</researchViewY>
<label>高级装甲加工许可</label>
<description>允许从作业通讯台提交生产高级乌拉帝国装甲的订单。</description>
<baseCost>1200</baseCost>
<hiddenPrerequisites>
<li>WULA_Synth_Armor_1_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- <ResearchProjectDef ParentName="WULAtechBase">

View File

@@ -64,6 +64,22 @@
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_MW_Mass_Drivers_Shootingsound</defName>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/WULA_MW_Mass_Drivers_Shootingsound</clipPath>
</li>
</grains>
<volumeRange>65</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_RW_Beam_Shootingsound</defName>
<sustain>true</sustain>

File diff suppressed because it is too large Load Diff

View File

@@ -4,7 +4,7 @@
<ThingDef ParentName="Wall">
<defName>WulaWall_Cleanzone</defName>
<label>乌拉帝国堡垒墙</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乌拉帝国用于建造堡垒的外壁相当厚实能够抵御大量伤害并且拥有气密性可以用在飞船外壳上。</description>
<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工程舰在上空才能投送建筑。\n\n乌拉帝国用于建造堡垒的外壁相当厚实能够抵御大量伤害并且拥有气密性可以用在飞船外壳上。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -59,10 +59,8 @@
<skyfallerDef>WulaWall_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -174,7 +172,7 @@
<ThingDef ParentName="DoorBase">
<defName>WulaDoor_Cleanzone</defName>
<label>乌拉帝国大门</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乌拉帝国堡垒的大门不仅能够抵御大量爆炸和震荡伤害还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
<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工程舰在上空才能投送建筑。\n\n乌拉帝国堡垒的大门不仅能够抵御大量爆炸和震荡伤害还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
<thingClass>Building_Door</thingClass>
<category>Building</category>
<altitudeLayer>DoorMoveable</altitudeLayer>
@@ -238,10 +236,8 @@
<skyfallerDef>WulaDoor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -397,248 +393,70 @@
</researchPrerequisites>
<uiOrder>1138</uiOrder>
</TerrainDef>
<!-- 猫猫地堡 -->
<!-- 输送舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cat_Bunker_Cleanzone</defName>
<label>乌拉猫猫地堡</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乌拉猫猫地堡是集生产和防御为一体的坚实建筑3只乌拉猫猫自律机械体会和地堡一起空降。地堡可供乌拉猫猫更换工作类型并允许乌拉猫猫进驻使用内部武器击败来犯敌军</description>
<uiIconPath>Wula/Building/WULA_Cat_Bunker_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Cat_Bunker</ThingDef>
<ThingDef>Mech_WULA_Cat</ThingDef>
<ThingDef>Mech_WULA_Cat_Constructor</ThingDef>
<ThingDef>Mech_WULA_Cat_Assault</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<defName>WULA_GlobalStorageSenderPod</defName>
<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>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<texPath>Things/Special/DropPod</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<size>(1,1)</size>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_Bunker_Drop_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_Cat_Bunker_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Cat_Bunker_Incoming</defName>
<label>乌拉猫猫地堡(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_Cat_Bunker_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Cat_Bunker</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cat_Bunker</defName>
<label>乌拉猫猫地堡</label>
<description>这是一个从乌拉帝国母舰上空投下来的地堡,它拥有一些预制件,可以供乌拉猫猫更换其工作类型。此外,当敌人袭击时,可将乌拉猫猫召回至地堡内,它们将在地堡里对外射击以击退来犯者。</description>
<thingClass>WulaFallenEmpire.Building_MechanoidRecycler</thingClass>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Cat_Bunker_TurretGun</ThingDef>
<ThingDef>Mech_WULA_Cat</ThingDef>
<ThingDef>Mech_WULA_Cat_Constructor</ThingDef>
<ThingDef>Mech_WULA_Cat_Assault</ThingDef>
</descriptionHyperlinks>
<graphicData>
<texPath>Wula/Building/WULA_Cat_Bunker</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</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>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<designationHotKey>Misc12</designationHotKey>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>42</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2201</uiOrder> <!-- Slightly after the original -->
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>20</Mass>
<Flammability>0</Flammability>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>1600</WorkToBuild>
<Flammability>0.5</Flammability>
</statBases>
<size>(3,3)</size>
<costList>
<Steel>200</Steel>
<Steel>60</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<turretBurstCooldownTime>3.5</turretBurstCooldownTime>
</building>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
<li Class="CompProperties_Transporter">
<massCapacity>500</massCapacity>
<restEffectiveness>0.8</restEffectiveness>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
<li Class="WulaFallenEmpire.CompProperties_Launchable_ToGlobalStorage">
<skyfallerLeaving>DropPodLeaving</skyfallerLeaving>
<requiresFuelingPort>false</requiresFuelingPort>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechanoidRecycler">
<maxStorageCapacity>6</maxStorageCapacity>
<!-- 可回收的机械族种族 -->
<recyclableRaces>
<li>Mech_WULA_Cat</li>
<li>Mech_WULA_Cat_Constructor</li>
<li>Mech_WULA_Cat_Assault</li>
</recyclableRaces>
<recycleJobDef>WULA_RecycleMechanoid</recycleJobDef>
<recycleRange>5</recycleRange>
<!-- 可生成的机械族种类 -->
<spawnablePawnKinds>
<li>Mech_WULA_Cat</li>
<li>Mech_WULA_Cat_Constructor</li>
<li>Mech_WULA_Cat_Assault</li>
</spawnablePawnKinds>
<!-- 新增初始单位配置 -->
<initialUnits>
<li>
<pawnKindDef>Mech_WULA_Cat</pawnKindDef>
<count>1</count>
</li>
<li>
<pawnKindDef>Mech_WULA_Cat_Constructor</pawnKindDef>
<count>1</count>
</li>
<li>
<pawnKindDef>Mech_WULA_Cat_Assault</pawnKindDef>
<count>1</count>
</li>
</initialUnits>
<!-- <ownershipFaction>Player</ownershipFaction> -->
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageTurret">
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef> <!-- 替换为您想要的炮塔 -->
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<maxTurrets>6</maxTurrets>
<turretSpacing>1.5</turretSpacing>
<li Class="WulaFallenEmpire.CompProperties_GarbageShield">
<garbageShieldEnabled>true</garbageShieldEnabled>
<garbageShieldUIEventDefName>Wula_UI_Legion_Reply_1</garbageShieldUIEventDefName>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>WULA_Cat_Bunker_TurretGun</defName>
<label>地堡炮塔</label>
<description>由进入地堡的乌拉猫猫操纵的炮塔——说那么多干什么,扣扳机就完了,殖民地会报销弹药的。</description>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.3</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.12</AccuracyLong>
<RangedWeapon_Cooldown>4.8</RangedWeapon_Cooldown>
<DeteriorationRate>0</DeteriorationRate>
<Mass>5</Mass>
<Flammability>0</Flammability>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
<warmupTime>0</warmupTime>
<range>21</range>
<ticksBetweenBurstShots>32</ticksBetweenBurstShots>
<burstShotCount>2</burstShotCount>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
</li>
</verbs>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
</inspectorTabs>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
</placeWorkers>
<researchPrerequisites>
<li>TransportPod</li>
</researchPrerequisites>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<uiIconScale>0.65</uiIconScale>
</ThingDef>
<!-- 维护舱 -->
<ThingDef ParentName="BuildingBase">
<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>
<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工程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</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -693,10 +511,8 @@
<skyfallerDef>WULA_MaintenancePod_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -835,7 +651,7 @@
<ThingDef ParentName="BuildingBase">
<defName>WULA_WeaponArmor_Productor_Cleanzone</defName>
<label>乌拉帝国作业通讯台</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>
<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工程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工程舰并下达武器、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_WeaponArmor_Productor</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -883,10 +699,8 @@
<skyfallerDef>WULA_WeaponArmor_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -927,7 +741,7 @@
<ThingDef ParentName="BenchBase">
<defName>WULA_WeaponArmor_Productor</defName>
<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>
<description>一台用于联络乌拉帝国母舰和工程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>
@@ -999,7 +813,7 @@
<ThingDef ParentName="BuildingBase">
<defName>WULA_Machine_Recharger_Cleanzone</defName>
<label>乌拉帝国地下维护站</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乌拉帝国地下维护站是能够储存大量电量并允许所有大小类型的乌拉帝国机械体进行充电的充电站不支持合成人的充能。由于其根基埋于地下因此不会阻碍其他殖民者和机械体在其上面的移动。</description>
<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工程舰在上空才能投送建筑。\n\n乌拉帝国地下维护站是能够储存大量电量并允许所有大小类型的乌拉帝国机械体进行充电的充电站不支持合成人的充能。由于其根基埋于地下因此不会阻碍其他殖民者和机械体在其上面的移动。</description>
<uiIconPath>Wula/Building/WULA_Machine_Recharger</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -1047,10 +861,8 @@
<skyfallerDef>WULA_Machine_Recharger_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -1168,7 +980,7 @@
<ThingDef ParentName="BuildingBase">
<defName>WULA_Charging_Station_Synth_Cleanzone</defName>
<label>合成人充电站</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合成人充电站是一台供乌拉帝国合成人进行机体充能和改装的检修站当机械乌拉需要充电时会优先前往此处充电。</description>
<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工程舰在上空才能投送建筑。\n\n合成人充电站是一台供乌拉帝国合成人进行机体充能和改装的检修站当机械乌拉需要充电时会优先前往此处充电。</description>
<uiIconPath>Wula/Building/WULA_Charging_Station_Synth_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -1216,10 +1028,8 @@
<skyfallerDef>WULA_Charging_Station_Synth_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -1326,8 +1136,8 @@
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cube_Productor_Cleanzone</defName>
<label>乌拉帝国编织体</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乌拉帝国编织体是一台简易的塑性构造体只能生产一些材料以本地加工的方式降低舰队的加工压力。</description>
<uiIconPath>Wula/Building/WULA_Cube_Productor_Energy_south</uiIconPath>
<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工程舰在上空才能投送建筑。\n\n乌拉帝国编织体是一台简易的塑性构造体只能生产一些材料以本地加工的方式降低舰队的加工压力。</description>
<uiIconPath>Wula/Building/WULA_Cube_Productor_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<thingCategories Inherit="False">
@@ -1378,10 +1188,8 @@
<skyfallerDef>WULA_Cube_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
@@ -1390,7 +1198,7 @@
<label>乌拉帝国编织体(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth_Incoming</texPath>
<texPath>Wula/Building/WULA_Cube_Productor_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
@@ -1426,7 +1234,7 @@
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<texPath>Wula/Building/WULA_Cube_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
@@ -1458,6 +1266,8 @@
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Alloy</li>
<li>Make_WULA_Alloy_Group</li>
<li>Make_WULA_Charge_Cube</li>
<li>Make_WULA_Charge_Cube_Group</li>
<li>Recharge_WULA_Charge_Cube_Energy</li>
@@ -1469,12 +1279,6 @@
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
@@ -1482,5 +1286,216 @@
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>4</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_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
</comps>
</ThingDef>
<!-- 发电机 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_DarkEnergy_Generators_Cleanzone</defName>
<label>暗物质发电机</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工程舰在上空才能投送建筑。\n\n一台使用暗物质湮灭反应提供能量的乌拉帝国发电机需要消耗暗物质作为燃料且消耗速率很高但是拥有普通发电机望尘莫及的发电能力。为了在野战环境下随炮塔群一起空投这种发电机的装甲层设计的非常厚实。</description>
<uiIconPath>Wula/Building/Wula_DarkEnergy_Generators</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5,5)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_DarkEnergy_Generators_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(5,5)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>7.9</radius> <!-- 半径大小 -->
<color>(0.5, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>供电半径</label>
<description>在不接电线的情况下,该建筑可提供的最大供电半径,可作为野战状态下的阵地构建参考。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>Wula_DarkEnergy_Generators_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_DarkEnergy_Generators_Incoming</defName>
<label>暗物质发电机(空投中)</label>
<size>(5,5)</size>
<graphicData>
<texPath>Wula/Building/Wula_DarkEnergy_Generators_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(7,7)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(7, 7)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>Wula_DarkEnergy_Generators</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>Wula_DarkEnergy_Generators</defName>
<label>暗物质发电机</label>
<description>一台使用暗物质湮灭反应提供能量的乌拉帝国发电机,需要消耗暗物质作为燃料且消耗速率很高,但是拥有普通发电机望尘莫及的发电能力。为了在野战环境下随炮塔群一起空投,这种发电机的装甲层设计的非常厚实。</description>
<thingClass>Building</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/Wula_DarkEnergy_Generators</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(7,7.25)</drawSize>
<drawOffset>(0, 0, 1.15)</drawOffset>
<shadowData>
<volume>(1.93,1,1.69)</volume>
<offset>(-0.03,0,-0.1)</offset>
</shadowData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0</fillPercent>
<pathCost>50</pathCost>
<rotatable>false</rotatable>
<blockWind>true</blockWind>
<castEdgeShadows>false</castEdgeShadows>
<statBases>
<MaxHitPoints>3500</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<Beauty>-20</Beauty>
</statBases>
<tickerType>Normal</tickerType>
<canOverlapZones>false</canOverlapZones>
<size>(5,5)</size>
<building>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
<destroySound>BuildingDestroyed_Metal_Medium</destroySound>
</building>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>7.9</radius> <!-- 半径大小 -->
<color>(0.5, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>供电半径</label>
<description>在不接电线的情况下,该建筑可提供的最大供电半径,可作为野战状态下的阵地构建参考。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-10000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Refuelable">
<fuelLabel>暗物质燃料</fuelLabel>
<fuelGizmoLabel>暗物质燃料</fuelGizmoLabel>
<outOfFuelMessage>需要填入封装的暗物质</outOfFuelMessage>
<fuelConsumptionRate>1.0</fuelConsumptionRate>
<fuelCapacity>5.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</fuelFilter>
<initialFuelPercent>1</initialFuelPercent>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<canEjectFuel>true</canEjectFuel>
</li>
<li Class="CompProperties_Glower">
<glowRadius>9</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Stunnable">
<useLargeEMPEffecter>true</useLargeEMPEffecter>
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
</comps>
<designationCategory>WULA_Buildings</designationCategory>
</ThingDef>
</Defs>

View File

@@ -1,184 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 输送舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_GlobalStorageSenderPod</defName>
<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>
<drawSize>(2,2)</drawSize>
</graphicData>
<size>(1,1)</size>
<rotatable>false</rotatable>
<tickerType>Normal</tickerType>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<designationHotKey>Misc12</designationHotKey>
<fillPercent>0.5</fillPercent>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2201</uiOrder> <!-- Slightly after the original -->
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>1600</WorkToBuild>
<Flammability>0.5</Flammability>
</statBases>
<costList>
<Steel>60</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_Transporter">
<massCapacity>500</massCapacity>
<restEffectiveness>0.8</restEffectiveness>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
</li>
<li Class="WulaFallenEmpire.CompProperties_Launchable_ToGlobalStorage">
<skyfallerLeaving>DropPodLeaving</skyfallerLeaving>
<requiresFuelingPort>false</requiresFuelingPort>
</li>
</comps>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
</inspectorTabs>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
</placeWorkers>
<researchPrerequisites>
<li>TransportPod</li>
</researchPrerequisites>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<uiIconScale>0.65</uiIconScale>
</ThingDef>
<!-- 防御炮 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_AI_Heavy_Panzer_Gunnery_Turret</defName>
<label>SRc-15"辉锑"炮塔</label>
<description>与战车型机械体SMp-38A"斯佩萨特"所装备的同款的联装机炮炮塔,火力和精准度稍逊于战车版本,并且没有额外的火箭弹可供使用,优点便是比战车要便宜的多。</description>
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Turret_Component</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
<!-- <drawOffset>(0,0,-0.16)</drawOffset> -->
<damageData>
<rect>(0.3,0.3,1.4,1.4)</rect>
</damageData>
<shadowData>
<volume>(0.5,0.35,0.75)</volume>
<offset>(0,0,-0.05)</offset>
</shadowData>
</graphicData>
<receivesSignals>true</receivesSignals>
<uiIconPath>Wula/Building/Wula_AI_Heavy_Panzer_Gunnery_Turret</uiIconPath>
<uiIconScale>1.0</uiIconScale>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<rotatable>false</rotatable>
<size>(2,2)</size>
<statBases>
<MaxHitPoints>1500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3200</WorkToBuild>
<Mass>80</Mass>
<Beauty>0</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<costList>
<Steel>200</Steel>
<Plasteel>30</Plasteel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_Explosive">
<wickTicks>240</wickTicks>
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
</li>
<li Class="WulaFallenEmpire.CompProperties_ForceTargetable" />
</comps>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.5</fillPercent>
<hasTooltip>true</hasTooltip>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>WULA_Buildings</designationCategory>
<building>
<combatPower>640</combatPower>
<!--<buildingTags>
<li>SRAClusterMember</li>
<li>SRAClusterCombatThreat</li>
<li>SRA_SmallCluster_SingleTurret</li>
</buildingTags>-->
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>WULA_WM_Panzer_Autocannon_Turret</turretGunDef>
<turretBurstCooldownTime>0.5</turretBurstCooldownTime>
<turretTopOffset>(0, 0.05)</turretTopOffset>
<turretTopDrawSize>2.0</turretTopDrawSize>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
<li>SniperTurret</li>
</researchPrerequisites>
</ThingDef>
<ThingDef ParentName="WULA_WM_Panzer_Autocannon">
<defName>WULA_WM_Panzer_Autocannon_Turret</defName>
<graphicData>
<texPath>Wula/Building/WULA_WM_Panzer_Autocannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<weaponTags Inherit="False" />
<statBases>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.5</AccuracyShort>
<AccuracyMedium>0.4</AccuracyMedium>
<AccuracyLong>0.3</AccuracyLong>
<RangedWeapon_Cooldown>0.8</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_WM_Panzer_Autocannon</defaultProjectile>
<warmupTime>0.5</warmupTime>
<range>32</range>
<burstShotCount>10</burstShotCount>
<forcedMissRadius>0.1</forcedMissRadius>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<soundCast>Shot_TurretSniper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetLocations>true</canTargetLocations>
<canTargetBuildings>true</canTargetBuildings>
</targetParams>
</li>
</verbs>
</ThingDef>
</Defs>

View File

@@ -9,7 +9,6 @@
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
@@ -17,7 +16,7 @@
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<graphicData>
<texPath>Wula/Building/WULA_Cat_Bunker_south</texPath>
<texPath>Wula/Building/WULA_Flyover_Beacon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(1,1)</drawSize>
@@ -34,6 +33,77 @@
<canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>North</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_MotherShip_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_MotherShip_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>
<!-- 战机 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Fake_Fighter_Drone_Building</defName>
<label>乌拉帝国蜂群无人机</label>
<description>111</description>
<thingClass>Building</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
<size>(3,3)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<graphicData>
<texPath>Wula/Building/WULA_Fake_Fighter_Drone_Building</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(3,3)</drawSize>
<color>(195,195,195,255)</color>
</graphicData>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>36000</WorkToBuild>
<Mass>125</Mass>
<Comfort>0.65</Comfort>
</statBases>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites Inherit="False">
<li>WULA_Light_Fighter_Drone_Technology</li>
</researchPrerequisites>
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
@@ -49,20 +119,204 @@
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AircraftHangar">
<aircraftDef>WULA_BattleShip_Entity</aircraftDef>
<aircraftDef>WULA_Fighter_Drone_Entity</aircraftDef>
<aircraftCount>1</aircraftCount>
<skyfallerLeaving>WULA_Fighter_Drone_Leaving</skyfallerLeaving>
<autoLaunchEnabled>false</autoLaunchEnabled>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Fighter_Drone_Leaving</defName>
<label>乌拉帝国蜂群无人机 (起飞中)</label>
<thingClass>FlyShipLeaving</thingClass>
<skyfaller>
<reversed>true</reversed>
<anticipationSound>Shuttle_Leaving</anticipationSound>
<anticipationSoundTicks>-10</anticipationSoundTicks>
<ticksToImpactRange>-40~-15</ticksToImpactRange>
<moteSpawnTime>0.05</moteSpawnTime>
<shadow>Things/Skyfaller/SkyfallerShadowRectangle</shadow>
<shadowSize>(2,2)</shadowSize>
<motesPerCell>1</motesPerCell>
<angleCurve>
<points>
<li>(0,90)</li>
<li>(1,110)</li>
</points>
</angleCurve>
<rotationCurve>
<points>
<li>(0,90)</li>
<li>(1,91)</li>
</points>
</rotationCurve>
<zPositionCurve>
<points>
<li>(0,0)</li>
<li>(0.08,2)</li>
</points>
</zPositionCurve>
<speedCurve>
<points>
<li>(0,0.2)</li>
<li>(0.4,0.7)</li>
</points>
</speedCurve>
</skyfaller>
<graphicData>
<texPath>Wula/Building/WULA_Fake_Fighter_Drone_Building</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(2.65,2.65)</drawSize>
</graphicData>
<altitudeLayer>MetaOverlays</altitudeLayer>
</ThingDef>
<ThingDef>
<defName>WULA_Fighter_Drone_Entity</defName>
<label>乌拉帝国蜂群无人机</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>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Fake_Striker_Beacon_Building</defName>
<label>乌拉帝国攻击机信标</label>
<description>111</description>
<thingClass>Building</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<size>(2,2)</size>
<uiIconPath>Wula/Building/WULA_Fake_Striker_Beacon_Building</uiIconPath>
<rotatable>false</rotatable>
<graphicData>
<texPath>Wula/Building/WULA_Flyover_Beacon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(2,2)</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>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites Inherit="False">
<li>WULA_Striker_Technology</li>
</researchPrerequisites>
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>North</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="CompProperties_Glower">
<glowRadius>3</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_AircraftHangar">
<aircraftDef>WULA_Striker_Entity</aircraftDef>
<aircraftCount>1</aircraftCount>
<skyfallerLeaving></skyfallerLeaving>
<autoLaunchEnabled>true</autoLaunchEnabled>
<autoLaunchDelayTicks>1</autoLaunchDelayTicks>
<autoLaunchOnConstruction>true</autoLaunchOnConstruction>
<autoLaunchOnPowerOn>false</autoLaunchOnPowerOn>
<autoLaunchEnabled>false</autoLaunchEnabled>
</li>
</comps>
</ThingDef>
<ThingDef>
<defName>WULA_BattleShip_Entity</defName>
<label>帝国母舰</label>
<defName>WULA_Striker_Entity</defName>
<label>乌拉帝国攻击机</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>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Fake_Bomber_Beacon_Building</defName>
<label>乌拉帝国轰炸机信标</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>(2,2)</size>
<rotatable>false</rotatable>
<uiIconPath>Wula/Building/WULA_Fake_Bomber_Beacon_Building</uiIconPath>
<graphicData>
<texPath>Wula/Building/WULA_Flyover_Beacon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(2,2)</drawSize>
<color>(195,195,195,255)</color>
</graphicData>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<statBases>
<MaxHitPoints>600</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>36000</WorkToBuild>
<Mass>125</Mass>
<Comfort>0.65</Comfort>
</statBases>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites Inherit="False">
<li>WULA_Bomber_Technology</li>
</researchPrerequisites>
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>North</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="CompProperties_Glower">
<glowRadius>3</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_AircraftHangar">
<aircraftDef>WULA_Bomber_Entity</aircraftDef>
<aircraftCount>1</aircraftCount>
<skyfallerLeaving></skyfallerLeaving>
<autoLaunchEnabled>false</autoLaunchEnabled>
</li>
</comps>
</ThingDef>
<ThingDef>
<defName>WULA_Bomber_Entity</defName>
<label>乌拉帝国轰炸机</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>

View File

@@ -0,0 +1,808 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 猫猫地堡 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cat_Bunker_Cleanzone</defName>
<label>乌拉猫猫地堡</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工程舰在上空才能投送建筑。\n\n乌拉猫猫地堡是集生产和防御为一体的坚实建筑3只乌拉猫猫自律机械体会和地堡一起空降。地堡可供乌拉猫猫更换工作类型并允许乌拉猫猫进驻使用内部武器击败来犯敌军。</description>
<uiIconPath>Wula/Building/WULA_Cat_Bunker_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Cat_Bunker</ThingDef>
<ThingDef>Mech_WULA_Cat</ThingDef>
<ThingDef>Mech_WULA_Cat_Constructor</ThingDef>
<ThingDef>Mech_WULA_Cat_Assault</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_Bunker_Drop_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<placeWorkers>
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
</placeWorkers>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>21</radius> <!-- 半径大小 -->
<color>(1, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>射程</label>
<description>在该建筑空降到指定地点时,其炮台武器的最大射程。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_Cat_Bunker_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Cat_Bunker_Incoming</defName>
<label>乌拉猫猫地堡(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_Cat_Bunker_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Cat_Bunker</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cat_Bunker</defName>
<label>乌拉猫猫地堡</label>
<description>这是一个从乌拉帝国母舰上空投下来的地堡,它拥有一些预制件,可以供乌拉猫猫更换其工作类型。此外,当敌人袭击时,可将乌拉猫猫召回至地堡内,它们将在地堡里对外射击以击退来犯者。</description>
<thingClass>WulaFallenEmpire.Building_MechanoidRecycler</thingClass>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Cat_Bunker_TurretGun</ThingDef>
<ThingDef>Mech_WULA_Cat</ThingDef>
<ThingDef>Mech_WULA_Cat_Constructor</ThingDef>
<ThingDef>Mech_WULA_Cat_Assault</ThingDef>
</descriptionHyperlinks>
<graphicData>
<texPath>Wula/Building/WULA_Cat_Bunker</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</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>
<hasInteractionCell>false</hasInteractionCell>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>20</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<costList>
<Steel>200</Steel>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<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>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechanoidRecycler">
<maxStorageCapacity>6</maxStorageCapacity>
<!-- 可回收的机械族种族 -->
<recyclableRaces>
<li>Mech_WULA_Cat</li>
<li>Mech_WULA_Cat_Constructor</li>
<li>Mech_WULA_Cat_Assault</li>
</recyclableRaces>
<recycleJobDef>WULA_RecycleMechanoid</recycleJobDef>
<recycleRange>5</recycleRange>
<!-- 可生成的机械族种类 -->
<spawnablePawnKinds>
<li>Mech_WULA_Cat</li>
<li>Mech_WULA_Cat_Constructor</li>
<li>Mech_WULA_Cat_Assault</li>
</spawnablePawnKinds>
<!-- 新增初始单位配置 -->
<initialUnits>
<li>
<pawnKindDef>Mech_WULA_Cat</pawnKindDef>
<count>1</count>
</li>
<li>
<pawnKindDef>Mech_WULA_Cat_Constructor</pawnKindDef>
<count>1</count>
</li>
<li>
<pawnKindDef>Mech_WULA_Cat_Assault</pawnKindDef>
<count>1</count>
</li>
</initialUnits>
<!-- <ownershipFaction>Player</ownershipFaction> -->
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageTurret">
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef> <!-- 替换为您想要的炮塔 -->
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<maxTurrets>6</maxTurrets>
<turretSpacing>1.5</turretSpacing>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>WULA_Cat_Bunker_TurretGun</defName>
<label>地堡炮塔</label>
<description>由进入地堡的乌拉猫猫操纵的炮塔——说那么多干什么,扣扳机就完了,殖民地会报销弹药的。</description>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.3</AccuracyShort>
<AccuracyMedium>0.25</AccuracyMedium>
<AccuracyLong>0.12</AccuracyLong>
<RangedWeapon_Cooldown>4.8</RangedWeapon_Cooldown>
<DeteriorationRate>0</DeteriorationRate>
<Mass>5</Mass>
<Flammability>0</Flammability>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
<warmupTime>0</warmupTime>
<range>21</range>
<ticksBetweenBurstShots>32</ticksBetweenBurstShots>
<burstShotCount>2</burstShotCount>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
</li>
</verbs>
</ThingDef>
<!-- 反坦克炮 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_Base_ATGun_Turret_Cleanzone</defName>
<label>ATt-6"金红石"反战车炮塔</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工程舰在上空才能投送建筑。\n\nATt-6"金红石"反战车炮塔是一种需要通电才能运转的中型防御炮塔,依靠澎湃的电磁动力发射高穿透性的炮弹。这种炮台的射速不是很高,但是穿甲能力很强,且会造成小范围溅射伤害。</description>
<uiIconPath>Wula/Building/Wula_Base_ATGun_Turret</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>Wula_Base_ATGun_Turret_Weapon</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_Turret_Base_AT_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>75</radius> <!-- 半径大小 -->
<color>(1, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>射程</label>
<description>在该建筑空降到指定地点时,其炮台武器的最大射程。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>Wula_Base_ATGun_Turret_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_Base_ATGun_Turret_Incoming</defName>
<label>ATt-6"金红石"反战车炮塔(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/Wula_Base_ATGun_Turret_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3.75)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>Wula_Base_ATGun_Turret</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>Wula_Base_ATGun_Turret</defName>
<label>ATt-6"金红石"反战车炮塔</label>
<description>ATt-6"金红石"反战车炮塔是一种需要通电才能运转的中型防御炮塔,依靠澎湃的电磁动力发射高穿透性的炮弹。这种炮台的射速不是很高,但是穿甲能力很强,且会造成小范围溅射伤害。</description>
<thingClass>WulaFallenEmpire.Building_TurretGunHasSpeed</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<modExtensions>
<li Class="WulaFallenEmpire.ModExt_HasSpeedTurret">
<speed>0.5</speed> <!-- 旋转速度 (度/Tick)。值越大,旋转越快。 -->
</li>
</modExtensions>
<graphicData>
<texPath>Wula/Building/WULA_Turret_Component</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,3)</drawSize>
<!-- <drawOffset>(0,0,-0.16)</drawOffset> -->
<damageData>
<rect>(0.3,0.3,1.4,1.4)</rect>
</damageData>
<shadowData>
<volume>(0.5,0.35,0.75)</volume>
<offset>(0,0,-0.05)</offset>
</shadowData>
</graphicData>
<receivesSignals>true</receivesSignals>
<uiIconPath>Wula/Building/Wula_Base_ATGun_Turret</uiIconPath>
<uiIconScale>1.0</uiIconScale>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<rotatable>false</rotatable>
<size>(3,3)</size>
<statBases>
<MaxHitPoints>1500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3200</WorkToBuild>
<Mass>80</Mass>
<Beauty>0</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<costList>
<Steel>200</Steel>
<Plasteel>30</Plasteel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.5</fillPercent>
<hasTooltip>true</hasTooltip>
<building>
<combatPower>640</combatPower>
<!--<buildingTags>
<li>SRAClusterMember</li>
<li>SRAClusterCombatThreat</li>
<li>SRA_SmallCluster_SingleTurret</li>
</buildingTags>-->
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>Wula_Base_ATGun_Turret_Weapon</turretGunDef>
<turretBurstCooldownTime>3</turretBurstCooldownTime>
<turretTopOffset>(-0.04, 0)</turretTopOffset>
<turretTopDrawSize>5.0</turretTopDrawSize>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<comps>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
</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_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>300</basePowerConsumption> <!-- This is now idle power -->
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_ForceTargetable" />
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>Wula_Base_ATGun_Turret_Weapon</defName>
<label>ATt-6"金红石"</label>
<description>反战车炮塔,可以从极远距离上精准地点杀高价值目标。</description>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Building/Wula_Base_ATGun_Turret_Weapon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>3</drawSize>
</graphicData>
<uiIconScale>0.33</uiIconScale>
<statBases>
<Mass>150</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>2</AccuracyShort>
<AccuracyMedium>2</AccuracyMedium>
<AccuracyLong>2</AccuracyLong>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_WM_Panzer_Turret</defaultProjectile>
<warmupTime>0</warmupTime>
<defaultCooldownTime>4</defaultCooldownTime>
<minRange>5.9</minRange>
<range>75</range>
<burstShotCount>1</burstShotCount>
<forcedMissRadius>0.1</forcedMissRadius>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_WM_Panzer_Turret</defName>
<label>金红石穿甲弹</label>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<tickerType>Normal</tickerType>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>5</drawSize>
</graphicData>
<projectile>
</projectile>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>180</damageAmountBase>
<speed>220</speed>
<armorPenetrationBase>2</armorPenetrationBase>
<explosionRadius>3.5</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<stoppingPower>10</stoppingPower>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>5</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<!-- 激光炮 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_Base_Laser_Turret_Cleanzone</defName>
<label>MLt-1"棱晶"激光炮塔</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工程舰在上空才能投送建筑。\n\nMLt-1"棱晶"激光炮塔是一种需要通电才能运转的中型防御炮塔,能够以高能激光束持续照射一个目标将其气化。装载在炮塔上的激光武器不需要预热,因此对付多个目标的效果要优于手持光束武器。</description>
<uiIconPath>Wula/Building/Wula_Base_Laser_Turret</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>Wula_Base_ATGun_Turret_Weapon</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3.5)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_Turret_Base_AT_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>52</radius> <!-- 半径大小 -->
<color>(1, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>射程</label>
<description>在该建筑空降到指定地点时,其炮台武器的最大射程。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>Wula_Base_Laser_Turret_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_Base_Laser_Turret_Incoming</defName>
<label>MLt-1"棱晶"激光炮塔(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/Wula_Base_Laser_Turret_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3.75)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>Wula_Base_Laser_Turret</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>Wula_Base_Laser_Turret</defName>
<label>MLt-1"棱晶"激光炮塔</label>
<description>MLt-1"棱晶"激光炮塔是一种需要通电才能运转的中型防御炮塔,能够以高能激光束持续照射一个目标将其气化。装载在炮塔上的激光武器不需要预热,因此对付多个目标的效果要优于手持光束武器。</description>
<thingClass>WulaFallenEmpire.Building_TurretGunHasSpeed</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<modExtensions>
<li Class="WulaFallenEmpire.ModExt_HasSpeedTurret">
<speed>0.5</speed> <!-- 旋转速度 (度/Tick)。值越大,旋转越快。 -->
</li>
</modExtensions>
<graphicData>
<texPath>Wula/Building/WULA_Turret_Component</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,3)</drawSize>
<!-- <drawOffset>(0,0,-0.16)</drawOffset> -->
<damageData>
<rect>(0.3,0.3,1.4,1.4)</rect>
</damageData>
<shadowData>
<volume>(0.5,0.35,0.75)</volume>
<offset>(0,0,-0.05)</offset>
</shadowData>
</graphicData>
<receivesSignals>true</receivesSignals>
<uiIconPath>Wula/Building/Wula_Base_Laser_Turret</uiIconPath>
<uiIconScale>1.0</uiIconScale>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<rotatable>false</rotatable>
<size>(3,3)</size>
<statBases>
<MaxHitPoints>1500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3200</WorkToBuild>
<Mass>80</Mass>
<Beauty>0</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<costList>
<Steel>200</Steel>
<Plasteel>30</Plasteel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.5</fillPercent>
<hasTooltip>true</hasTooltip>
<building>
<combatPower>640</combatPower>
<!--<buildingTags>
<li>SRAClusterMember</li>
<li>SRAClusterCombatThreat</li>
<li>SRA_SmallCluster_SingleTurret</li>
</buildingTags>-->
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>Wula_Base_Laser_Turret_Weapon</turretGunDef>
<turretBurstCooldownTime>0.01</turretBurstCooldownTime>
<turretTopOffset>(-0.04, 0)</turretTopOffset>
<turretTopDrawSize>5.0</turretTopDrawSize>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<comps>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
</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_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption> <!-- This is now idle power -->
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_ForceTargetable" />
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>Wula_Base_Laser_Turret_Weapon</defName>
<label>MLt-1"棱晶"</label>
<description>激光炮塔,通过持续照射融化敌军。</description>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Building/Wula_Base_Laser_Turret_Weapon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>3</drawSize>
</graphicData>
<uiIconScale>0.33</uiIconScale>
<statBases>
<Mass>150</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>2</AccuracyShort>
<AccuracyMedium>2</AccuracyMedium>
<AccuracyLong>2</AccuracyLong>
</statBases>
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<!-- 基础射线参数 -->
<hasStandardCommand>true</hasStandardCommand>
<range>52</range>
<burstShotCount>32</burstShotCount>
<ticksBetweenBurstShots>1</ticksBetweenBurstShots>
<beamDamageDef>WULA_RW_Handle_Cannon_Burn</beamDamageDef>
<beamTotalDamage>1</beamTotalDamage>
<!-- 消除射线偏移的参数 -->
<beamFullWidthRange>1000</beamFullWidthRange>
<beamWidth>-1</beamWidth>
<beamMaxDeviation>0</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamStartOffset>0</beamStartOffset>
<!-- 视觉和音效 -->
<muzzleFlashScale>0</muzzleFlashScale>
<soundCastBeam>WULA_RW_Beam_Shootingsound</soundCastBeam>
<beamMoteDef>Mote_WULA_RW_Handle_Cannon_Beam</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<screenShakeFactor>0</screenShakeFactor>
<!-- 火焰效果 -->
<beamChanceToStartFire>1</beamChanceToStartFire>
<beamChanceToAttachFire>0</beamChanceToAttachFire>
<beamFireSizeRange>0</beamFireSizeRange>
<!-- 其他射线属性 -->
<beamStartOffset>0.8</beamStartOffset>
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.4)</li>
<li>(1, 0.75)</li>
</points>
</beamLineFleckChanceCurve>
<!-- 攻击目标设置 -->
<targetParams>
<canTargetLocations>false</canTargetLocations>
</targetParams>
<!-- 每发都爆炸 -->
<enableExplosion>false</enableExplosion>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>0</explosionRadius>
<explosionDamageDef>Burn</explosionDamageDef>
<explosionDamage>1</explosionDamage>
<!-- <explosionSound>Explosion_Stun</explosionSound> -->
<chanceToStartFire>1</chanceToStartFire>
<aimingChargeMote>Mote_WULA_Beam_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
</li>
</verbs>
</ThingDef>
</Defs>

View File

@@ -1,7 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Name="WULA_ApparelCivilBase" ParentName="ApparelMakeableBase" Abstract="True">
<costStuffCount>0</costStuffCount>
<stuffCategories>
<li>Fabric</li>
</stuffCategories>
@@ -39,6 +38,9 @@
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
</recipeMaker>
<statBases>
<Mass>1</Mass>
@@ -47,6 +49,11 @@
<StuffEffectMultiplierInsulation_Cold>1</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>1</StuffEffectMultiplierInsulation_Heat>
</statBases>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ProductionCategory">
<category>Equipment</category>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_ApparelRoyalBase" ParentName="WULA_ApparelCivilBase" Abstract="True">
<thingCategories>
@@ -64,6 +71,9 @@
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef Name="WULA_ApparelCivilHatBase" ParentName="HatMakeableBase" Abstract="True">
<stuffCategories>
<li>Fabric</li>
</stuffCategories>
<thingCategories>
<li>ApparelMisc</li>
</thingCategories>
@@ -95,7 +105,15 @@
<recipeMaker>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ProductionCategory">
<category>Equipment</category>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_ApparelRoyalHatBase" ParentName="WULA_ApparelCivilHatBase" Abstract="True">
<thingCategories>
@@ -109,6 +127,10 @@
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef Name="WULA_ApparelOnSkinBase" ParentName="ApparelMakeableBase" Abstract="True">
<description>乌拉帝国合成人的贴身织物,有些微防御能力。</description>
<statBases>
<WorkToMake>3000</WorkToMake>
</statBases>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
@@ -117,11 +139,18 @@
<li>ApparelMisc</li>
</thingCategories>
<costStuffCount>0</costStuffCount>
<generateCommonality>0.01</generateCommonality>
<stuffCategories Inherit="False"/>
<equippedStatOffsets>
<StuffEffectMultiplierArmor>0.1</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.10</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.10</StuffEffectMultiplierInsulation_Heat>
</equippedStatOffsets>
<apparel>
<tags>
<li>Wula_Apparel</li>
<li>Wula_Inner</li>
<li>Wula_Apparel_Init</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
@@ -138,20 +167,82 @@
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<useIngredientsForColor>false</useIngredientsForColor>
<researchPrerequisite>WULA_Synth_Clothes_1_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ProductionCategory">
<category>Equipment</category>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_ApparelRoyalBase">
<defName>WULA_Official_Uniform</defName>
<label>乌拉帝国双幡礼服</label>
<description>这是乌拉帝国宫廷专门配发给高级官员的制服,以一对形似幡的附件而得名。裁制得体大方,设计经久耐用,并且为合成人的躯体做了特殊改造。</description>
<!-- 内衬 -->
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Bodystocking</defName>
<label>乌拉帝国连身黑丝</label>
<graphicData>
<texPath>Wula/Apparel/WULA_official_uniform</texPath>
<texPath>Wula/Apparel/WULA_Bodystocking</texPath>
</graphicData>
<apparel>
<tags>
<li>RoyalTier5</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Bodystocking</wornGraphicPath>
</apparel>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Bodystocking_White</defName>
<label>乌拉帝国连身白丝</label>
<graphicData>
<texPath>Wula/Apparel/WULA_Bodystocking_White</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Wula/Apparel/WULA_Bodystocking_White</wornGraphicPath>
</apparel>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Pantyhose_Black</defName>
<label>乌拉帝国黑丝裤袜</label>
<graphicData>
<texPath>Wula/Apparel/WULA_Pantyhose_Black</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Wula/Apparel/WULA_Pantyhose_Black</wornGraphicPath>
</apparel>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Pantyhose_White</defName>
<label>乌拉帝国白丝裤袜</label>
<graphicData>
<texPath>Wula/Apparel/WULA_Pantyhose_White</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Wula/Apparel/WULA_Pantyhose_White</wornGraphicPath>
</apparel>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Latex_Catsuit</defName>
<label>乌拉帝国黑色紧身衣</label>
<graphicData>
<texPath>Wula/Apparel/WULA_Latex_Catsuit</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Wula/Apparel/WULA_Latex_Catsuit</wornGraphicPath>
</apparel>
</ThingDef>
<!-- 女仆装 -->
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Maid_Uniform</defName>
<label>乌拉帝国女仆装</label>
<description>配发给乌拉帝国合成人的标志性制服,没什么防御力,但是轻便美观,方便活动和工作。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Maid_Uniform</texPath>
</graphicData>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_1_Technology</researchPrerequisite>
</recipeMaker>
<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
@@ -160,10 +251,9 @@
<li>Legs</li>
</bodyPartGroups>
<layers>
<li>OnSkin</li>
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_official_uniform</wornGraphicPath>
<wornGraphicPath>Wula/Apparel/WULA_Maid_Uniform</wornGraphicPath>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
@@ -171,112 +261,44 @@
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>6000</WorkToMake>
<Insulation_Cold>3</Insulation_Cold>
<Insulation_Heat>1.5</Insulation_Heat>
<EquipDelay>5</EquipDelay>
<EquipDelay>2</EquipDelay>
<StuffEffectMultiplierArmor>0.25</StuffEffectMultiplierArmor>
</statBases>
<equippedStatOffsets>
<SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.1</SlaveSuppressionOffset>
<WorkSpeedGlobal>0.35</WorkSpeedGlobal>
<WorkSpeedGlobal>0.1</WorkSpeedGlobal>
</equippedStatOffsets>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<possessionCount>1</possessionCount>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Bodystocking</defName>
<label>乌拉帝国连身黑丝</label>
<description>这就是普通的连身黑丝,在哪里造的有什么关系吗?它没有什么别的功能,除了提供一些保暖能力——话说回来,乌拉合成人又不会感到冷。</description>
<ThingDef ParentName="WULA_ApparelCivilHatBase">
<defName>WULA_Maid_Uniform_Headband</defName>
<label>乌拉帝国女仆发带</label>
<description>配发给乌拉帝国合成人的标志性制服,没什么防御力,但是轻便美观,方便活动和工作。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Bodystocking</texPath>
<texPath>Wula/Apparel/WULA_Maid_Uniform_Headband</texPath>
</graphicData>
<apparel>
<tags>
<li>Wula_Apparel_Init</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Bodystocking</wornGraphicPath>
</apparel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Clothes_1_Technology</researchPrerequisite>
</recipeMaker>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<layers>
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Maid_Uniform_Headband</wornGraphicPath>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
</apparel>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>3000</WorkToMake>
<EquipDelay>1</EquipDelay>
<StuffEffectMultiplierArmor>0.25</StuffEffectMultiplierArmor>
</statBases>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Bodystocking_White</defName>
<label>乌拉帝国连身白丝</label>
<description>虽然名为连身白丝,但是这种织物的实际颜色取决于材料的颜色。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Bodystocking_White</texPath>
</graphicData>
<apparel>
<tags>
<li>Wula_Apparel_Init</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Bodystocking_White</wornGraphicPath>
</apparel>
<equippedStatOffsets>
<StuffEffectMultiplierInsulation_Cold>0.20</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.10</StuffEffectMultiplierInsulation_Heat>
<WorkSpeedGlobal>0.05</WorkSpeedGlobal>
</equippedStatOffsets>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<statBases>
<WorkToMake>3000</WorkToMake>
</statBases>
</ThingDef>
<ThingDef ParentName="WULA_ApparelOnSkinBase">
<defName>WULA_Body_Suit</defName>
<label>乌拉帝国驾驶服</label>
<description>这是乌拉帝国的战斗人员专用的制服,拥有一整套神经接口用以和其他外接护甲连接。它可以增加穿戴者的战斗技能,但是在干活的时候会束手束脚不太方便。</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Body_Suit</texPath>
</graphicData>
<thingCategories>
<li>ApparelArmor</li>
</thingCategories>
<costStuffCount>50</costStuffCount>
<costList Inherit="False">
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<apparel>
<wornGraphicPath>Wula/Apparel/WULA_Body_Suit</wornGraphicPath>
</apparel>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.1</WorkSpeedGlobal>
<AimingDelayFactor>-0.1</AimingDelayFactor>
<ShootingAccuracyPawn>0.5</ShootingAccuracyPawn>
<MeleeDamageFactor>0.2</MeleeDamageFactor>
<MeleeCooldownFactor>-0.1</MeleeCooldownFactor>
<MoveSpeed>0.5</MoveSpeed>
</equippedStatOffsets>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_2_Technology</researchPrerequisite>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
<statBases>
<WorkToMake>7000</WorkToMake>
<StuffEffectMultiplierArmor>0.5</StuffEffectMultiplierArmor>
</statBases>
</ThingDef>
<ThingDef Name="WULA_ApparelArmorBase" ParentName="ArmorMachineableBase" Abstract="True">
@@ -386,86 +408,6 @@
<StuffEffectMultiplierInsulation_Heat>0.25</StuffEffectMultiplierInsulation_Heat>
</statBases>
</ThingDef>
<ThingDef ParentName="WULA_ApparelArmorBase">
<defName>WULA_Assault_Troop_PowerArmor</defName>
<label>乌拉帝国突击队装甲</label>
<description>乌拉帝国的常规步兵部队穿戴的动力甲,以轻便和高防御力受到喜爱。</description>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Armor_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<useIngredientsForColor>false</useIngredientsForColor>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Assault_Troop_PowerArmor</texPath>
</graphicData>
<statBases>
<WorkToMake>40000</WorkToMake>
<MaxHitPoints>500</MaxHitPoints>
<Mass>8</Mass>
<Flammability>0</Flammability>
<ArmorRating_Sharp>0.75</ArmorRating_Sharp>
<ArmorRating_Blunt>0.75</ArmorRating_Blunt>
<ArmorRating_Heat>1.0</ArmorRating_Heat>
<EquipDelay>15</EquipDelay>
<!-- <EnergyShieldEnergyMax>1.5</EnergyShieldEnergyMax> -->
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>
<StaggerDurationFactor>-0.5</StaggerDurationFactor>
<CarryingCapacity>60</CarryingCapacity>
</equippedStatOffsets>
<costStuffCount>200</costStuffCount>
<costList Inherit="False">
<ComponentIndustrial>8</ComponentIndustrial>
</costList>
<apparel>
<tags>
<li>Wula_Armor_Medium</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Assault_Troop_PowerArmor</wornGraphicPath>
</apparel>
</ThingDef>
<ThingDef ParentName="WULA_ApparelHelmetBase">
<defName>WULA_Assault_Troop_Helmet</defName>
<label>乌拉帝国突击队头盔</label>
<description>与乌拉帝国突击队装甲配套的头盔,能够辅助穿戴者的瞄准,但是会导致使用者头部重心向前,十分阻碍日常工作。</description>
<recipeMaker>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<researchPrerequisite>WULA_Synth_Armor_Technology</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Assault_Troop_Helmet</texPath>
</graphicData>
<statBases>
<WorkToMake>10000</WorkToMake>
<MaxHitPoints>500</MaxHitPoints>
<Mass>1</Mass>
<Flammability>0</Flammability>
<ArmorRating_Sharp>1</ArmorRating_Sharp>
<ArmorRating_Blunt>1</ArmorRating_Blunt>
<ArmorRating_Heat>2.0</ArmorRating_Heat>
<EquipDelay>15</EquipDelay>
</statBases>
<equippedStatOffsets>
<WorkSpeedGlobal>-0.1</WorkSpeedGlobal>
<AimingDelayFactor>-0.15</AimingDelayFactor>
<ShootingAccuracyPawn>0.5</ShootingAccuracyPawn>
</equippedStatOffsets>
<apparel>
<tags>
<li>Wula_Armor_Medium</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Assault_Troop_Helmet</wornGraphicPath>
</apparel>
<costStuffCount>30</costStuffCount>
<costList Inherit="False">
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
</ThingDef>
<ThingDef ParentName="WULA_ApparelArmorBase">
<defName>WULA_Knight_PowerArmor</defName>
<label>乌拉帝国骑士军团甲</label>
@@ -474,7 +416,7 @@
<li>ApparelNoble</li>
</thingCategories>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Armor_2_Technology</researchPrerequisite>
<researchPrerequisite>WULA_Synth_Armor_1_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
@@ -589,7 +531,7 @@
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
<researchPrerequisite>WULA_Synth_Armor_2_Technology</researchPrerequisite>
<researchPrerequisite>WULA_Synth_Armor_1_Technology</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Wula/Apparel/WULA_Knight_Helmet</texPath>

View File

@@ -1,13 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_BattleShip</defName>
<defName>WULA_MotherShip</defName>
<label>乌拉帝国母舰</label>
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<texPath>Wula/FlyoverThing/WULA_BattleShip_Shadow</texPath>
<texPath>Wula/FlyoverThing/WULA_MotherShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(100,250)</drawSize>
@@ -55,11 +55,6 @@
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverType">
<flyOverType>WULA_Flyover_BaseBuilder</flyOverType>
<isRequiredForDrop>true</isRequiredForDrop>
<laneLevel>3</laneLevel>
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
<availableFacilities>
<li>BombardmentFacility</li>
@@ -70,19 +65,144 @@
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Fighter_Base" ParentName="EtherealThingBase" Abstract="True">
<label>乌拉帝国战机</label>
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_BattleShip</defName>
<label>乌拉帝国护航舰</label>
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Fighter_Shadow</texPath>
<texPath>Wula/FlyoverThing/WULA_BattleShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(40,20)</drawSize>
<drawSize>(70,100)</drawSize>
<color>(195,195,195,45)</color>
</graphicData>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<!-- 淡入淡出开关 -->
<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>50</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<!-- 入场信封信息 -->
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>帝国护航舰已抵达</letterLabel>
<letterText>一艘帝国护航舰响应请求抵达殖民地上空!</letterText>
<letterDef>PositiveEvent</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
<availableFacilities>
<li>BombardmentFacility</li>
</availableFacilities>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_ConstructionShip</defName>
<label>乌拉帝国工程舰</label>
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<texPath>Wula/FlyoverThing/WULA_ConstructionShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(70,200)</drawSize>
<color>(195,195,195,45)</color>
</graphicData>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<!-- 淡入淡出开关 -->
<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>50</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<!-- 入场信封信息 -->
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>帝国工程舰已抵达</letterLabel>
<letterText>一艘帝国工程舰响应请求抵达殖民地上空!</letterText>
<letterDef>PositiveEvent</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
<availableFacilities>
<li>FactoryFacility</li>
<li>BuildingdropperFacility</li>
</availableFacilities>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Fighter_Drone_Base" ParentName="EtherealThingBase" Abstract="True">
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<label>乌拉帝国蜂群无人机</label>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Fighter_Drone_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight>0</staticSunShadowHeight>
<skyfaller>
@@ -112,43 +232,156 @@
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<li Class="WulaFallenEmpire.CompProperties_FlyOverType">
<flyOverType>WULA_Flyover_Airstrike</flyOverType>
<isRequiredForDrop>true</isRequiredForDrop>
<laneLevel>0</laneLevel>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Fighter_Base">
<defName>WULA_Fighter_A</defName>
<ThingDef ParentName="WULA_Fighter_Drone_Base">
<defName>WULA_Fighter_Drone_A</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Fighter_A_Rocket</projectileDef>
<range>50</range>
<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
<projectileDef>Bullet_Beam_Fighter_Drone</projectileDef>
<sectorAngle>20</sectorAngle> <!-- 扇形角度 -->
<sectorRange>50</sectorRange> <!-- 射程 -->
<shotCount>6</shotCount> <!-- 发射次数 -->
<shotInterval>0.1</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>18</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralOffsetDistance>2</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>10</longitudinalInitialOffset>
<longitudinalMinOffset>10</longitudinalMinOffset>
<longitudinalMaxOffset>10</longitudinalMaxOffset>
<longitudinalInitialOffset>0</longitudinalInitialOffset>
<longitudinalMinOffset>0</longitudinalMinOffset>
<longitudinalMaxOffset>0</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Beam_Fighter_Drone</defName>
<label>蜂群光束</label>
<thingClass>Beam</thingClass>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Beam</damageDef>
<damageAmountBase>5</damageAmountBase>
<beamMoteDef>Mote_Beam_Fighter_Drone</beamMoteDef>
<beamStartOffset>0.5</beamStartOffset>
<armorPenetrationBase>0.5</armorPenetrationBase>
</projectile>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>Mote_Beam_Fighter_Drone</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.1</fadeInTime>
<fadeOutTime>0.1</fadeOutTime>
<solidTime>0.1</solidTime>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Things/Mote/GraserBeam</texPath>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteBeam</shaderType>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>0</_ScrollSpeedA>
<_ScrollSpeedB>0</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
<ThingDef ParentName="WULA_Fighter_Drone_Base">
<defName>WULA_Fighter_Drone_B</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_Shell_Incendiary</projectileDef>
<range>50</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>2</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>0</longitudinalInitialOffset>
<longitudinalMinOffset>0</longitudinalMinOffset>
<longitudinalMaxOffset>0</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Striker_Base" ParentName="EtherealThingBase" Abstract="True">
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<label>乌拉帝国攻击机</label>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Fighter_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(30,15)</drawSize>
<color>(255,255,255,170)</color>
</graphicData>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight>0</staticSunShadowHeight>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>20</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
</ThingDef>
<ThingDef ParentName="WULA_Striker_Base">
<defName>WULA_Striker_A</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
<projectileDef>Bullet_WULA_RW_Fractal_RF</projectileDef>
<sectorAngle>30</sectorAngle> <!-- 扇形角度 -->
<sectorRange>50</sectorRange> <!-- 射程 -->
<shotCount>3</shotCount> <!-- 发射次数 -->
<projectileDef>Bullet_WULA_Striker_A_Missile</projectileDef>
<sectorAngle>60</sectorAngle> <!-- 扇形角度 -->
<sectorRange>85</sectorRange> <!-- 射程 -->
<shotCount>2</shotCount> <!-- 发射次数 -->
<shotInterval>0.3</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制-->
@@ -172,53 +405,50 @@
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Fighter_A_Rocket</defName>
<label>沸石巡飞</label>
<defName>Bullet_WULA_Striker_A_Missile</defName>
<label>攻击机对地导</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Loitering_Munition</texPath>
<texPath>Wula/Projectile/WULA_Striker_Missile</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(1.25,2.5)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>BombSuper</damageDef>
<damageDef>Bomb</damageDef>
<speed>180</speed>
<damageAmountBase>30</damageAmountBase>
<armorPenetrationBase>1</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
<explosionRadius>4</explosionRadius>
<explosionRadius>3</explosionRadius>
<soundExplode>MortarBomb_Explode</soundExplode>
<screenShakeFactor>0.5</screenShakeFactor>
<flyOverhead>false</flyOverhead>
<flyOverhead>true</flyOverhead>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Plasma</tailFleckDef>
<fleckMakeFleckTickMax>3</fleckMakeFleckTickMax>
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_Fighter_Base">
<defName>WULA_Fighter_B</defName>
<ThingDef ParentName="WULA_Striker_Base">
<defName>WULA_Striker_B</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
<projectileDef>Bullet_WULA_RW_Fractal_RF</projectileDef>
<sectorAngle>30</sectorAngle> <!-- 扇形角度 -->
<sectorRange>50</sectorRange> <!-- 射程 -->
<shotCount>6</shotCount> <!-- 发射次数 -->
<shotInterval>0.1</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>-1</maxProjectiles><!-- 最大射弹数量限制-->
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Striker_B</projectileDef>
<range>85</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
@@ -227,4 +457,242 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Striker_B</defName>
<label>攻击机机炮子弹</label>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<tickerType>Normal</tickerType>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>5</drawSize>
</graphicData>
<projectile>
</projectile>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>65</damageAmountBase>
<speed>220</speed>
<armorPenetrationBase>1</armorPenetrationBase>
<explosionRadius>2.5</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<stoppingPower>10</stoppingPower>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>5</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_Striker_Base">
<defName>WULA_Striker_C</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_Shell_EMP</projectileDef>
<range>20</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Bomber_Base" ParentName="EtherealThingBase" Abstract="True">
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
<label>乌拉帝国轰炸机</label>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<graphicData>
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
<texPath>Wula/FlyoverThing/WULA_Bomber_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(50,35)</drawSize>
<color>(255,255,255,120)</color>
</graphicData>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight>0</staticSunShadowHeight>
<skyfaller>
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
<shadowSize>(0, 0)</shadowSize>
<motesPerCell>0</motesPerCell>
<floatingSound>FlyOver/Flying</floatingSound>
<!-- <impactSound>FlyOver/Landing</impactSound> -->
</skyfaller>
<modExtensions>
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
<useCustomShadow>true</useCustomShadow>
<shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>20</approachOffsetDistance>
</li>
</modExtensions>
<seeThroughFog>true</seeThroughFog>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
</ThingDef>
<ThingDef ParentName="WULA_Bomber_Base">
<defName>WULA_Bomber_A</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Bomber_A_Bomb</projectileDef>
<range>35</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Bomber_A_Bomb</defName>
<label>轰炸机炸弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Shrapnel</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2.5)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>25</speed>
<damageAmountBase>180</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
<explosionRadius>8</explosionRadius>
<soundExplode>MortarBomb_Explode</soundExplode>
<screenShakeFactor>0.5</screenShakeFactor>
<flyOverhead>true</flyOverhead>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="WULA_Bomber_Base">
<defName>WULA_Bomber_B</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_Shell_Smoke</projectileDef>
<range>35</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Bomber_Base">
<defName>WULA_Bomber_C</defName>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
<projectileDef>Bullet_WULA_Bomber_C_DrakMatterBomb</projectileDef>
<range>35</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>2</longitudinalInitialOffset>
<longitudinalMinOffset>2</longitudinalMinOffset>
<longitudinalMaxOffset>2</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_Bomber_C_DrakMatterBomb</defName>
<label>暗物质导弹</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Striker_Missile</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,5)</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>BombSuper</damageDef>
<speed>15</speed>
<damageAmountBase>1200</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<stoppingPower>2.0</stoppingPower>
<explosionRadius>32</explosionRadius>
<soundExplode>Explosion_GiantBomb</soundExplode>
<explosionDamageFalloff>false</explosionDamageFalloff>
<screenShakeFactor>0.5</screenShakeFactor>
<flyOverhead>true</flyOverhead>
<explosionEffect>GiantExplosion</explosionEffect>
<preExplosionSpawnSingleThingDef>CraterLarge</preExplosionSpawnSingleThingDef>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
</Defs>

View File

@@ -0,0 +1,368 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Alloy</defName>
<label>合金</label>
<description>由乌拉帝国工艺加工得到的高密度合金,是许多乌拉帝国装备的原材料。</description>
<graphicData>
<texPath>Wula/Item/WULA_Neutronium</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tradeability>None</tradeability>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>2.5</MarketValue>
<Mass>0.3</Mass>
<StuffPower_Armor_Sharp>1</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>0.55</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>0.7</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>3</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>1</SharpDamageMultiplier>
<BluntDamageMultiplier>1</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(105,105,105)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>0</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>1</MaxHitPoints>
<Beauty>1</Beauty>
<Flammability>0</Flammability>
</statFactors>
</stuffProps>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>100</possessionCount>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Dark_Matter_Item</defName>
<label>封装的暗物质</label>
<description>由乌拉帝国技术完成封装的一小块暗物质,这种神秘物质具有许多似乎可以打破所谓自然法则的性质。\n\n注意暗物质约束装置很脆弱受到冲击时将引发大范围湮灭反应</description>
<graphicData>
<texPath>Wula/Item/WULA_Dark_Matter_Item</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tickerType>Normal</tickerType>
<smeltable>false</smeltable>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>1000</MarketValue>
<Mass>0.01</Mass>
<MaxHitPoints>50</MaxHitPoints>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>1</possessionCount>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>12</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>1</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Bullet</li>
<li>Arrow</li>
<li>ArrowHighVelocity</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<!-- <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> -->
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>1</wickTicks>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Neutronium</defName>
<label>零素</label>
<description>零素也称中子元素,是中子星的主要构成成分,相比常规合金更适合作为装甲和近战武器的铸造材料,乌拉帝国通过以暗物质驱动的科技进行材料压缩,可以人为地制造这种强大材料。</description>
<graphicData>
<texPath>Wula/Item/WULA_Neutronium</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tradeability>None</tradeability>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>1</MarketValue>
<Mass>1</Mass>
<StuffPower_Armor_Sharp>3</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>3</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>1</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>2</SharpDamageMultiplier>
<BluntDamageMultiplier>3</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(63, 74, 70)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>0</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>5</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToMake>10</WorkToMake>
<WorkToBuild>10</WorkToBuild>
<DoorOpenSpeed>10</DoorOpenSpeed>
<MeleeWeapon_CooldownMultiplier>1.1</MeleeWeapon_CooldownMultiplier>
</statFactors>
</stuffProps>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<allowedArchonexusCount>200</allowedArchonexusCount>
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef>
<defName>WULA_Charge_Cube</defName>
<label>乌拉帝国能源核心</label>
<description>被高度压缩的能源核心,是机械乌拉的能源系统唯一可接受的外部输入性能量来源。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<useHitPoints>true</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<selectable>true</selectable>
<graphicData>
<texPath>Wula/Item/WULA_Charge_Cube</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>30</stackLimit>
<statBases>
<Nutrition>1</Nutrition>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>0</Flammability>
<Beauty>0</Beauty>
<DeteriorationRate>0.01</DeteriorationRate>
<MarketValue>24</MarketValue>
<Mass>0.3</Mass>
<WorkToMake>450</WorkToMake>
</statBases>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Rare</tickerType>
<socialPropernessMatters>true</socialPropernessMatters>
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<alwaysHaulable>true</alwaysHaulable>
<pathCost>14</pathCost>
<ingestible>
<foodType>Liquor</foodType>
<maxNumToIngestAtOnce>1</maxNumToIngestAtOnce>
<defaultNumToIngestAtOnce>1</defaultNumToIngestAtOnce>
<optimalityOffsetHumanlikes>16</optimalityOffsetHumanlikes>
<baseIngestTicks>270</baseIngestTicks>
<preferability>NeverForNutrition</preferability>
<optimalityOffsetHumanlikes>-1000</optimalityOffsetHumanlikes>
<optimalityOffsetFeedingAnimals>-1000</optimalityOffsetFeedingAnimals>
<ingestEffect>EatVegetarian</ingestEffect>
<ingestSound>MechResurrectCast</ingestSound>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>WULA_ChargingHediff</hediffDef>
<severity>1.0</severity>
</li>
</outcomeDoers>
</ingestible>
<allowedArchonexusCount>200</allowedArchonexusCount>
<tradeability>None</tradeability>
<resourceReadoutPriority>Last</resourceReadoutPriority>
<drawGUIOverlay>true</drawGUIOverlay>
<uiIconForStackCount>1</uiIconForStackCount>
<comps>
<li Class="CompProperties_Forbiddable" />
<li Class="CompProperties_Usable">
<useJob>Ingest</useJob>
<useLabel>从能量核心中摄取能量</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
</comps>
<modExtensions>
<li Class="WulaFallenEmpire.ThingDefExtension_EnergySource">
<energyAmount>12.0</energyAmount> <!-- Amount of energy this item provides -->
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Charge_Cube_No_Power</defName>
<label>乌拉帝国能源核心(已使用)</label>
<description>被使用过的乌拉帝国能源核心,需要重新充能。</description>
<graphicData>
<texPath>Wula/Item/WULA_Charge_Cube_Without_Power</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>30</stackLimit>
<statBases>
<DeteriorationRate>0.01</DeteriorationRate>
<MarketValue>24</MarketValue>
<Mass>0.3</Mass>
<WorkToMake>450</WorkToMake>
</statBases>
<thingCategories>
<li>ItemsMisc</li>
</thingCategories>
<!-- <ingestible>
<baseIngestTicks>270</baseIngestTicks>
<preferability>MealSimple</preferability>
<optimalityOffsetHumanlikes>-1000</optimalityOffsetHumanlikes>
<optimalityOffsetFeedingAnimals>-1000</optimalityOffsetFeedingAnimals>
<ingestEffect>EatVegetarian</ingestEffect>
<ingestSound>MechResurrectCast</ingestSound>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>WULA_ChargingHediff</hediffDef>
<severity>1.0</severity>
</li>
</outcomeDoers>
</ingestible> -->
<allowedArchonexusCount>200</allowedArchonexusCount>
<tradeability>None</tradeability>
<!-- <modExtensions>
<li Class="WulaFallenEmpire.ThingDefExtension_EnergySource">
<energyAmount>12.0</energyAmount>
</li>
</modExtensions> -->
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Soul_Wedge</defName>
<label>魂楔</label>
<description>一种通过特殊手段将生命体灵魂抽离封装得到的物品,是乌拉帝国灵能理论中“灵魂量化”的集中体现,可为各种乌拉帝国灵能法杖充能,也可以直接作为金属成分加入锻造。</description>
<graphicData>
<texPath>Wula/Item/WULA_Soul_Wedge</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<stackLimit>500</stackLimit>
<statBases>
<MarketValue>0.75</MarketValue>
<Mass>0.01</Mass>
<StuffPower_Armor_Sharp>1.5</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>1.5</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>0.1</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>1.2</SharpDamageMultiplier>
<BluntDamageMultiplier>1.2</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(190, 120, 210)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>1</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>0.75</MaxHitPoints>
<Beauty>0.5</Beauty>
<Flammability>0</Flammability>
<WorkToMake>2</WorkToMake>
<WorkToBuild>2</WorkToBuild>
<DoorOpenSpeed>1</DoorOpenSpeed>
<MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier>
</statFactors>
<statFactorsQuality>
<li>
<stat>PsychicSensitivityFactor</stat>
<awful>1.06</awful>
<poor>1.08</poor>
<normal>1.1</normal>
<good>1.13</good>
<excellent>1.15</excellent>
<masterwork>1.17</masterwork>
<legendary>1.20</legendary>
</li>
</statFactorsQuality>
<statOffsetsQuality>
<li MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech">
<stat>PsychicEntropyMaxOffset</stat>
<awful>4</awful>
<poor>6</poor>
<normal>8</normal>
<good>11</good>
<excellent>13</excellent>
<masterwork>15</masterwork>
<legendary>18</legendary>
</li>
<li MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech">
<stat>PsychicEntropyRecoveryRateOffset</stat>
<awful>0.04</awful>
<poor>0.04</poor>
<normal>0.04</normal>
<good>0.04</good>
<excellent>0.04</excellent>
<masterwork>0.04</masterwork>
<legendary>0.04</legendary>
</li>
</statOffsetsQuality>
</stuffProps>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>50</possessionCount>
</ThingDef>
</Defs>

View File

@@ -66,6 +66,9 @@
<!-- 近战 -->
<ThingDef Name="WULA_ExperienceCore_Weapon_Melee" ParentName="BaseMeleeWeapon_Blunt_Quality" Abstract="True">
<comps>
<li Class="WulaFallenEmpire.CompProperties_ProductionCategory">
<category>Weapon</category>
</li>
<!-- 经验核心组件 -->
<li Class="WulaFallenEmpire.CompProperties_ExperienceCore">
<trackedSkill>Melee</trackedSkill> <!-- 或 Melee -->
@@ -432,6 +435,9 @@
<!-- 射弹武器 -->
<ThingDef Name="WULA_ExperienceCore_Weapon_Ranged" ParentName="BaseHumanMakeableGun" Abstract="True">
<comps>
<li Class="WulaFallenEmpire.CompProperties_ProductionCategory">
<category>Weapon</category>
</li>
<!-- 经验核心组件 -->
<li Class="WulaFallenEmpire.CompProperties_ExperienceCore">
<trackedSkill>Shooting</trackedSkill> <!-- 或 Melee -->

View File

@@ -2,66 +2,6 @@
<Defs>
<!-- 萨克森装备 -->
<ThingDef ParentName="BaseWeaponTurret">
<defName>WULA_WM_Panzer_Turret</defName>
<label>ATt-6"金红石"</label>
<description>由乌拉帝国的"萨克森"战车所装备的战车炮塔,可以从极远距离上精准地点杀高价值目标。</description>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_WM_Panzer_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>3</drawSize>
</graphicData>
<uiIconScale>0.33</uiIconScale>
<statBases>
<Mass>150</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>2</AccuracyShort>
<AccuracyMedium>2</AccuracyMedium>
<AccuracyLong>2</AccuracyLong>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_WM_Panzer_Turret</defaultProjectile>
<warmupTime>0</warmupTime>
<defaultCooldownTime>4</defaultCooldownTime>
<minRange>5.9</minRange>
<range>75</range>
<burstShotCount>1</burstShotCount>
<forcedMissRadius>0.1</forcedMissRadius>
<soundCast>Shot_TurretSniper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_WM_Panzer_Turret</defName>
<label>金红石穿甲弹</label>
<thingClass>Projectile_Explosive</thingClass>
<tickerType>Normal</tickerType>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>3.4</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>385</damageAmountBase>
<speed>220</speed>
<stoppingPower>5</stoppingPower>
<soundExplode>Explosion_Rocket</soundExplode>
<explosionRadius>3.5</explosionRadius>
<arcHeightFactor>0.4</arcHeightFactor>
<armorPenetrationBase>1</armorPenetrationBase>
</projectile>
</ThingDef>
<ThingDef Name="WULA_WM_Panzer_Autocannon" ParentName="BaseWeaponTurret">
<defName>WULA_WM_Panzer_Autocannon</defName>
<label>SRc-15"辉锑"</label>

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@@ -497,6 +497,12 @@
<onlyEatRaceRestrictedFood>true</onlyEatRaceRestrictedFood>
<!-- 可以穿戴的衣服 -->
<apparelList>
<li>WULA_Latex_Catsuit</li>
<li>WULA_Pantyhose_White</li>
<li>WULA_Pantyhose_Black</li>
<li>WULA_Bodystocking_White</li>
<li>WULA_Bodystocking_Black</li>
<li>WULA_Maid_Uniform</li>
</apparelList>
<blackApparelList>
<li>Apparel_AdvancedHelmet</li>
@@ -727,6 +733,9 @@
</recipeMaker>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ProductionCategory">
<category>Mechanoid</category>
</li>
<li Class="CompProperties_Stunnable">
<useLargeEMPEffecter>true</useLargeEMPEffecter>
<affectedDamageDefs>

View File

@@ -92,6 +92,10 @@
<WULA_RoofBlockingDesc>该空投地点顶部有屋顶,无法进行空投</WULA_RoofBlockingDesc>
<WULA_BlockedByThickRoof>被厚岩顶阻挡</WULA_BlockedByThickRoof>
<WULA_BlockedByRoof>被屋顶阻挡</WULA_BlockedByRoof>
<!-- 建筑空投相关翻译 -->
<WULA_NoBuildingDropperFlyOver>需要拥有-建筑空投设施-的战舰部署在殖民地轨道上才能空投</WULA_NoBuildingDropperFlyOver>
<WULA_RequiresBuildingDropperFlyOver>需要拥有-建筑空投设施-的战舰部署在殖民地轨道上才能空投</WULA_RequiresBuildingDropperFlyOver>
<WULA_MissingBuildingDropperFlyOver>没有拥有-建筑空投设施-的战舰部署在殖民地轨道上</WULA_MissingBuildingDropperFlyOver>
<!-- 维护舱状态 -->
<WULA_MaintenancePod_Status>维护舱状态</WULA_MaintenancePod_Status>
@@ -173,17 +177,19 @@
<!-- 中文翻译 -->
<WULA_AirdropProducts>空投成品</WULA_AirdropProducts>
<WULA_AirdropProductsDesc>将乌拉帝国母舰和后勤舰上完成加工的所有物品通过空投舱投放到指定区域</WULA_AirdropProductsDesc>
<WULA_AirdropProductsDesc>将乌拉帝国母舰和工程舰上完成加工的所有物品通过空投舱投放到指定区域</WULA_AirdropProductsDesc>
<WULA_CannotAirdrop>无法执行空投:工作台未就绪</WULA_CannotAirdrop>
<WULA_NoProductsToAirdrop>没有可空投的物品</WULA_NoProductsToAirdrop>
<WULA_AirdropTargetTooFar>目标距离超出最大空投范围({0}</WULA_AirdropTargetTooFar>
<WULA_NoValidDropSpots>没有有效的空投落点。请选择另一个位置</WULA_NoValidDropSpots>
<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_NoFactoryFlyOver>需要拥有-生产设施-的战舰部署在殖民地轨道上才能空投</WULA_NoFactoryFlyOver>
<WULA_NoFactoryFlyOverDesc>当前地图上没有拥有-生产设施-的战舰部署在殖民地轨道上,无法进行空投</WULA_NoFactoryFlyOverDesc>
<!-- 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>
<LaunchAircraftDesc>手动发射战机到战机库</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>
@@ -210,6 +216,7 @@
<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>
<WULA_LaunchCancelledDueToForbiddenItems>舰队拒绝接收物资——里面包含了殖民者、动物、尸体或有毒垃圾</WULA_LaunchCancelledDueToForbiddenItems>
<WULA_ChooseStuff>材质</WULA_ChooseStuff>
<WULA_ChooseStuffTooltip>为此武器选择材质</WULA_ChooseStuffTooltip>
@@ -230,6 +237,12 @@
<WULA_Commonality>普遍性</WULA_Commonality>
<WULA_Adjective>前缀</WULA_Adjective>
<!-- 在语言文件中添加 -->
<WULA_Equipment>装备</WULA_Equipment>
<WULA_Weapon>武器</WULA_Weapon>
<WULA_Mechanoid>机械体</WULA_Mechanoid>
<WULA_SelectCategoryFirst>请先选择分类</WULA_SelectCategoryFirst>
<!-- 纳米修复统计相关翻译 -->
<WULA_NanoRepairCostPerHP>纳米修复能量消耗</WULA_NanoRepairCostPerHP>
<WULA_NanoRepairCostPerHP_Desc>纳米修复系统修复每点生命值所消耗的能量。数值越低,修复消耗越低。</WULA_NanoRepairCostPerHP_Desc>

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@@ -1,76 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 飞船暗物质引擎 -->
<ThingDef ParentName="FuelTankBase" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>Wula_DarkEnergy_FuelTank</defName>
<label>乌拉帝国暗物质引擎</label>
<description>乌拉帝国用于进行湮灭反应释放巨量能源并将其转化为逆重飞船飞行所需燃料的设备——它可以储存无限的能源,并且在真空环境下还能释放大量的电力。\n\n如果是想进入地表请提前规划电源储存非真空环境下内部的湮灭反应保险将启动以防止意外发生这意味着在地表上该设施只生产燃料</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Building/Wula_DarkEnergy_FuelTank</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,3.2)</drawSize>
<drawOffset>(0,0,0.2)</drawOffset>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<Mass>70</Mass>
<Flammability>1</Flammability>
<Beauty>-10</Beauty>
<WorkToBuild>3000</WorkToBuild>
</statBases>
<size>(3, 3)</size>
<costList>
<Steel>400</Steel>
<ComponentSpacer>8</ComponentSpacer>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>-36000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
</li>
<li Class="CompProperties_LowPowerUnlessVacuum">
<lowPowerConsumptionFactor>0</lowPowerConsumptionFactor>
<checkRoomVacuum>false</checkRoomVacuum>
</li>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>-20</fuelConsumptionRate>
<fuelCapacity>1000</fuelCapacity>
<targetFuelLevelConfigurable>false</targetFuelLevelConfigurable>
<fuelFilter>
<thingDefs>
<li>AncientExostriderLeg</li>
</thingDefs>
</fuelFilter>
<fuelLabel>暗物质燃料</fuelLabel>
<fuelGizmoLabel>暗物质燃料</fuelGizmoLabel>
<consumeFuelOnlyWhenUsed>false</consumeFuelOnlyWhenUsed>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
<showAllowAutoRefuelToggle>false</showAllowAutoRefuelToggle>
<canEjectFuel>false</canEjectFuel>
<drawFuelGaugeInMap>false</drawFuelGaugeInMap>
<initialFuelPercent>0.000001</initialFuelPercent>
</li>
</comps>
<uiOrder>2155</uiOrder>
<researchPrerequisites>
<li>WULA_Dark_Matter_Technology</li>
</researchPrerequisites>
</ThingDef>
</Defs>