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1.6/1.6/Defs/HediffDefs/Hediffs_WulaFallenEmpire.xml
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1.6/1.6/Defs/HediffDefs/Hediffs_WulaFallenEmpire.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<HediffDef>
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<defName>WULA_WeaponStealEffect</defName>
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<label>磁力吸附</label>
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<description>被磁力光束命中,磁力光束将会夺走当前所装备的武器.</description>
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<hediffClass>HediffWithComps</hediffClass>
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<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
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<maxSeverity>1.0</maxSeverity>
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<initialSeverity>0.0</initialSeverity>
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<isBad>true</isBad>
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<comps>
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<li Class="HediffCompProperties_Disappears">
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<disappearsAfterTicks>30000</disappearsAfterTicks> <!-- 2 RimWorld days -->
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</li>
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</comps>
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<stages>
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<li>
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<label>微弱</label>
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<minSeverity>0</minSeverity>
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</li>
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<li>
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<label>较弱</label>
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<minSeverity>0.3</minSeverity>
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<capMods>
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</capMods>
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</li>
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<li>
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<label>较强</label>
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<minSeverity>0.6</minSeverity>
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<capMods>
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</capMods>
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</li>
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<li>
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<label>极强</label>
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<minSeverity>0.9</minSeverity>
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<capMods>
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</capMods>
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</li>
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</stages>
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</HediffDef>
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</Defs>
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1.6/1.6/Defs/ThingDefs_Races/Races_WulaFlyMech.xml
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1.6/1.6/Defs/ThingDefs_Races/Races_WulaFlyMech.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- Lancer - fast mid-range shooter -->
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<ThingDef Name="LancerMechanoidWalker" ParentName="BaseMechanoidWalker">
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<defName>WULA_Mech_Flyer</defName>
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<label>乌拉小镰</label>
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<description>乌拉帝国小型机械体</description>
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<tools>
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<li>
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<label>left fist</label>
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<labelNoLocation>fist</labelNoLocation>
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<capacities>
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<li>Blunt</li>
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</capacities>
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<power>12.0</power>
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<cooldownTime>2</cooldownTime>
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<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
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<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
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</li>
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<li>
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<label>right fist</label>
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<labelNoLocation>fist</labelNoLocation>
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<capacities>
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<li>Blunt</li>
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</capacities>
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<power>12.0</power>
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<cooldownTime>2</cooldownTime>
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<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
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<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
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</li>
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<li>
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<label>head</label>
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<capacities>
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<li>Blunt</li>
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</capacities>
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<power>8.5</power>
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<cooldownTime>2</cooldownTime>
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<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
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<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
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<chanceFactor>0.2</chanceFactor>
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</li>
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</tools>
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<race>
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<body>Lancer</body>
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<baseHealthScale>0.72</baseHealthScale>
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<detritusLeavings>
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<li>
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<def>ChunkMechanoidSlag</def>
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<texOverrideIndex>11</texOverrideIndex>
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<spawnChance>0.1</spawnChance>
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</li>
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<li>
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<def>ChunkMechanoidSlag</def>
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<texOverrideIndex>12</texOverrideIndex>
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<spawnChance>0.1</spawnChance>
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</li>
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</detritusLeavings>
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<flightStartChanceOnJobStart>0.5</flightStartChanceOnJobStart>
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</race>
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<statBases>
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<BandwidthCost MayRequire="Ludeon.RimWorld.Biotech">0</BandwidthCost>
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<MaxFlightTime>30</MaxFlightTime>
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<FlightCooldown>10</FlightCooldown>
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</statBases>
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<comps>
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<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
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<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
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<!--加上这个组件的机械体可以更换武器-->
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<li Class="WulaFallenEmpire.CompProperties_MechWeapon" />
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<li Class="CompProperties_TurretGun">
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<turretDef>WULA_MechFlyerTurretGun</turretDef>
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<angleOffset>-90</angleOffset>
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<autoAttack>false</autoAttack>
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<renderNodeProperties>
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<li>
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<nodeClass>PawnRenderNode_TurretGun</nodeClass>
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<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
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<parentTagDef>Body</parentTagDef>
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<overrideMeshSize>(1, 1)</overrideMeshSize>
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<baseLayer>20</baseLayer>
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<pawnType>Any</pawnType>
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<drawData>
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<dataWest>
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<rotationOffset>180</rotationOffset>
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<offset>(0, 0, 0)</offset>
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</dataWest>
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</drawData>
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</li>
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</renderNodeProperties>
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</li>
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</comps>
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</ThingDef>
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<PawnKindDef ParentName="BaseMechanoidKind">
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<defName>WULA_Mech_Flyer</defName>
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<label>乌拉小镰</label>
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<race>WULA_Mech_Flyer</race>
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<combatPower>190</combatPower>
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<flyingAnimationFramePathPrefix>Things/Pawn/Animal/Goose/Goose_Flying_</flyingAnimationFramePathPrefix>
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<flyingAnimationFrameCount>8</flyingAnimationFrameCount>
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<flyingAnimationTicksPerFrame>2</flyingAnimationTicksPerFrame>
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<flyingAnimationDrawSize>1.35</flyingAnimationDrawSize>
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<flyingAnimationInheritColors>false</flyingAnimationInheritColors>
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<lifeStages>
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<li MayRequire="Ludeon.RimWorld.Biotech">
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<bodyGraphicData>
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<texPath>Things/Pawn/Mechanoid/LancerClean</texPath>
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<maskPath>Things/Pawn/Mechanoid/AllegianceOverlays/Mech_Lancer</maskPath>
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<shaderType>CutoutWithOverlay</shaderType>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>1.5</drawSize>
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<shadowData>
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<volume>(0.4, 0.8, 0.4)</volume>
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</shadowData>
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</bodyGraphicData>
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</li>
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<li>
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<bodyGraphicData>
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<texPath>Things/Pawn/Mechanoid/Lancer</texPath>
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<maskPath>Things/Pawn/Mechanoid/AllegianceOverlays/Mech_Lancer</maskPath>
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<shaderType>CutoutWithOverlay</shaderType>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>1.5</drawSize>
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<shadowData>
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<volume>(0.4, 0.8, 0.4)</volume>
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</shadowData>
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</bodyGraphicData>
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</li>
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</lifeStages>
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<weaponMoney>9999~9999</weaponMoney>
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<weaponTags>
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<li>MechanoidGunMedium</li>
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</weaponTags>
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<techHediffsChance>1</techHediffsChance>
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<techHediffsMoney>9999~9999</techHediffsMoney>
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</PawnKindDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>WULA_MechFlyerTurretGun</defName>
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<label>乌拉小镰炮塔</label>
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<description>乌拉小镰的内置炮塔。</description>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<graphicData>
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<texPath>Things/Building/TacticalTurret/TacticalTurret_Top</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>2.6</Mass>
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<AccuracyTouch>0.60</AccuracyTouch>
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<AccuracyShort>0.80</AccuracyShort>
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<AccuracyMedium>0.90</AccuracyMedium>
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<AccuracyLong>0.85</AccuracyLong>
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</statBases>
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<verbs>
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<li Class="WulaFallenEmpire.VerbProperties_WeaponStealBeam">
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<verbClass>WulaFallenEmpire.Verb_ShootWeaponStealBeam</verbClass>
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<hediffToApply>WULA_WeaponStealEffect</hediffToApply>
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<hediffSeverityPerHit>0.1</hediffSeverityPerHit>
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<hediffMaxSeverity>1.0</hediffMaxSeverity>
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<removeHediffOnSteal>true</removeHediffOnSteal>
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<!-- 基础射线参数 -->
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>0</warmupTime>
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<range>10</range>
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<burstShotCount>5</burstShotCount>
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<ticksBetweenBurstShots>50</ticksBetweenBurstShots>
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<beamDamageDef>Wula_Dark_Matter_Beam</beamDamageDef>
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<beamTotalDamage>3</beamTotalDamage>
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<!-- 消除射线偏移的参数 -->
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<beamFullWidthRange>1000</beamFullWidthRange>
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<beamWidth>-1</beamWidth>
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<beamMaxDeviation>0</beamMaxDeviation>
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<beamCurvature>0</beamCurvature>
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<beamStartOffset>0</beamStartOffset>
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<!-- 视觉和音效 -->
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<muzzleFlashScale>0</muzzleFlashScale>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamMoteDef>Mote_Wula_Dark_Matter_Beam</beamMoteDef>
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<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
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<screenShakeFactor>0.35</screenShakeFactor>
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<!-- 火焰效果 -->
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<beamChanceToStartFire>0.6</beamChanceToStartFire>
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<beamChanceToAttachFire>0.6</beamChanceToAttachFire>
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<beamFireSizeRange>0.25</beamFireSizeRange>
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<!-- 其他射线属性 -->
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<beamLineFleckChanceCurve>
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<points>
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<li>(0, 0)</li>
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<li>(0.65, 0.4)</li>
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<li>(1, 0.75)</li>
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</points>
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</beamLineFleckChanceCurve>
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<!-- 攻击目标设置 -->
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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<!-- 每发都爆炸 -->
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<enableExplosion>false</enableExplosion>
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<!--<explosionShotInterval>1</explosionShotInterval>
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<explosionRadius>1.8</explosionRadius>
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<explosionDamageDef>Wula_Dark_Matter_Flame</explosionDamageDef>
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<explosionDamage>15</explosionDamage>
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<explosionSound>Explosion_Bomb</explosionSound>
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<chanceToStartFire>0.6</chanceToStartFire>-->
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</li>
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</verbs>
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</ThingDef>
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</Defs>
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