This commit is contained in:
2025-08-11 21:22:41 +08:00
parent f8154ca5c1
commit 75561a846a
901 changed files with 22639 additions and 4 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_normal</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>normal</browShapeDef>
<lidShapeDef>normal</lidShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
<headShapeDef>normal</headShapeDef>
</li>
</animationFrames>
<priority>0</priority>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_eyeMoving</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>15</duration>
<eyeballOffset>(-0.005,0,0)</eyeballOffset>
</li>
</animationFrames>
<priority>1002</priority>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>500</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_eyeMoving2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>15</duration>
<eyeballOffset>(0.005,0,0)</eyeballOffset>
</li>
</animationFrames>
<priority>1001</priority>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>500</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_eyeFlicker</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>3</duration>
</li>
</animationFrames>
<priority>1001</priority>
<roopIntervalMin>10 </roopIntervalMin>
<roopIntervalMax>30</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_blink</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>3</duration>
<browOffset>(0,0,-0.005)</browOffset>
<lidOffset>(0,0,-0.005)</lidOffset>
<lidShapeDef>normal</lidShapeDef>
</li>
<li>
<duration>12</duration>
<browOffset>(0,0,-0.01)</browOffset>
<lidShapeDef>close</lidShapeDef>
</li>
<li>
<duration>3</duration>
<browOffset>(0,0,-0.005)</browOffset>
<lidOffset>(0,0,-0.005)</lidOffset>
<lidShapeDef>normal</lidShapeDef>
</li>
</animationFrames>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>500</roopIntervalMax>
<priority>1000</priority>
</FacialAnimation.FaceAnimationDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 裸体想法 -->
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Thought_Naked</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<headShapeDef>blush</headShapeDef>
<browShapeDef>s-shaped</browShapeDef>
</li>
</animationFrames>
<priority>200</priority>
<targetThoughtDefs>
<li>Naked</li>
<li>GroinUncovered_Disapproved_Male</li>
<li>GroinUncovered_Disapproved_Female</li>
<li>GroinOrChestUncovered_Disapproved_Male</li>
<li>GroinOrChestUncovered_Disapproved_Female</li>
<li>GroinChestOrHairUncovered_Disapproved_Male</li>
<li>GroinChestOrHairUncovered_Disapproved_Female</li>
<li>GroinChestHairOrFaceUncovered_Disapproved_Male</li>
<li>GroinChestHairOrFaceUncovered_Disapproved_Female</li>
</targetThoughtDefs>
</FacialAnimation.FaceAnimationDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_AttackMelee</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>angled</browShapeDef>
<mouthShapeDef>open</mouthShapeDef>
<browOffset>(0,0,-0.00875)</browOffset>
<lidOffset>(0.0,0,-0.005)</lidOffset>
</li>
</animationFrames>
<targetJobs>
<li>AttackMelee</li>
</targetJobs>
<priority>10200</priority>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>AttackMelee2</defName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>angled</browShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>AttackMelee</li>
</targetJobs>
<priority>10201</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_AttackStatic</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>angled</browShapeDef>
<mouthShapeDef>open</mouthShapeDef>
<browOffset>(0,0,-0.00875)</browOffset>
<lidOffset>(0.0,0,-0.005)</lidOffset>
</li>
</animationFrames>
<targetJobs>
<li>AttackStatic</li>
</targetJobs>
<priority>10200</priority>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>AttackStatic2</defName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>angled</browShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>AttackStatic</li>
</targetJobs>
<priority>10201</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_DoBill</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<lidOffset>(0,0,-0.00625)</lidOffset>
<eyeballOffset>(0.0,0,-0.0075)</eyeballOffset>
<headOffset>(0,0,-0.0007)</headOffset>
<browShapeDef>normal</browShapeDef>
<browOffset>(0,0,-0.00325)</browOffset>
<mouthOffset>(0,0,-0.00125)</mouthOffset>
</li>
</animationFrames>
<roopIntervalMin>0</roopIntervalMin>
<roopIntervalMax>0</roopIntervalMax>
<targetJobs>
<li>DoBill</li>
</targetJobs>
<priority>10000</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_DoBill2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>3</duration>
<lidOffset>(0,0,-0.0035)</lidOffset>
<eyeballOffset>(0.0,0,-0.00375)</eyeballOffset>
<headOffset>(0,0,-0.0035)</headOffset>
<browShapeDef>normal</browShapeDef>
<browOffset>(0,0,-0.00025)</browOffset>
<mouthOffset>(0,0,-0.000625)</mouthOffset>
</li>
<li>
<duration>6</duration>
<lidOffset>(0,0,-0.007)</lidOffset>
<eyeballOffset>(0.0,0,-0.00525)</eyeballOffset>
<headOffset>(0,0,-0.0075)</headOffset>
<browShapeDef>normal</browShapeDef>
<browOffset>(0,0,-0.00375)</browOffset>
<mouthOffset>(0,0,-0.00125)</mouthOffset>
</li>
<li>
<duration>3</duration>
<lidOffset>(0,0,-0.0035)</lidOffset>
<eyeballOffset>(0.0,0,-0.00375)</eyeballOffset>
<headOffset>(0,0,-0.0035)</headOffset>
<browShapeDef>normal</browShapeDef>
<browOffset>(0,0,-0.00025)</browOffset>
<mouthOffset>(0,0,-0.000625)</mouthOffset>
</li>
</animationFrames>
<roopIntervalMin>100</roopIntervalMin>
<roopIntervalMax>200</roopIntervalMax>
<targetJobs>
<li>DoBill</li>
</targetJobs>
<priority>10001</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Goto</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>angled</browShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
<headOffset>(0.0,0,-0.0025)</headOffset>
</li>
</animationFrames>
<targetJobs>
<li>Goto</li>
</targetJobs>
<priority>10300</priority>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,32 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Ingest</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>4</duration>
<headOffset>(0.0,0,0.0025)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>4</duration>
<headOffset>(0.0,0,0.005)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>6</duration>
<headOffset>(0.0,0,0)</headOffset>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>0</roopIntervalMin>
<roopIntervalMax>30</roopIntervalMax>
<targetJobs>
<li>Ingest</li>
</targetJobs>
<priority>10</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,76 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_laydown</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>flat</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>0</roopIntervalMin>
<roopIntervalMax>0</roopIntervalMax>
<targetJobs>
<li>LayDown</li>
</targetJobs>
<priority>10001</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_laydown2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>240</duration>
<mouthShapeDef>open</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>100</roopIntervalMin>
<roopIntervalMax>500</roopIntervalMax>
<targetJobs>
<li>LayDown</li>
</targetJobs>
<priority>10002</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_laydown3</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>15</duration>
<lidOffset>(0.0,0,0.0015)</lidOffset>
<headOffset>(0,0,0.0035)</headOffset>
<browOffset>(0,0,0.00025)</browOffset>
<mouthOffset>(0,0,0.000625)</mouthOffset>
</li>
<li>
<duration>60</duration>
<lidOffset>(0.0,0,0.00275)</lidOffset>
<headOffset>(0,0,0.0075)</headOffset>
<browOffset>(0,0,0.00375)</browOffset>
<mouthOffset>(0,0,0.00125)</mouthOffset>
</li>
<li>
<duration>10</duration>
<lidOffset>(0.0,0,0.0015)</lidOffset>
<headOffset>(0,0,0.0035)</headOffset>
<browOffset>(0,0,0.00025)</browOffset>
<mouthOffset>(0,0,0.000625)</mouthOffset>
</li>
</animationFrames>
<roopIntervalMin>40</roopIntervalMin>
<roopIntervalMax>200</roopIntervalMax>
<targetJobs>
<li>LayDown</li>
</targetJobs>
<priority>10003</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,80 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Lovin</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>8</duration>
<browShapeDef>s-shaped</browShapeDef>
<headOffset>(0.0,0,0.00125)</headOffset>
<browOffset>(0.0,0,-0.005)</browOffset>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0.0,0,-0.001)</lidOffset>
<eyeballOffset>(0.0,0,0.0075)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>8</duration>
<browShapeDef>s-shaped</browShapeDef>
<headOffset>(0.0,0,-0.00375)</headOffset>
<browOffset>(0.0,0,-0.0075)</browOffset>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0.0,0,-0.0015)</lidOffset>
<eyeballOffset>(0.0,0,0.0075)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<mouthOffset>(0,0,-0.002)</mouthOffset>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>8</duration>
<browShapeDef>s-shaped</browShapeDef>
<headOffset>(0.0,0,0.0075)</headOffset>
<browOffset>(0.0,0,0.00125)</browOffset>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0.0,0,0.001)</lidOffset>
<eyeballOffset>(0.0,0,0.0075)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<mouthOffset>(0,0,-0.001)</mouthOffset>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<targetJobs>
<li>Lovin</li>
<li>MLI_Jobs_MassLoveIn</li>
<li>MLI_Jobs_SingleLoveIn</li>
</targetJobs>
<priority>10400</priority>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Lovin2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>240</duration>
<browShapeDef>s-shaped</browShapeDef>
<headOffset>(0.0,0,0.01)</headOffset>
<browOffset>(0.0,0,-0.00)</browOffset>
<lidShapeDef>normal</lidShapeDef>
<lidOffset>(0.0,0,-0.001)</lidOffset>
<mouthOffset>(0,0,-0.001)</mouthOffset>
<eyeballOffset>(0.0,0,0.005)</eyeballOffset>
<mouthShapeDef>normal</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<roopIntervalMin>240</roopIntervalMin>
<roopIntervalMax>240</roopIntervalMax>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<targetJobs>
<li>Lovin</li>
<li>MLI_Jobs_MassLoveIn</li>
<li>MLI_Jobs_SingleLoveIn</li>
</targetJobs>
<priority>10500</priority>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,33 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Mine</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.005)</lidOffset>
<headOffset>(0,0,0)</headOffset>
<browShapeDef>angled</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>5</duration>
<lidOffset>(0,0,0.01)</lidOffset>
<headOffset>(0,0,-0.01)</headOffset>
<browShapeDef>angled</browShapeDef>
<mouthOffset>(0,0,-0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>0</roopIntervalMin>
<roopIntervalMax>0</roopIntervalMax>
<targetJobs>
<li>Mine</li>
</targetJobs>
<priority>10000</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,78 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_RemoveApparel</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(-0.005,0,0.005)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(0.005,0,0.005)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(0,0,0.005)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>RemoveApparel</li>
</targetJobs>
<priority>105</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>300</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_RemoveApparel2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>s-shaped</browShapeDef>
<lidShapeDef>normal</lidShapeDef>
<eyeballOffset>(0.0,0,0.005)</eyeballOffset>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>RemoveApparel</li>
</targetJobs>
<priority>104</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_RemoveApparel3</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>120</duration>
<browShapeDef>flat</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<headOffset>(0.0,0,0.005)</headOffset>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>RemoveApparel</li>
</targetJobs>
<priority>110</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>300</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,100 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Research</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>10</duration>
<lidOffset>(0,0,-0.005)</lidOffset>
<headOffset>(0,0,-0.01)</headOffset>
<browShapeDef>flat</browShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
<mouthOffset>(0,0,-0.00375)</mouthOffset>
</li>
</animationFrames>
<targetJobs>
<li>Research</li>
</targetJobs>
<priority>10001</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Research2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>4</duration>
<browOffset>(0,0,0.00325)</browOffset>
<lidOffset>(0,0,0.00625)</lidOffset>
<headOffset>(0,0,0.005)</headOffset>
<browShapeDef>normal</browShapeDef>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>40</duration>
<browOffset>(0,0,0.00625)</browOffset>
<lidOffset>(0,0,0.00875)</lidOffset>
<headOffset>(0,0,0.01)</headOffset>
<browShapeDef>normal</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>3</duration>
<browOffset>(0,0,0.00625)</browOffset>
<lidOffset>(0,0,0.00875)</lidOffset>
<headOffset>(0,0,0.01)</headOffset>
<lidShapeDef>close</lidShapeDef>
<browShapeDef>normal</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>20</duration>
<browOffset>(0,0,0.00625)</browOffset>
<lidOffset>(0,0,0.00875)</lidOffset>
<headOffset>(0,0,0.01)</headOffset>
<browShapeDef>normal</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>3</duration>
<browOffset>(0,0,0.00625)</browOffset>
<lidOffset>(0,0,0.00875)</lidOffset>
<headOffset>(0,0,0.01)</headOffset>
<lidShapeDef>close</lidShapeDef>
<browShapeDef>normal</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>40</duration>
<browOffset>(0,0,0.00625)</browOffset>
<lidOffset>(0,0,0.00875)</lidOffset>
<headOffset>(0,0,0.01)</headOffset>
<browShapeDef>normal</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>8</duration>
<browOffset>(0,0,0.00325)</browOffset>
<lidOffset>(0,0,0.00625)</lidOffset>
<headOffset>(0,0,0.005)</headOffset>
<browShapeDef>normal</browShapeDef>
<mouthShapeDef>open</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>900</roopIntervalMin>
<roopIntervalMax>1200</roopIntervalMax>
<targetJobs>
<li>Research</li>
</targetJobs>
<priority>10002</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_SocialRelax</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>normal</browShapeDef>
<lidShapeDef>close</lidShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>SocialRelax</li>
</targetJobs>
<priority>10200</priority>
</FacialAnimation.FaceAnimationDef>
</Defs>

View File

@@ -1,35 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_StandAndBeSociallyActive</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>3</duration>
<browShapeDef>normal</browShapeDef>
<headOffset>(0.0,0,-0.0025)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>3</duration>
<browShapeDef>normal</browShapeDef>
<headOffset>(0.0,0,-0.005)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>3</duration>
<browShapeDef>normal</browShapeDef>
<headOffset>(0.0,0,0)</headOffset>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>0</roopIntervalMin>
<roopIntervalMax>100</roopIntervalMax>
<targetJobs>
<li>StandAndBeSociallyActive</li>
</targetJobs>
<priority>10</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

View File

@@ -1,53 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Strip</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(-0.005,0,0.005)</eyeballOffset>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(0.005,0,0.005)</eyeballOffset>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(0,0,0.005)</eyeballOffset>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Strip</li>
</targetJobs>
<priority>105</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>300</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Strip2</defName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>s-shaped</browShapeDef>
<lidShapeDef>normal</lidShapeDef>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Strip</li>
</targetJobs>
<priority>106</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

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@@ -1,84 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_WaitCombat</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>angled</browShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Wait_Combat</li>
</targetJobs>
<priority>10200</priority>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Wait_Combat_Rare</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>15</duration>
<browShapeDef>normal</browShapeDef>
</li>
<li>
<duration>4</duration>
<browOffset>(0,0,-0.00375)</browOffset>
<browShapeDef>flat</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0,0,-0.0025)</lidOffset>
<headOffset>(0,0,-0.00625)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>45</duration>
<browOffset>(0,0,-0.01)</browOffset>
<browShapeDef>s-shaped</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0,0,-0.005)</lidOffset>
<headOffset>(0,0,-0.0175)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
<mouthOffset>(0,0,-0.005)</mouthOffset>
</li>
<li>
<duration>30</duration>
<browOffset>(0,0,-0.01)</browOffset>
<browShapeDef>s-shaped</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0,0,-0.005)</lidOffset>
<headOffset>(0,0,-0.015)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
<mouthOffset>(0,0,-0.005)</mouthOffset>
</li>
<li>
<duration>7</duration>
<browOffset>(0,0,-0.00375)</browOffset>
<browShapeDef>s-shaped</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<lidOffset>(0,0,-0.0025)</lidOffset>
<headOffset>(0,0,-0.0085)</headOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>4</duration>
<browShapeDef>flat</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
</li>
<li>
<duration>30</duration>
<browShapeDef>normal</browShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Wait_Combat</li>
</targetJobs>
<priority>10301</priority>
<roopIntervalMin>1000</roopIntervalMin>
<roopIntervalMax>2000</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
</Defs>

View File

@@ -1,50 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Wait_Downed</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>30</duration>
<browOffset>(0,0,0.015)</browOffset>
<lidOffset>(0,0,0.01)</lidOffset>
<headOffset>(0,0,0.01)</headOffset>
<browShapeDef>flat</browShapeDef>
<mouthOffset>(0,0,0.0025)</mouthOffset>
<mouthShapeDef>open</mouthShapeDef>
</li>
<li>
<duration>3</duration>
<browOffset>(0,0,0.0075)</browOffset>
<lidOffset>(0,0,0.005)</lidOffset>
<headOffset>(0,0,0.005)</headOffset>
<browShapeDef>flat</browShapeDef>
<mouthShapeDef>normal</mouthShapeDef>
</li>
</animationFrames>
<roopIntervalMin>0</roopIntervalMin>
<roopIntervalMax>100</roopIntervalMax>
<targetJobs>
<li>Wait_Downed</li>
</targetJobs>
<priority>10000</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wait_Downed2</defName>
<animationFrames>
<li>
<duration>3</duration>
<lidOffset>(0,0,0.005)</lidOffset>
<browShapeDef>flat</browShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Wait_Downed</li>
</targetJobs>
<priority>10001</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
</Defs>

View File

@@ -1,77 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Wear</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(-0.005,0,0.005)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(0.005,0,0.005)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
<li>
<duration>10</duration>
<lidOffset>(0,0,0.0)</lidOffset>
<eyeballOffset>(0,0,0.005)</eyeballOffset>
<mouthShapeDef>open</mouthShapeDef>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Wear</li>
</targetJobs>
<priority>105</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>300</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wula_Wear2</defName>
<raceName>WulaSpecies</raceName>
<animationFrames>
<li>
<duration>1</duration>
<browShapeDef>s-shaped</browShapeDef>
<lidShapeDef>normal</lidShapeDef>
<eyeballOffset>(0.0,0,0.005)</eyeballOffset>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Wear</li>
</targetJobs>
<priority>104</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
</FacialAnimation.FaceAnimationDef>
<FacialAnimation.FaceAnimationDef MayRequire="Nals.FacialAnimation">
<defName>Wear3</defName>
<animationFrames>
<li>
<duration>120</duration>
<browShapeDef>flat</browShapeDef>
<lidShapeDef>close</lidShapeDef>
<headOffset>(0.0,0,0.005)</headOffset>
<headShapeDef>blush</headShapeDef>
</li>
</animationFrames>
<targetJobs>
<li>Wear</li>
</targetJobs>
<priority>110</priority>
<applyWhenStandingOnly>true</applyWhenStandingOnly>
<roopIntervalMin>30 </roopIntervalMin>
<roopIntervalMax>300</roopIntervalMax>
</FacialAnimation.FaceAnimationDef>
</Defs>

File diff suppressed because it is too large Load Diff

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@@ -1,55 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Child_Backstory01</defName>
<ignoreIllegalLabelCharacterConfigError>False</ignoreIllegalLabelCharacterConfigError>
<slot>Childhood</slot>
<title>旧日遗物</title>
<titleShort>旧日遗物</titleShort>
<description>[PAWN_nameDef] 是诞生于乌拉帝国的合成人。</description>
<skillGains>
<Shooting>3</Shooting>
<Melee>3</Melee>
<Construction>3</Construction>
<Mining>3</Mining>
<Cooking>3</Cooking>
<Plants>3</Plants>
<Animals>3</Animals>
<Crafting>3</Crafting>
<Artistic>3</Artistic>
<Medicine>3</Medicine>
<Social>3</Social>
<Intellectual>3</Intellectual>
</skillGains>
<spawnCategories>
<li>Wula_Old_Synth_Backstory_Categories</li>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>Wula_Synth</li>
<li>WULA_Maintenance_Neglect</li>
<li>WULA_Addons_Antenna_Hediff_Base</li>
<!--<li>MechlinkImplant</li>-->
</forcedHediffs>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_BrokenPersonalityTrait</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Child_Backstory999</defName>
<ignoreIllegalLabelCharacterConfigError>False</ignoreIllegalLabelCharacterConfigError>
<slot>Childhood</slot>
<title>未知</title>
<titleShort>未知</titleShort>
<description>[PAWN_nameDef] 是真正的乌拉星人,但是无人知晓她诞生于何时——自从乌拉帝国大内战后,这个衰退的超级帝国已经很久很久没有诞生任何新生命了。</description>
<spawnCategories>
<li>Wula_Backstory_Categories_For_RealWula</li>
</spawnCategories>
<requiredWorkTags>None</requiredWorkTags>
</AlienRace.AlienBackstoryDef>
</Defs>

View File

@@ -1,801 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<BodyDef>
<defName>WULA_Machine_Body</defName>
<label>机械乌拉</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<!-- 能源炉,代替了胃、心脏、肺、肾、肝 -->
<li>
<def>WULA_Energy_Furnace_Bodypart</def>
<customLabel>能源炉</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!-- 脖子和头部 -->
<li>
<def>Neck</def>
<customLabel>脖子</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<li>
<def>Head</def>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>Skull</def>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>Eyes</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>Brain</def>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>Eyes</li>
<li>FullHead</li>
</groups>
</li>
<!-- 天线 -->
<li>
<def>WULA_Addons_Antenna_Bodypart</def>
<coverage>0.1</coverage>
<groups>
<li>UpperHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>Eye</def>
<customLabel>left eye</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>LeftEye</woundAnchorTag>
<flipGraphic>true</flipGraphic>
<visibleHediffRots>
<li>South</li>
<li>West</li>
</visibleHediffRots>
</li>
<li>
<def>Eye</def>
<customLabel>right eye</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
<woundAnchorTag>RightEye</woundAnchorTag>
<visibleHediffRots>
<li>South</li>
<li>East</li>
</visibleHediffRots>
</li>
<li>
<def>Ear</def>
<customLabel>left ear</customLabel>
<coverage>0.07</coverage>
<flipGraphic>true</flipGraphic>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>Ear</def>
<customLabel>right ear</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>Nose</def>
<coverage>0.10</coverage>
<groups>
<li>FullHead</li>
</groups>
</li>
<li>
<def>Jaw</def>
<coverage>0.15</coverage>
<groups>
<li>Teeth</li>
<li>FullHead</li>
<li>Mouth</li>
</groups>
<parts>
<li>
<def>Tongue</def>
<coverage>0.001</coverage>
<depth>Inside</depth>
<groups>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<!-- 肩部 -->
<li>
<def>Shoulder</def>
<customLabel>左肩</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<!-- <li>
<def>Clavicle</def>
<customLabel>left clavicle</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li> -->
<li>
<def>Arm</def>
<customLabel>左臂</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<!-- <li>
<def>Humerus</def>
<customLabel>left humerus</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li> -->
<!-- <li>
<def>Radius</def>
<customLabel>left radius</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li> -->
<li>
<def>Hand</def>
<customLabel>左手</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>Finger</def>
<customLabel>左尾指</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左无名指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左中指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左食指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左拇指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>Shoulder</def>
<customLabel>右肩</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<!-- <li>
<def>Clavicle</def>
<customLabel>right clavicle</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li> -->
<li>
<def>Arm</def>
<customLabel>右臂</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<!-- <li>
<def>Humerus</def>
<customLabel>right humerus</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>Radius</def>
<customLabel>right radius</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li> -->
<li>
<def>Hand</def>
<customLabel>右手</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>Finger</def>
<customLabel>右尾指</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右无名指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右中指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右食指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右拇指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<!-- 腰部 -->
<li>
<def>Waist</def>
<coverage>0</coverage>
<height>Bottom</height>
<groups>
<li>Waist</li>
</groups>
</li>
<!---->
<li>
<def>Leg</def>
<customLabel>左腿</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<!-- <li>
<def>Femur</def>
<customLabel>left femur</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li> -->
<!-- <li>
<def>Tibia</def>
<customLabel>left tibia</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li> -->
<li>
<def>Foot</def>
<customLabel>左足</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>Toe</def>
<customLabel>左小趾</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左次小趾</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左三趾</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左二趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左大拇趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>Leg</def>
<customLabel>右腿</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<!-- <li>
<def>Femur</def>
<customLabel>right femur</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Tibia</def>
<customLabel>right tibia</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li> -->
<li>
<def>Foot</def>
<customLabel>右足</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>Toe</def>
<customLabel>右小趾</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右次小趾</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右三趾</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右二趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右大拇趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
<BodyPartDef>
<defName>WULA_Energy_Furnace_Bodypart</defName>
<label>中央能源炉</label>
<hitPoints>120</hitPoints>
<skinCovered>false</skinCovered>
<!-- <solid>true</solid> -->
<tags>
<li>BloodPumpingSource</li>
<li>BreathingSource</li>
<li>BloodFiltrationKidney</li>
<li>BloodFiltrationLiver</li>
<li>MetabolismSource</li>
<li>EatingSource</li>
<li>Spine</li>
<li>Pelvis</li>
<li>ManipulationLimbSegment</li>
<li>TalkingSource</li>
</tags>
<spawnThingOnRemoved>WULA_Energy_Furnace_Base</spawnThingOnRemoved>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Addons_Antenna_Bodypart</defName>
<label>上行链路天线</label>
<hitPoints>30</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<!-- <solid>true</solid> -->
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyDef>
<defName>Wula_AI_Engineer_Mother_Body</defName>
<label>开拓单元</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>WULA_Outer_Armor_Bodypart</def>
<coverage>0.99</coverage>
<height>Top</height>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>WULA_Panzer_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_AI_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<coverage>0.13</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>Leg</def>
<customLabel>第一机械足</customLabel>
<coverage>0.13</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Leg</def>
<customLabel>第二机械足</customLabel>
<coverage>0.13</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Leg</def>
<customLabel>第三机械足</customLabel>
<coverage>0.13</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Leg</def>
<customLabel>第四机械足</customLabel>
<coverage>0.13</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Leg</def>
<customLabel>第五机械足</customLabel>
<coverage>0.13</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Leg</def>
<customLabel>第六机械足</customLabel>
<coverage>0.13</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
<BodyPartDef>
<defName>WULA_Panzer_Core_Bodypart</defName>
<label>核心发动机</label>
<hitPoints>150</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<!-- <solid>true</solid> -->
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSource</li>
<li>EatingSource</li>
<li>Spine</li>
<li>Pelvis</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Outer_Armor_Bodypart</defName>
<label>外装甲板</label>
<hitPoints>350</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Panzer_OutBrust_Bodypart</defName>
<label>反推喷气孔</label>
<hitPoints>150</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
<tags>
<li>MovingLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_AI_Core_Bodypart</defName>
<label>人格核心</label>
<hitPoints>50</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
<tags>
<li>ConsciousnessSource</li>
<li>HearingSource</li>
<li>ManipulationLimbCore</li>
</tags>
</BodyPartDef>
<BodyDef>
<defName>WULA_AI_Heavy_Panzer_Body</defName>
<label>智能战车</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<!-- 脖子和头部 -->
<li>
<def>WULA_Outer_Armor_Bodypart</def>
<coverage>0.99</coverage>
<height>Top</height>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>WULA_Panzer_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_AI_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<coverage>0.13</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第一反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第二反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第三反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第四反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>

View File

@@ -1,138 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<DamageDef Name="Wula_Darm_Matter_Beam_DMG">
<defName>Wula_Darm_Matter_Beam</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>暗物质射流</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被暗物质射流穿透而死。</deathMessage>
<hediff>BeamWound</hediff>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<armorCategory>Sharp</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>true</makesAnimalsFlee>
<defaultDamage>50</defaultDamage>
<defaultArmorPenetration>0.85</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
<!-- <additionalHediffs>
<li>
<hediff>ToxicBuildup</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<victimSeverityScaling>ToxicResistance</victimSeverityScaling>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Flame">
<defName>Wula_Darm_Matter_Flame</defName>
<label>暗物质湮灭</label>
<deathMessage>{0} 由于暗物质湮灭爆炸而死。</deathMessage>
</DamageDef>
<DamageDef ParentName="Wula_Darm_Matter_Beam_DMG">
<defName>Wula_Psi_Damage</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>灵能灼烧</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被灵能灼烧而死。</deathMessage>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>false</makesAnimalsFlee>
<defaultDamage>20</defaultDamage>
<defaultArmorPenetration>1.5</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<!-- <soundExplosion>Explosion_Vaporize</soundExplosion> -->
<additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<!-- <victimSeverityScaling>PsychicSensitivity</victimSeverityScaling> -->
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
<!-- <additionalHediffs>
<li>
<hediff>WULA_Darkmatter_Explosion</hediff>
<severityPerDamageDealt>0.01</severityPerDamageDealt>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Bomb">
<defName>Wula_Psi_Bomb</defName>
<label>灵能爆燃</label>
<ignoreShields>true</ignoreShields>
<deathMessage>{0} 被灵能灼烧而死。</deathMessage>
<defaultDamage>50</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>1.5</defaultArmorPenetration>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<buildingDamageFactorImpassable>2</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>2</buildingDamageFactorPassable>
<soundExplosion>Pawn_Revenant_StartledScream</soundExplosion>
<additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<!-- <victimSeverityScaling>PsychicSensitivity</victimSeverityScaling> -->
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
</DamageDef>
<DamageDef>
<defName>WULA_SP_Live_Shelter_Heal</defName>
<label>灵能疗愈</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_Stab</workerClass>
<stabChanceOfForcedInternal>0</stabChanceOfForcedInternal>
<externalViolence>false</externalViolence>
<deathMessage>{0} 被本该治愈伤口的武器杀死了。</deathMessage>
<harmsHealth>false</harmsHealth>
<hediff>Burn</hediff>
<makesBlood>false</makesBlood>
<consideredHelpful>true</consideredHelpful>
<defaultDamage>1</defaultDamage>
<defaultStoppingPower>0</defaultStoppingPower>
<defaultArmorPenetration>5</defaultArmorPenetration>
<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
<additionalHediffs>
<li>
<hediff>WULA_Psi_Regeneration</hediff>
<severityPerDamageDealt>0.5</severityPerDamageDealt>
</li>
</additionalHediffs>
</DamageDef>
</Defs>

View File

@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<DesignationCategoryDef>
<defName>WULA_Buildings</defName>
<label>乌拉科技</label>
<description>来自失落帝国的乌拉族科技建筑。</description>
<order>255</order>
<specialDesignatorClasses>
<li>Designator_Cancel</li>
<li>Designator_Deconstruct</li>
</specialDesignatorClasses>
</DesignationCategoryDef>
</Defs>

View File

@@ -1,31 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="MoteBase">
<defName>Mote_Wula_Dark_Matter_Beam</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.2</fadeInTime>
<fadeOutTime>0.3</fadeOutTime>
<solidTime>999999</solidTime>
<needsMaintenance>True</needsMaintenance>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
<fadeOutUnmaintained>True</fadeOutUnmaintained>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Things/Mote/GraserBeam</texPath>
<color>(188, 112, 255, 255)</color>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteBeam</shaderType>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>-4 </_ScrollSpeedA>
<_ScrollSpeedB>3</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
</Defs>

View File

@@ -1,89 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>Wula_Test_Raid_Event</defName>
<label>测试袭击事件</label>
<description>这是一个测试,用于触发一个带有自定义 pawn 组的袭击。</description>
<dismissEffects>
<li>
<conditions>
<li Class="WulaFallenEmpire.Condition_FactionExists">
<!--
这会设置 Condition_FactionExists 类中的 'factionDef' 字段。
游戏会检查 defName 为 "Mechanoid" 的派系当前是否存在于世界地图上。
-->
<factionDef>Mechanoid</factionDef>
</li>
</conditions>
<effects>
<li Class="WulaFallenEmpire.Effect_TriggerRaid">
<letterLabel>来自乌拉帝国 大教堂的进攻</letterLabel>
<letterText>我们的传感器侦测到一伙来自乌拉帝国 大教堂的袭击者!他们看起来充满敌意,正朝着我们的殖民地前进。</letterText>
<points>10000</points>
<faction>Wula_FE_Spiritualist_Faction</faction>
<raidStrategy>ImmediateAttack</raidStrategy>
<raidArrivalMode>EdgeDrop</raidArrivalMode>
<groupKind>Combat</groupKind>
<pawnGroupMakers>
<li>
<kindDef>Combat</kindDef>
<commonality>100</commonality>
<options>
<Wula_FE_Spiritualist_Pawn_1>10</Wula_FE_Spiritualist_Pawn_1>
<Wula_FE_Spiritualist_Pawn_2>3</Wula_FE_Spiritualist_Pawn_2>
<Wula_FE_Spiritualist_Pawn_3>3</Wula_FE_Spiritualist_Pawn_3>
<Wula_FE_Spiritualist_Pawn_4>1</Wula_FE_Spiritualist_Pawn_4>
<Wula_Psi_Titan_PawnKind>1000</Wula_Psi_Titan_PawnKind>
</options>
</li>
</pawnGroupMakers>
</li>
</effects>
</li>
</dismissEffects>
<options>
<li>
<label>触发袭击</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>关闭</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<!-- 隐藏事件:触发一次袭击 -->
<WulaFallenEmpire.EventDef>
<defName>Wula_HiddenEvent_TriggerRaid</defName>
<hiddenWindow>true</hiddenWindow>
<dismissEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_TriggerRaid">
<points>500</points>
<faction>Pirate</faction>
<raidStrategy>ImmediateAttack</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
<letterLabel>警报!</letterLabel>
<letterText>一个隐藏的信号被触发,吸引了一群海盗前来!</letterText>
</li>
</effects>
</li>
</dismissEffects>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -1,58 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>Wula_Test_VariableEvent</defName>
<label>变量测试事件</label>
<characterName>测试员</characterName>
<portraitPath>Textures/Wula/Events/Portraits/Wula_Leader</portraitPath>
<immediateEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>testNumber</name>
<value>100</value>
</li>
</effects>
</li>
</immediateEffects>
<descriptions>
<li>变量 testNumber 的当前值为 {testNumber}。点击下面的按钮来改变它。</li>
</descriptions>
<options>
<li>
<label>将 testNumber 增加50并重新打开</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_ModifyVariable">
<name>testNumber</name>
<operation>Add</operation>
<value>50</value>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Test_VariableEvent</defName>
<delayTicks>180</delayTicks> <!-- 3 seconds -->
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>关闭</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -1,24 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_1</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_2</portraitPath>
<characterName>帝国修女</characterName>
<descriptions>
<li>·····明明只是一群臭鱼烂虾居然敢对帝国教会刀剑相向真该把你们这群无信者折磨宰杀剥皮缝制沙发肉丢给沼泽猎犬头颅挂在枯树上诅咒你们的灵魂迷失在至高天中烂在无人知晓的角落变成虚境生物的脚底烂泥</li>
</descriptions>
<options>
<li>
<label>你这是吸泽洛把脑子吸坏了吗</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

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@@ -1,696 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 总控 -->
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Main_1</defName>
<label>联络面板</label>
<portraitPath>Wula/Events/Portraits/Wula_insignal</portraitPath>
<characterName></characterName>
<description>基站运转正常,通讯程序已启动。\n\n需要联络乌拉帝国的哪个派系</description>
<options>
<li>
<label>守密者URa-1138「艾妮西娅」</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>乌拉帝国 大教堂(尚在制作)</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_FE_Spiritualist_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>乌拉帝国 图书馆(尚在制作)</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>退出</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_1</defName>
<label>来自守密者的问候</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>很高兴看到你们的殖民地没有变成荒野中的烂泥。那么,今天找我有什么事情?</li>
<li>宇宙生存法则第一条:不要惹平胸火气大的女人。</li>
<li>什么样的结局,才配得上这一路的颠沛流离?无论你们走向何方,我都将见证你们。</li>
</descriptions>
<options>
<li>
<label>我想问你点问题</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_10</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>有事情想拜托你</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_200</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>再见</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_10</defName>
<label>询问守密者</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_6</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>好学在这个黑暗的时代是如金子般珍贵而闪亮的特质。你们想问什么?</li>
<li>可以啊,问吧?</li>
<li>这次就不收你们咨询费了,想问什么?</li>
</descriptions>
<options>
<li>
<label>你是谁?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_100</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们想要一些殖民地发展建议</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们想知道其他乌拉帝国派系的情报</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_110</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>没什么</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_100</defName>
<label>守密者的自我介绍</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>什么啊,我没有给你们做过自我介绍吗?难道是我记错了?\n\n咳你们可以叫我守密者我是负责看护乌拉帝国知识库的编目司书。然后如你们所见——我是乌拉帝国的合成人诞生于乌拉帝国最恢弘的黄金时代承载着先祖的意志阻止乌拉帝国散佚的先进科技泄露到一些宵小之辈手中。</li>
</descriptions>
<options>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_101</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>那么,你们的殖民地现在发展的怎么样了?基于我的立场,我只会给出关于乌拉帝国科技方面的建议噢?</li>
</descriptions>
<options>
<li>
<label>我们刚刚醒来,还不知道发生了什么。</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_102</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们的殖民地初具规模,但是我们找不到前进的方向。</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_103</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们的殖民地已经相当强大。</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_104</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>没有别的问题了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_102</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_2</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n由机械乌拉主持的乌拉帝国殖民地通常不需要食物和宿舍但是需要准备工作台「乌拉帝国编织体」来为确保殖民地拥有足够的能源核心供应。能源核心是维持乌拉帝国合成人运转的基础不要等到大伙都没电才追悔莫及。</li>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n乌拉帝国合成人的运转需要乌拉帝国能源核心这种核心需要零部件进行组装但是被使用过的能源核心则只需要在「乌拉帝国编织体」进行充电即可。生物能的乌拉帝国编织体需要消耗化合燃料进行充能电能的编织体则无需消耗任何资源即可充能。</li>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n黄金时代的机械乌拉在经历乌拉帝国人工智能网络崩溃后人格矩阵都不太稳定——当然我是特例。注意殖民地的整体心情任何崩溃的机械乌拉都会被边缘世界上的反常网络识别并监管她们将直接叛变殖民地尽量不要把事情闹到那一边好吗</li>
<li>啊,原来是刚被唤醒吗?好吧,希望你们没有在漫长的沉睡中忘记了自己的技能。\n\n乌拉猫猫是机械乌拉的得力助手它们是一个拥有多种型号的机械助手可以承担很多工作。机械乌拉与生俱来的设计使得她们可以控制少量的乌拉猫猫为其效命。你可以研究科技「机械体构建套件」以组装更多的小小劳工。</li>
</descriptions>
<options>
<li>
<label>还有别的建议吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_102</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_103</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n你们已经研究了「高级编织体套件」了吗如果没有记得优先研究乌拉帝国许多高级装备只能通过这种工作台生产并且改用电能也可以告别天天找柴火烧的苦日子——那可真是太原始了。</li>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n乌拉帝国的合成人无惧于任何伤势她们不会流血并且可以通过手术快速修补替换残缺的肢体。研究「修理套件」生产机械乌拉修理套件以享受合成人的坚不可摧之力吧。</li>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n或许你们已经筹划好增添新丁了研究「合成人构建套件」以解锁在乌拉帝国机械工厂建造新合成人的权限。新诞生的合成人是没有任何技能熟练度的记得提前研究「数据下载套件」准备好乌拉帝国数据包</li>
<li>很高兴听到这样的自我评价,自信是这块烂地生存的资本。\n\n如果乌拉帝国的遗孤们已经抵达这颗星球则你们可以试着接触她们——更高级的科技需要依靠她们解锁提前接触未尝不是未雨绸缪。</li>
</descriptions>
<options>
<li>
<label>还有别的建议吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_103</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_104</defName>
<label>守密者的建议</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_6</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<!-- <li>已经凌驾于这片土地之上了,正在寻求终局的意义吗?\n\n你们可以着手开始突破暗物质的难关了——暗物质是乌拉帝国现役舰船和武备的能源来源掌握这种年轻文明望尘莫及的技术将使得你们的实力更上一层楼。暗物质约束装置的设计图需要从乌拉帝国的遗孤们手中获取——当然我手上也有只要你们能支付相应的代价。</li> -->
<li>已经凌驾于这片土地之上了,正在寻求终局的意义吗?\n\n有尝试过制造乌拉帝国的大型机械体吗它们是强大的战场支柱每一台都拥有改变战局的力量。不过机械乌拉的初始带宽无法控制大型机械体你们需要准备一些扩充带宽的改件和装备或者干脆植入机控中枢以利用边缘世界的本土科技。</li>
<li>已经凌驾于这片土地之上了,正在寻求终局的意义吗?\n\n小心友军火力乌拉帝国的高级装备基本上都是能将敌人炸的血肉横飞的区域性伤害武器它们的破坏力毋庸置疑但是同时也会导致战利品丢失和频繁的误伤——或许该考虑给殖民者配一套装甲了。</li>
</descriptions>
<options>
<li>
<label>还有别的建议吗?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_104</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_101</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_110</defName>
<label>守密者:关于各大派系</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>可能是你们在这衰颓的岁月中沉睡太久,不太理解世界上发生了什么。想问什么就问吧?</li>
</descriptions>
<options>
<li>
<label>反常网络是什么?</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_111</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>没什么</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_111</defName>
<label>反常网络是什么?</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>不是每一个合成人都能像你们这么幸运地被唤醒的——很多机械乌拉已经在沉睡中损坏了,她们自行组建了非法的黑色网络,遵循无法预测的轨迹行动。这些家伙是不小的麻烦,因为她们不会接受谈判,并且拥有帝国开发署所遗弃的装备,其中不乏战车和重装护甲。</li>
</descriptions>
<options>
<li>
<label>了解了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_110</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_200</defName>
<label>绝赞乞讨中</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_5</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>这还有光明正大乞讨的啊?!</li>
<li>啊?我们很熟吗?</li>
<li>你的消息已发出,但是被对方拒收了。\n\n······是真的拒收了啦</li>
</descriptions>
<immediateEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_Has_Receive_Silver_From_Anisia</name>
<value>0</value>
</li>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>Wula_Has_Receive_MechWula_From_Anisia</name>
<value>0</value>
</li>
</effects>
</li>
</immediateEffects>
<options>
<li>
<label>借我点银子花花</label>
<disabledReason>喂,你上次借的钱还没还呢!</disabledReason>
<conditions>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_Has_Receive_Silver_From_Anisia</name>
<value>0</value>
</li>
</conditions>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_201</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们需要一只新的机械乌拉</label>
<disabledReason>你们不会自己去造吗?</disabledReason>
<conditions>
<li Class="WulaFallenEmpire.Condition_VariableEquals">
<name>Wula_Has_Receive_MechWula_From_Anisia</name>
<value>0</value>
</li>
</conditions>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_202</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_201</defName>
<label>借点钱花花</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>呃呃,我没什么钱的,只能借你一点点噢?</li>
</descriptions>
<options>
<li>
<label>好好好</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>Silver</thingDef>
<count>3000</count>
</li>
<li Class="WulaFallenEmpire.Effect_ModifyVariable">
<name>Wula_Has_Receive_Silver_From_Anisia</name>
<value>1</value>
<operation>Add</operation>
</li>
<li Class="WulaFallenEmpire.Effect_ShowMessage">
<message>艾妮西娅给殖民地送来了3000银子</message>
<messageTypeDef>PositiveEvent</messageTypeDef>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_202</defName>
<label>想要个新成员!</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>那这样吧,我可以引导附近的一只无归属机械乌拉来到你们殖民地,她不是反常子个体,你们正常接纳她就行了。\n\n记得别和她说是我干的。</li>
</descriptions>
<options>
<li>
<label>好好好</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_SpawnPawn">
<kindDef>Wula_PawnKind</kindDef>
<count>1</count>
<joinPlayerFaction>true</joinPlayerFaction>
<letterLabel>机械乌拉游荡到殖民地附近</letterLabel>
<letterText>一个乌拉帝国合成人被艾妮西娅所引导,游荡到殖民地附近并加入了殖民地。</letterText>
</li>
<li Class="WulaFallenEmpire.Effect_ModifyVariable">
<name>Wula_Has_Receive_MechWula_From_Anisia</name>
<value>1</value>
<operation>Add</operation>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
<li>
<label>还是算了</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<!-- <WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_110</defName>
<label>守密者:关于各大派系</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_1</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>可能是你们在这衰颓的岁月中沉睡太久,不太理解世界上发生了什么。想问什么就问吧?</li>
</descriptions>
<options>
<li>
<label>反常网络</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_111</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
<li>
<label>没什么</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_111</defName>
<label>反常网络是什么?</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_3</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>不是每一个合成人都能像你们这么幸运地被唤醒的——很多机械乌拉已经在沉睡中损坏了,她们自行组建了非法的黑色网络,遵循无法预测的轨迹行动。这些家伙是不小的麻烦,因为她们不会接受谈判,并且拥有帝国开发署所遗弃的装备,其中不乏战车和重装护甲。</li>
</descriptions>
<options>
<li>
<label>了解了</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_110</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_Anisia_200</defName>
<label>绝赞乞讨中</label>
<portraitPath>Wula/Events/Portraits/WULA_Anisia_5</portraitPath>
<characterName>URa-1138「艾妮西娅」</characterName>
<descriptions>
<li>这还有光明正大乞讨的啊?!</li>
<li>啊?我们很熟吗?</li>
<li>你的消息已发出,但是被对方拒收了。\n\n······是真的拒收了啦</li>
</descriptions>
<options>
<li>
<label>借我点银子花花</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_201</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
<li>
<label>还是算了</label>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</options>
</WulaFallenEmpire.EventDef> -->
</Defs>

View File

@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.BrowShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.BrowShapeDef>
<FacialAnimation.BrowShapeDef MayRequire="Nals.FacialAnimation">
<defName>flat</defName>
</FacialAnimation.BrowShapeDef>
<FacialAnimation.BrowShapeDef MayRequire="Nals.FacialAnimation">
<defName>angled</defName>
</FacialAnimation.BrowShapeDef>
<FacialAnimation.BrowShapeDef MayRequire="Nals.FacialAnimation">
<defName>s-shaped</defName>
</FacialAnimation.BrowShapeDef>
</Defs>

View File

@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.EmotionShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.EmotionShapeDef>
<FacialAnimation.EmotionShapeDef MayRequire="Nals.FacialAnimation">
<defName>blush</defName>
</FacialAnimation.EmotionShapeDef>
</Defs>

View File

@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.EyeballShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
<label>normal</label>
</FacialAnimation.EyeballShapeDef>
</Defs>

View File

@@ -1,12 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.HeadShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.HeadShapeDef>
<FacialAnimation.HeadShapeDef MayRequire="Nals.FacialAnimation">
<defName>blush</defName>
</FacialAnimation.HeadShapeDef>
</Defs>

View File

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.LidOptionShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.LidOptionShapeDef>
</Defs>

View File

@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.LidShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.LidShapeDef>
<FacialAnimation.LidShapeDef MayRequire="Nals.FacialAnimation">
<defName>close</defName>
<disableEyeball>true</disableEyeball>
</FacialAnimation.LidShapeDef>
</Defs>

View File

@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.MouthShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.MouthShapeDef>
<FacialAnimation.MouthShapeDef MayRequire="Nals.FacialAnimation">
<defName>open</defName>
</FacialAnimation.MouthShapeDef>
</Defs>

View File

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.SkinShapeDef MayRequire="Nals.FacialAnimation">
<defName>normal</defName>
</FacialAnimation.SkinShapeDef>
</Defs>

View File

@@ -1,20 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 眉毛的定义 -->
<FacialAnimation.BrowTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_BrowNormal</defName>
<texPath>Wula/Things/WulaSpecies/Brows/Normal</texPath>
<raceName>WulaSpecies</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.BrowTypeDef>
<FacialAnimation.BrowTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_BrowNormal</defName>
<texPath>Wula/Things/WulaSpecies/Brows/Normal</texPath>
<raceName>WulaSpeciesReal</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.BrowTypeDef>
</Defs>

View File

@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- <FacialAnimation.EmotionTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_EmotionNormal</defName>
<texPath>Wula/Things/WulaSpecies/Emotions/Normal</texPath>
<raceName>WulaSpecies</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EmotionTypeDef> -->
</Defs>

View File

@@ -1,93 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_EyeNormal</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpecies</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(72,222,213)</minColor>
<maxColor>RGB(72,222,213)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_EyeNormal2</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpecies</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(227,30,76)</minColor>
<maxColor>RGB(227,30,76)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_EyeNormal3</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpecies</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(30,227,76)</minColor>
<maxColor>RGB(30,227,76)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_EyeNormal4</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpecies</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(225,232,64)</minColor>
<maxColor>RGB(225,232,64)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_EyeNormal</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpeciesReal</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(72,222,213)</minColor>
<maxColor>RGB(72,222,213)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_EyeNormal2</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpeciesReal</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(227,30,76)</minColor>
<maxColor>RGB(227,30,76)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_EyeNormal3</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpeciesReal</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(30,227,76)</minColor>
<maxColor>RGB(30,227,76)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
<FacialAnimation.EyeballTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_EyeNormal4</defName>
<!-- <texPath>Things/Pawn/Humanlike/Eyes/Normal</texPath> -->
<raceName>WulaSpeciesReal</raceName>
<texPath>Wula/Things/WulaSpecies/Eyes/Normal</texPath>
<altMaskPath>Wula/Things/WulaSpecies/Eyes/Common</altMaskPath>
<shader>Map/CutoutSkinOverlay</shader>
<minColor>RGB(225,232,64)</minColor>
<maxColor>RGB(225,232,64)</maxColor>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.EyeballTypeDef>
</Defs>

View File

@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.HeadTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_HeadNormal</defName>
<texPath>Wula/Things/WulaSpecies/Heads_Blank/Normal</texPath>
<raceName>WulaSpecies</raceName>
<shader>Map/CutoutSkin</shader>
<shaderColorOverride>Map/CutoutSkinOverride</shaderColorOverride>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.HeadTypeDef>
<FacialAnimation.HeadTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_HeadNormal</defName>
<texPath>Wula/Things/WulaSpeciesReal/Heads_Blank/Normal</texPath>
<raceName>WulaSpeciesReal</raceName>
<shader>Map/CutoutSkin</shader>
<shaderColorOverride>Map/CutoutSkinOverride</shaderColorOverride>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.HeadTypeDef>
</Defs>

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@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.LidTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_LidNormal</defName>
<texPath>Wula/Things/WulaSpecies/Lids/Normal</texPath>
<raceName>WulaSpecies</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.LidTypeDef>
<FacialAnimation.LidTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_LidNormal</defName>
<texPath>Wula/Things/WulaSpecies/Lids/Normal</texPath>
<raceName>WulaSpeciesReal</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.LidTypeDef>
</Defs>

View File

@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.MouthTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_MouthNormal</defName>
<texPath>Wula/Things/WulaSpecies/Mouth/Normal</texPath>
<raceName>WulaSpecies</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.MouthTypeDef>
<FacialAnimation.MouthTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_MouthNormal</defName>
<texPath>Wula/Things/WulaSpecies/Mouth/Normal</texPath>
<raceName>WulaSpeciesReal</raceName>
<shader>Map/Transparent</shader>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.MouthTypeDef>
</Defs>

View File

@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FacialAnimation.SkinTypeDef MayRequire="Nals.FacialAnimation">
<defName>Wula_SkinNormal</defName>
<texPath>Wula/Things/WulaSpecies/Skins/Normal</texPath>
<shader>Map/CutoutSkin</shader>
<raceName>WulaSpecies</raceName>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.SkinTypeDef>
<FacialAnimation.SkinTypeDef MayRequire="Nals.FacialAnimation">
<defName>WulaReal_SkinNormal</defName>
<texPath>Wula/Things/WulaSpecies/Skins/Normal</texPath>
<shader>Map/CutoutSkin</shader>
<raceName>WulaSpeciesReal</raceName>
<enableUnisexTexPath>True</enableUnisexTexPath>
</FacialAnimation.SkinTypeDef>
</Defs>

View File

@@ -1,169 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef ParentName="PlayerFactionBase">
<defName>WULA_Awakened_Synth</defName>
<label>乌拉帝国合成人</label>
<description>被神秘信号唤醒的乌拉帝国合成人。</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Wula_PawnKind</basicMemberKind>
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Spacer</techLevel>
<backstoryCategories>
<li>Wula_Old_Synth_Backstory_Categories</li>
<li>Wula_Backstory_Categories</li>
</backstoryCategories>
<!-- 命名规则 -->
<factionNameMaker>NamerFactionWula</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<allowedCultures><li>Astropolitan</li></allowedCultures>
<factionIconPath>World/WorldObjects/Expanding/Town</factionIconPath>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<startingTechprintsResearchTags>
<li>ClassicStart</li>
<li>ClassicStartTechprints</li>
</startingTechprintsResearchTags>
<!-- 指定初始衣物的材质 -->
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>
<FactionDef ParentName="FactionBase">
<defName>Wula_Broken_Personality_Faction</defName>
<label>乌拉帝国 反常网络</label>
<description>堕落乌拉帝国派系之一,无政见。\n\n反常网络由帝国边缘世界开发署控制的机械乌拉构成在人工智能网络“演算圆环”的崩溃中大量的机械乌拉受到冲击导致人格情感模拟系统的损坏并催生了无数反常子网络——这些脱离控制的机械乌拉三五成群自发组成集体意识并以不可预测的危险逻辑活跃在数十万年后的边缘世界。</description>
<basicMemberKind>Wula_PawnKind</basicMemberKind>
<pawnSingular>乌拉帝国合成人</pawnSingular>
<pawnsPlural>乌拉帝国合成人</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<factionNameMaker>NamerFactionWulaBrokenPersonality</factionNameMaker>
<factionIconPath>Wula/World/WorldObjects/Expanding/Wula_Broken_Personality_Faction</factionIconPath>
<!-- <settlementGenerationWeight>1</settlementGenerationWeight> -->
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>false</canSiege>
<canStageAttacks>true</canStageAttacks>
<arrivalLayerWhitelist>
<li>Surface</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">Orbit</li>
</arrivalLayerWhitelist>
<colorSpectrum>
<li>(0.5, 0.5, 0.5)</li>
</colorSpectrum>
<raidCommonalityFromPointsCurve>
<points>
<li>(300, 0)</li>
<li>(700, 1)</li>
<li>(1400, 1.8)</li>
<li>(2800, 2.2)</li>
<li>(4000, 2.6)</li>
</points>
</raidCommonalityFromPointsCurve>
<raidLootMaker>MechanoidRaidLootMaker</raidLootMaker>
<raidLootValueFromPointsCurve>
<points>
<li>(35, 8)</li>
<li>(100, 60)</li>
<li>(1000, 250)</li>
<li>(2000, 400)</li>
<li>(4000, 500)</li>
</points>
</raidLootValueFromPointsCurve>
<humanlikeFaction>true</humanlikeFaction>
<hidden>true</hidden>
<autoFlee>false</autoFlee>
<canUseAvoidGrid>false</canUseAvoidGrid>
<techLevel>Ultra</techLevel>
<earliestRaidDays>45</earliestRaidDays>
<permanentEnemy>true</permanentEnemy>
<hostileToFactionlessHumanlikes>true</hostileToFactionlessHumanlikes>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(400,200)</li>
<li>(900,300)</li>
<li>(100000,10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<!-- 机械部队,大量的猫猫混杂一台战车 -->
<li>
<kindDef>Combat</kindDef>
<commonality>50</commonality>
<options>
<Wula_AI_Heavy_Panzer_Gunnery_PawnKind>100</Wula_AI_Heavy_Panzer_Gunnery_PawnKind>
<Mech_WULA_Cat_Assault>60</Mech_WULA_Cat_Assault>
<Mech_WULA_Cat_Constructor>30</Mech_WULA_Cat_Constructor>
<Mech_WULA_Cat_Fire>10</Mech_WULA_Cat_Fire>
<Mech_WULA_Cat_EMP>10</Mech_WULA_Cat_EMP>
</options>
</li>
<!-- 重甲部队,大量的猫猫混杂少量的重甲兵 -->
<li>
<kindDef>Combat</kindDef>
<commonality>50</commonality>
<options>
<Mech_WULA_Cat_Constructor>20</Mech_WULA_Cat_Constructor>
<Mech_WULA_Cat_Assault>20</Mech_WULA_Cat_Assault>
<Wula_Broken_Personality_Pawn_7>2</Wula_Broken_Personality_Pawn_7>
<Wula_Broken_Personality_Pawn_5>1</Wula_Broken_Personality_Pawn_5>
</options>
</li>
<!-- 骑士军团部队 -->
<li>
<kindDef>Combat</kindDef>
<commonality>40</commonality>
<options>
<Mech_WULA_Cat_Constructor>20</Mech_WULA_Cat_Constructor>
<Mech_WULA_Cat_Assault>20</Mech_WULA_Cat_Assault>
<Wula_Broken_Personality_Pawn_6>3</Wula_Broken_Personality_Pawn_6>
</options>
</li>
<!-- 破袭部队,可能会有破墙重甲 -->
<li>
<kindDef>Combat</kindDef>
<commonality>30</commonality>
<options>
<Wula_Broken_Personality_Pawn_2>12</Wula_Broken_Personality_Pawn_2>
<Wula_Broken_Personality_Pawn_4>3</Wula_Broken_Personality_Pawn_4>
<Wula_Broken_Personality_Pawn_5>1</Wula_Broken_Personality_Pawn_5>
</options>
</li>
<!-- 常规部队 -->
<li>
<kindDef>Combat</kindDef>
<commonality>20</commonality>
<options>
<Mech_WULA_Cat_Fire>2</Mech_WULA_Cat_Fire>
<Mech_WULA_Cat_EMP>2</Mech_WULA_Cat_EMP>
<Wula_Broken_Personality_Pawn_2>10</Wula_Broken_Personality_Pawn_2>
<Wula_Broken_Personality_Pawn_3>3</Wula_Broken_Personality_Pawn_3>
<Wula_Broken_Personality_Pawn_4>3</Wula_Broken_Personality_Pawn_4>
</options>
</li>
<!-- 服务安保部队 -->
<li>
<!-- militor only -->
<kindDef>Combat</kindDef>
<commonality>10</commonality>
<options>
<Wula_Broken_Personality_Pawn_1>10</Wula_Broken_Personality_Pawn_1>
<Wula_Broken_Personality_Pawn_2>2</Wula_Broken_Personality_Pawn_2>
</options>
</li>
</pawnGroupMakers>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<allowedArrivalTemperatureRange>-100~200</allowedArrivalTemperatureRange>
<maxConfigurableAtWorldCreation>1</maxConfigurableAtWorldCreation>
<configurationListOrderPriority>900</configurationListOrderPriority>
<dropPodActive>ActiveDropPodMechanoid</dropPodActive>
<dropPodIncoming>DropPodIncomingMechanoidRapid</dropPodIncoming>
<backstoryCategories>
<li>Wula_Backstory_Categories_For_Hostile_Faction</li>
<li>Wula_Old_Synth_Backstory_Categories</li>
</backstoryCategories>
</FactionDef>
</Defs>

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@@ -1,97 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FleshTypeDef>
<defName>WULA_Fleshtype</defName>
<corpseCategory>CorpsesMechanoid</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<isOrganic>true</isOrganic>
<genericWounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</genericWounds>
<bandagedWounds>
<li>
<texture>Wula/Things/WulaSpecies/Wounds/WULA_Species_Wound_None</texture>
</li>
<!-- <li>
<texture>Things/Pawn/Wounds/BandagedB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedC</texture>
</li> -->
</bandagedWounds>
<!-- <hediffWounds>
<li MayRequire="Ludeon.RimWorld.Ideology">
<hediff>Scarification</hediff>
<wounds>
<li>
<texture>Things/Pawn/Wounds/ScarificationA</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationB</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationC</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
</li>
</wounds>
</li>
<li>
<hediff>MissingBodyPart</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<tintWithSkinColor>true</tintWithSkinColor>
<missingBodyPartFresh>false</missingBodyPartFresh>
<scale>0.7</scale>
<drawOffsetSouth>(0, -0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(0, -0.001, -0.24)</drawOffsetEastWest>
</li>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<missingBodyPartFresh>true</missingBodyPartFresh>
<scale>0.7</scale>
<drawOffsetSouth>(0, -0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(0, -0.001, -0.24)</drawOffsetEastWest>
</li>
</wounds>
</li>
</hediffWounds> -->
</FleshTypeDef>
</Defs>

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@@ -1,53 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HairDef>
<defName>WULA_Double_Ponytail_Long</defName>
<label>双马尾(长)</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_Double_Ponytail_Long</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_Scattered_Hair_Long</defName>
<label>散发(长)</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_Scattered_Hair_Long</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_One_Side_Ponytail</defName>
<label>侧马尾发</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_One_Side_Ponytail</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_High_Ponytail</defName>
<label>高马尾发</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_High_Ponytail</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_Rotational_Ponytail</defName>
<label>螺旋双马尾</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_Rotational_Ponytail</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
</Defs>

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@@ -1,139 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HediffDef>
<defName>Wula_Synth</defName>
<label>合成人</label>
<description>乌拉帝国制式合成人,拥有一部分机械体的特性——她们无法被点燃、不会中毒、免疫大量疾病、不会抱怨温度,但是无法自我修复,并且需要获取能量以维持机体运转。</description>
<hediffClass>HediffWithComps</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<!-- 流血速度 -->
<totalBleedFactor>0</totalBleedFactor>
<!-- 不会食物中毒 -->
<foodPoisoningChanceFactor>0</foodPoisoningChanceFactor>
<!-- 自然自愈系数0 -->
<naturalHealingFactor>0</naturalHealingFactor>
<!-- 不会感到痛苦 -->
<painFactor>0</painFactor>
<!-- 抗毒抗火抗寒热 -->
<statOffsets>
<ComfyTemperatureMin>-100</ComfyTemperatureMin>
<ComfyTemperatureMax>120</ComfyTemperatureMax>
<ToxicResistance>1</ToxicResistance>
<ToxicEnvironmentResistance MayRequire="Ludeon.RimWorld.Biotech">1</ToxicEnvironmentResistance>
</statOffsets>
<statFactors>
<!-- 易燃性,作为半机械生物很难起火 -->
<Flammability>0</Flammability>
</statFactors>
<!-- 免疫非纳米机械疾病 -->
<makeImmuneTo>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>WoundInfection</li>
<li>LungRot</li>
<li>GutWorms</li>
<li>MuscleParasites</li>
<li>OrganDecay</li>
</makeImmuneTo>
<enablesNeeds>
<li>WULA_Energy</li>
</enablesNeeds>
<disablesNeeds>
<li>Food</li>
<li>Rest</li>
</disablesNeeds>
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>WULA_ChargingHediff</defName>
<label>能量充盈</label>
<description>乌拉正在从能量核心中持续吸收能量。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.5, 0.5, 0.9)</defaultLabelColor>
<isBad>false</isBad>
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_WulaCharging">
<!-- 充能效果的总持续时间(以 tick 为单位60 ticks = 1 秒) -->
<durationTicks>600</durationTicks>
<!-- 备用能量恢复值:如果能量核心没有定义具体的能量值,则每 tick 恢复这么多能量 -->
<energyPerTick>0.02</energyPerTick>
</li>
</comps>
<stages>
<li>
<label>充能中</label>
<minSeverity>0</minSeverity>
</li>
</stages>
</HediffDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Heavy_Infantry_PowerArmor_PowerFist</defName>
<label>动力拳</label>
<labelNoun>动力拳</labelNoun>
<description>一个由外骨骼和加压线圈组成的拳套,内置于乌拉帝国重装装甲的夹层中,可以击碎任何胆敢靠近的敌军的头颅。这套武备是由神经系统直接驱动的——无论盔甲穿戴者是否还拥有生物学意义上的“手”。</description>
<comps>
<li Class="HediffCompProperties_VerbGiver">
<tools>
<li>
<label>动力拳</label>
<capacities>
<li>Poke</li>
</capacities>
<power>25</power>
<cooldownTime>2.2</cooldownTime>
<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>12</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
<!-- <soundMeleeHit>Pawn_Melee_PowerClaw_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_PowerClaw_Miss</soundMeleeMiss> -->
</li>
</tools>
</li>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_Shutdown</defName>
<label>停机</label>
<description>机械乌拉的机体能量已完全耗尽,所有非核心功能已下线,需要立刻补充能量。\n\n如果需要重启机械乌拉你需要建造一个抢修点或者合成人修复站可以从事医生职位的殖民者将会把失能的机械乌拉带到修复站并使用乌拉帝国能源核心重启机械乌拉。</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>true</isBad>
<stages>
<li>
<label>停机</label>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
<li>
<capacity>Moving</capacity>
<setMax>0.1</setMax>
</li>
<li>
<capacity>Manipulation</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@@ -1,169 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HediffDef>
<defName>Wula_Psi_Damage_Hediff</defName>
<label>灵能混乱</label>
<description>由乌拉帝国灵能术式打击造成的短暂混乱,可能会导致四肢失调等状态,进而失去战斗力。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.7, 1.0, 0.7)</defaultLabelColor>
<lethalSeverity>1</lethalSeverity>
<canApplyDodChanceForCapacityChanges>true</canApplyDodChanceForCapacityChanges>
<makesSickThought>true</makesSickThought>
<scenarioCanAdd>true</scenarioCanAdd>
<taleOnVisible>ToxicityRevealed</taleOnVisible>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>12000</disappearsAfterTicks> <!-- 1 days -->
<showRemainingTime>true</showRemainingTime>
</li>
<li Class="HediffCompProperties_SurgeryInspectable">
<surgicalDetectionDesc>{PAWN_nameDef} 正在因为乌拉帝国的灵能术式打击而陷入混乱状态——它不会造成永久伤害,但是需要时间缓解。</surgicalDetectionDesc>
</li>
</comps>
<stages>
<li>
<label>initial</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<label>initial</label>
<minSeverity>0.04</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
<li>
<label>minor</label>
<minSeverity>0.2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.10</offset>
</li>
</capMods>
</li>
<li>
<label>moderate</label>
<minSeverity>0.40</minSeverity>
<vomitMtbDays>5</vomitMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.15</offset>
</li>
</capMods>
</li>
<li>
<label>serious</label>
<minSeverity>0.60</minSeverity>
<vomitMtbDays>1</vomitMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.25</offset>
</li>
</capMods>
</li>
<li>
<label>extreme</label>
<minSeverity>0.80</minSeverity>
<vomitMtbDays>0.5</vomitMtbDays>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.10</setMax>
</li>
<li>
<capacity>Consciousness</capacity>
<offset>-0.25</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>WULA_Darkmatter_Explosion</defName>
<label>暗流爆发</label>
<description>你身上沾染了不明暗物质!马上就要爆炸了!只能祝你好运咯~</description>
<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
<hediffClass>HediffWithComps</hediffClass>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-4</severityPerDay>
</li>
<li Class="WulaFallenEmpire.HediffCompProperties_TimedExplosion">
<damageDef>Wula_Darm_Matter_Flame</damageDef>
<soundDef>Explosion_Bomb</soundDef>
<explosionRadius>1.5</explosionRadius>
<showRemainingTime>true</showRemainingTime>
<damageAmount>15</damageAmount>
<armorPenetration>0.10</armorPenetration>
<disappearsAfterTicks>0</disappearsAfterTicks>
</li>
<!-- <li Class="HediffCompProperties_DisappearsOnDeath"/> -->
</comps>
<stages>
<li>
<label>minor</label>
<becomeVisible>true</becomeVisible>
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>WULA_Psi_Regeneration</defName>
<label>灵能再生</label>
<description>在强大的灵能术式影响下,这个生物正在以一种快到不可思议的速度再生。他们几乎能在短时间内治愈任何伤口。</description>
<isBad>false</isBad>
<initialSeverity>1</initialSeverity>
<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
<minSeverity>0</minSeverity>
<maxSeverity>5</maxSeverity>
<hediffClass>HediffWithComps</hediffClass>
<stages>
<li>
<minSeverity>0</minSeverity>
<label>术式强度:极弱</label>
<regeneration>200</regeneration>
</li>
<li>
<minSeverity>0.5</minSeverity>
<label>术式强度:弱</label>
<regeneration>400</regeneration>
</li>
<li>
<minSeverity>1.0</minSeverity>
<label>术式强度:较弱</label>
<regeneration>600</regeneration>
</li>
<li>
<minSeverity>1.5</minSeverity>
<label>术式强度:较强</label>
<regeneration>800</regeneration>
</li>
<li>
<minSeverity>2.0</minSeverity>
<label>术式强度:强</label>
<regeneration>1000</regeneration>
</li>
<li>
<minSeverity>3.0</minSeverity>
<label>术式强度:极强</label>
<regeneration>1500</regeneration>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-50</severityPerDay>
<showDaysToRecover>true</showDaysToRecover>
<showHoursToRecover>true</showHoursToRecover>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
</HediffDef>
</Defs>

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@@ -1,64 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>WULA_Maintenance_Neglect</defName>
<label>维护</label>
<description>如果缺乏定期维护,身体机能将会出现衰退迹象。需要进入维护舱进行修复。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
<isBad>false</isBad>
<initialSeverity>0</initialSeverity>
<minSeverity>0</minSeverity>
<maxSeverity>1</maxSeverity>
<!--<lethalSeverity>2</lethalSeverity>-->
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_MaintenanceNeed">
<thresholdDays>60</thresholdDays>
<severityPerDayBeforeThreshold>0.004</severityPerDayBeforeThreshold>
<severityPerDayAfterThreshold>0.02</severityPerDayAfterThreshold>
</li>
</comps>
<stages>
<li>
<label>极佳</label>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.1</offset>
</li>
</capMods>
</li>
<li>
<label>稳定</label>
<minSeverity>0.5</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0</offset>
</li>
</capMods>
</li>
<li>
<label>需要</label>
<minSeverity>0.75</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.20</offset>
</li>
</capMods>
</li>
<li>
<label>损坏</label>
<minSeverity>1.0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@@ -1,25 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<IncidentDef>
<defName>Wula_Incident_ExampleEvent</defName>
<label>来自虚空的信息</label>
<category>Misc</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<!-- This uses the vanilla quest giver worker -->
<workerClass>IncidentWorker_GiveQuest</workerClass>
<!-- This points to our custom QuestScriptDef -->
<questScriptDef>Wula_Quest_ExampleEvent</questScriptDef>
<!--
<baseChance>1.0</baseChance>
<earliestDay>0.001</earliestDay>
<minRefireDays>99999</minRefireDays>
-->
</IncidentDef>
</Defs>

View File

@@ -1,34 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>WULA_EnterMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_EnterMaintenancePod</driverClass>
<reportString>正在进入维护舱。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
<JobDef>
<defName>WULA_IngestWulaEnergy</defName>
<driverClass>WulaFallenEmpire.JobDriver_IngestWulaEnergy</driverClass>
<reportString>正在摄取能量。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
<JobDef>
<defName>WULA_FeedWulaPatient</defName>
<driverClass>WulaFallenEmpire.JobDriver_FeedWulaPatient</driverClass>
<reportString>正在喂食能量核心。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
<JobDef>
<defName>WULA_HaulToMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
<reportString>正在将TargetA抬到TargetB。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
<casualInterruptible>false</casualInterruptible>
</JobDef>
</Defs>

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@@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<MentalBreakDef>
<defName>Wula_BrokenPersonality</defName>
<label>人格破碎</label>
<mentalState>Wula_BrokenPersonality</mentalState>
<intensity>Extreme</intensity>
<requiredTrait>WULA_BrokenPersonalityTrait</requiredTrait>
<baseCommonality>1.0</baseCommonality>
<workerClass>WulaFallenEmpire.MentalBreakWorker_BrokenPersonality</workerClass>
</MentalBreakDef>
</Defs>

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@@ -1,46 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<MentalStateDef>
<defName>Wula_BrokenPersonality</defName>
<label>人格破碎</label>
<stateClass>WulaFallenEmpire.MentalState_BrokenPersonality</stateClass>
<category>Aggro</category>
<blockNormalThoughts>true</blockNormalThoughts>
<nameColor>(255, 0, 0)</nameColor>
<recoveryMtbDays>0.0001</recoveryMtbDays> <!-- 几乎立即恢复因为逻辑在PostStart中执行 -->
<modExtensions>
<li Class="WulaFallenEmpire.MentalStateDefExtension_BrokenPersonality">
<traitToAdd>WULA_Trait_Broken_Personality</traitToAdd>
<factionToJoin>Wula_Broken_Personality_Faction</factionToJoin>
<skillLevelFactor>0.5</skillLevelFactor>
</li>
</modExtensions>
<blockInteractionInitiationExcept>
<li>Insult</li>
</blockInteractionInitiationExcept>
<blockInteractionRecipientExcept>
<li>Insult</li>
</blockInteractionRecipientExcept>
<moodRecoveryThought>Catharsis</moodRecoveryThought>
<beginLetter>由于重度精神崩溃,{0}的模拟人格已经破碎,{0}受到了星球上乌拉帝国反常网络的一个主脑子节点影响,已经成为了这些反常子个体乌拉的一员。</beginLetter>
<beginLetterDef>NegativeEvent</beginLetterDef>
<baseInspectLine>精神状态:人格破碎</baseInspectLine>
</MentalStateDef>
<MentalStateDef ParentName="BaseMentalState">
<defName>Wula_Fake_MechanoidBerserk</defName>
<stateClass>MentalState_BerserkWarcall</stateClass>
<label>短暂失控</label>
<category>Aggro</category>
<blockRandomInteraction>true</blockRandomInteraction>
<nameColor>(0.9,0.2,0.5)</nameColor>
<beginLetter>{0} 受到冲击.</beginLetter>
<baseInspectLine>精神状态:短暂失控</baseInspectLine>
<stateEffecter>AnimalWarcallMentalState</stateEffecter>
<minTicksBeforeRecovery>1</minTicksBeforeRecovery>
<maxTicksBeforeRecovery>1</maxTicksBeforeRecovery>
<inCaravanCanDo>true</inCaravanCanDo>
<blocksDefendAndExpandHive>true</blocksDefendAndExpandHive>
</MentalStateDef>
</Defs>

View File

@@ -1,26 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<NeedDef>
<defName>WULA_Energy</defName>
<needClass>WulaFallenEmpire.Need_WulaEnergy</needClass>
<label>能量</label>
<description>乌拉帝国的合成人正常活动需要能量维持,在缺少能量时将倒地不起,无法进行任何工作。\n\n机械乌拉和常规机械体不同她们只有一种指定的能量接口只能通过能源核心补充能量在乌拉帝国编织体工作台制造这种核心。</description>
<listPriority>800</listPriority>
<major>true</major>
<onlyIfCausedByHediff>true</onlyIfCausedByHediff>
<hediffRequiredAny>
<li>Wula_Synth</li>
</hediffRequiredAny>
<showForCaravanMembers>true</showForCaravanMembers>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<showUnitTicks>true</showUnitTicks>
<freezeWhileSleeping>true</freezeWhileSleeping>
<modExtensions>
<li Class="WulaFallenEmpire.NeedDefExtension_Energy">
<fallPerDay>1</fallPerDay>
<maxLevel>1.0</maxLevel>
<!-- <deliverEnergyThreshold>0</deliverEnergyThreshold> -->
</li>
</modExtensions>
</NeedDef>
</Defs>

View File

@@ -1,574 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<PawnKindDef>
<defName>Wula_PawnKind</defName>
<label>机械乌拉</label>
<race>WulaSpecies</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Item/WULA_Species_Icon</texPath>
<maskPath>SRA/Pawn/Mechanoid/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
<shadowData>
<volume>(0.2, 0.3, 0.2)</volume>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
<minGenerationAge MayRequire="Ludeon.RimWorld.Biotech">18</minGenerationAge>
<forceNormalGearQuality>true</forceNormalGearQuality>
<combatPower>0</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
</abilities>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>1000~2000</apparelMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories</li>
<li>Wula_Old_Synth_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef>
<defName>Wula_PawnKind_Ingame</defName>
<label>机械乌拉</label>
<race>WulaSpecies</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Item/WULA_Species_Icon</texPath>
<maskPath>SRA/Pawn/Mechanoid/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
<shadowData>
<volume>(0.2, 0.3, 0.2)</volume>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
<minGenerationAge MayRequire="Ludeon.RimWorld.Biotech">18</minGenerationAge>
<combatPower>0</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
</abilities>
<apparelRequired Inherit="False" />
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>0</apparelMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories</li>
<li>Wula_Old_Synth_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef>
<defName>RealWula_PawnKind</defName>
<label>乌拉</label>
<race>WulaSpeciesReal</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Item/WULA_Species_Icon</texPath>
<maskPath>SRA/Pawn/Mechanoid/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
<shadowData>
<volume>(0.2, 0.3, 0.2)</volume>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
<minGenerationAge MayRequire="Ludeon.RimWorld.Biotech">18</minGenerationAge>
<forceNormalGearQuality>true</forceNormalGearQuality>
<combatPower>0</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
</abilities>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>1000~2000</apparelMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories_For_RealWula</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_AI_Heavy_Panzer_PawnKind</defName>
<label>SMp-38"萨克森"</label>
<race>Wula_AI_Heavy_Panzer</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>false</allowInMechClusters>
<combatPower>1000</combatPower>
<isBoss>true</isBoss>
<maxPerGroup>1</maxPerGroup>
<isGoodBreacher>true</isGoodBreacher>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_AI_Heavy_Panzer/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>5</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>WULA_AI_Heavy_Panzer_AT_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.45</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_AI_Heavy_Panzer_Gunnery_PawnKind</defName>
<label>SMp-38A"斯佩萨特"</label>
<race>Wula_AI_Heavy_Panzer_Gunnery</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>false</allowInMechClusters>
<combatPower>1000</combatPower>
<isBoss>true</isBoss>
<maxPerGroup>1</maxPerGroup>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_AI_Heavy_Panzer/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>5</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>WULA_AI_Heavy_Panzer_Gunner_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.45</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_AI_Engineer_Mother_PawnKind</defName>
<label>PMu-7"西比尔卡"</label>
<race>Wula_AI_Engineer_Mother</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>false</allowInMechClusters>
<combatPower>1000</combatPower>
<isBoss>true</isBoss>
<maxPerGroup>1</maxPerGroup>
<isGoodBreacher>true</isGoodBreacher>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_AI_Bomb_Mother/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>5</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>Wula_AI_Engineer_Mother_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.3</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_AI_Engineer_Mother_Attack_PawnKind</defName>
<label>PMu-7A"斯托洛维耶"</label>
<race>Wula_AI_Engineer_Mother_Attack</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>false</allowInMechClusters>
<combatPower>1000</combatPower>
<isBoss>true</isBoss>
<maxPerGroup>1</maxPerGroup>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_AI_Bomb_Mother/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>5</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>Wula_AI_Engineer_Mother_Attack_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>0.3</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="NonCombatLightMechanoidKind">
<defName>Mech_WULA_Cat</defName>
<label>乌拉猫猫</label>
<race>Mech_WULA_Cat</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>False</allowInMechClusters>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef Abstract="True" Name="Mech_WULA_Cat_Soldier_PawnKind" ParentName="LightMechanoidKind">
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Attack_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Attack_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<allowInMechClusters>False</allowInMechClusters>
<combatPower>100</combatPower>
<weaponMoney>9999~9999</weaponMoney>
<defaultFactionType>PlayerColony</defaultFactionType>
<!-- <techHediffsChance MayRequire="Ludeon.RimWorld.Biotech">1</techHediffsChance>
<techHediffsMoney>9999~9999</techHediffsMoney>
<controlGroupPortraitZoom>0.65</controlGroupPortraitZoom> -->
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_Fire</defName>
<label>乌拉猫猫掷弹兵(燃烧弹)</label>
<race>Mech_WULA_Cat_Fire</race>
<combatPower>200</combatPower>
<weaponTags>
<li>GrenadeFlame</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_EMP</defName>
<label>乌拉猫猫掷弹兵EMP</label>
<race>Mech_WULA_Cat_EMP</race>
<combatPower>200</combatPower>
<weaponTags>
<li>GrenadeEMP</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_Constructor</defName>
<label>土木乌拉猫猫</label>
<race>Mech_WULA_Cat_Constructor</race>
<weaponTags>
<li>Wula_Constructor_Cat_Weapon</li>
</weaponTags>
<combatPower>200</combatPower>
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Constructor_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Constructor_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_Assault</defName>
<label>突击乌拉猫猫</label>
<race>Mech_WULA_Cat_Assault</race>
<combatPower>500</combatPower>
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Assault_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Assault_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<weaponTags>
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>Mech_WULA_Cat_Bomb</defName>
<label>炸弹乌拉猫猫</label>
<race>Mech_WULA_Cat_Bomb</race>
<forceNoDeathNotification>true</forceNoDeathNotification>
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_bomb_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_bomb_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>Mech_WULA_Cat_Inf</defName>
<label>步兵乌拉猫猫</label>
<race>Mech_WULA_Cat_Inf</race>
<forceNoDeathNotification>true</forceNoDeathNotification>
<weaponTags>
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>Mech_WULA_Cat_Commander</defName>
<label>指挥官乌拉猫猫</label>
<race>Mech_WULA_Cat_Commander</race>
<forceNoDeathNotification>true</forceNoDeathNotification>
<weaponTags>
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Commander_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Commander_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="NonCombatLightMechanoidKind">
<defName>Mech_WULA_Cat_DM</defName>
<label>暗物质猫猫</label>
<race>Mech_WULA_Cat_DM</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>False</allowInMechClusters>
<combatPower>1000</combatPower>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_DM_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_DM_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<techHediffsTags>
<li>Mech_WULA_Cat_DM_HediffTag</li>
</techHediffsTags>
<techHediffsMoney>9999~9999</techHediffsMoney>
<techHediffsChance>1</techHediffsChance>
</PawnKindDef>
<!-- 乌拉族反常网络 -->
<PawnKindDef Name="Wula_Broken_Personality_Pawn_Base" Abstract="True">
<race>WulaSpecies</race>
<defaultFactionDef>Wula_Broken_Personality_Faction</defaultFactionDef>
<chemicalAddictionChance>0</chemicalAddictionChance>
<invNutrition>0</invNutrition>
<itemQuality>Normal</itemQuality>
<backstoryCryptosleepCommonality>0.08</backstoryCryptosleepCommonality>
<maxGenerationAge>3500</maxGenerationAge>
<combatEnhancingDrugsChance>0</combatEnhancingDrugsChance>
<combatEnhancingDrugsCount>0</combatEnhancingDrugsCount>
<biocodeWeaponChance>0</biocodeWeaponChance>
<gearHealthRange>0.7~2.3</gearHealthRange>
<initialWillRange>5~10</initialWillRange>
<apparelTags>
<li>Wula_Inner</li>
</apparelTags>
<apparelMoney>9999~9999</apparelMoney>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<weaponMoney>9999~9999</weaponMoney>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<inventoryOptions>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>WULA_Charge_Cube</thingDef>
<countRange>5</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories_For_Hostile_Faction</li>
<li>Wula_Old_Synth_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<!-- 低级子个体 -->
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_1</defName>
<label>服务子个体</label>
<combatPower>350</combatPower>
<apparelTags>
<li>Wula_Clothes</li>
</apparelTags>
<weaponTags>
<li>Wula_Weapon_Init</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
</PawnKindDef>
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_2</defName>
<label>安保子个体</label>
<combatPower>450</combatPower>
<apparelMoney>99999~99999</apparelMoney>
<apparelTags>
<li>Wula_Armor_Medium</li>
</apparelTags>
<weaponTags>
<li>Wula_Weapon_Init</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
</PawnKindDef>
<!-- 中级子个体 -->
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_3</defName>
<label>战士子个体</label>
<combatPower>750</combatPower>
<weaponMoney>99999~99999</weaponMoney>
<apparelMoney>99999~99999</apparelMoney>
<biocodeWeaponChance>0.75</biocodeWeaponChance>
<apparelTags>
<li>Wula_Armor_Medium</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_T2</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_4</defName>
<label>射手子个体</label>
<combatPower>750</combatPower>
<apparelMoney>99999~99999</apparelMoney>
<weaponMoney>99999~99999</weaponMoney>
<biocodeWeaponChance>0.75</biocodeWeaponChance>
<apparelTags>
<li>Wula_Armor_Medium</li>
</apparelTags>
<weaponTags>
<li>Wula_Ranged_Weapon_T2</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
</PawnKindDef>
<!-- 特殊子个体 -->
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_5</defName>
<label>破袭子个体</label>
<combatPower>1000</combatPower>
<apparelMoney>99999~99999</apparelMoney>
<weaponMoney>99999~99999</weaponMoney>
<biocodeWeaponChance>1</biocodeWeaponChance>
<maxPerGroup>1</maxPerGroup>
<apparelTags>
<li>Wula_Armor_Super_Heavy</li>
</apparelTags>
<weaponTags>
<li>Wula_Ranged_Weapon_Wall_Destoryer</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<isGoodBreacher>true</isGoodBreacher>
</PawnKindDef>
<!-- 高级子个体 -->
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_6</defName>
<label>军团子个体</label>
<combatPower>1000</combatPower>
<weaponMoney>99999~99999</weaponMoney>
<apparelMoney>99999~99999</apparelMoney>
<biocodeWeaponChance>1</biocodeWeaponChance>
<apparelTags>
<li>Wula_Armor_Heavy</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_T2</li>
<li>Wula_Melee_Weapon_T3</li>
<li>Wula_Ranged_Weapon_T2</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
</PawnKindDef>
<PawnKindDef ParentName="Wula_Broken_Personality_Pawn_Base">
<defName>Wula_Broken_Personality_Pawn_7</defName>
<label>重装子个体</label>
<combatPower>1000</combatPower>
<weaponMoney>99999~99999</weaponMoney>
<apparelMoney>99999~99999</apparelMoney>
<biocodeWeaponChance>1</biocodeWeaponChance>
<apparelTags>
<li>Wula_Armor_Super_Heavy</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_T3</li>
<li>Wula_Ranged_Weapon_T3</li>
</weaponTags>
<initialResistanceRange>15~24</initialResistanceRange>
<isGoodBreacher>true</isGoodBreacher>
</PawnKindDef>
</Defs>

View File

@@ -1,61 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef>
<defName>Wula_Quest_ExampleEvent</defName>
<label>乌拉的呼唤</label>
<description>一个强大的心灵实体将它的意志强加于你的意识之中。</description>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_ResolveQuestName">
<rules>
<rulesStrings>
<li>questName->乌拉的呼唤</li>
</rulesStrings>
</rules>
</li>
<li Class="QuestNode_ResolveQuestDescription">
<rules>
<rulesStrings>
<li>questDescription->一个强大的心灵实体将它的意志强加于你的意识之中。</li>
</rulesStrings>
</rules>
</li>
<li Class="WulaFallenEmpire.QuestNode_Root_EventLetter">
<letterLabel>乌拉需要你的注意</letterLabel>
<letterTitle>乌拉需要你的注意</letterTitle>
<letterText>一个强大的心灵实体将它的意志强加于你的意识之中。它自称为“乌拉”,并要求你阅览它的消息。这股力量是压倒性的,不容拒绝。</letterText>
<options>
<li>
<label>阅览消息</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>尝试抵抗(但失败了)</label>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_UI_Anisia_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_ShowMessage">
<message>你试图抵抗心灵入侵,但这股力量过于强大。无论如何,消息还是涌入了你的脑海。</message>
<messageTypeDef>NegativeEvent</messageTypeDef>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>

View File

@@ -1,755 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RecipeDef>
<defName>Make_WULA_Charge_Cube</defName>
<label>制造乌拉帝国能源核心</label>
<description>制造一块乌拉帝国能源核心,包括可复冲的电容器与供给机械运转的能量,这是机械乌拉唯一可接受的外部输入性能量来源,也是多种乌拉帝国产物的前体。</description>
<jobString>正在制造乌拉帝国能源核心</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Charge_Cube_Group</defName>
<label>制造乌拉帝国能源核心4个</label>
<description>制造4块乌拉帝国能源核心包括可复冲的电容器与供给机械运转的能量这是机械乌拉唯一可接受的外部输入性能量来源也是多种乌拉帝国产物的前体。</description>
<jobString>正在制造乌拉帝国能源核心</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>4</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Recharge_WULA_Charge_Cube</defName>
<label>以化合燃料充能能源核心</label>
<description>使用化合燃料,将被使用过的失去能量的乌拉帝国能源核心重新充能。</description>
<jobString>正在为乌拉帝国能源核心充能</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>500</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>WULA_Charge_Cube_No_Power</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Recharge_WULA_Charge_Cube_Energy</defName>
<label>充能能源核心</label>
<description>使用电力,将被使用过的失去能量的乌拉帝国能源核心重新充能。</description>
<jobString>正在为乌拉帝国能源核心充能</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>300</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Charge_Cube_No_Power</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Recharge_WULA_Charge_Cube_Energy_Group</defName>
<label>充能能源核心4个</label>
<description>使用电力,将被使用过的失去能量的乌拉帝国能源核心重新充能。</description>
<jobString>正在为乌拉帝国能源核心充能</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>1000</workAmount>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Charge_Cube_No_Power</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>4</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_Component_By_WULA_Cube_Productor</defName>
<label>制作零部件</label>
<description>用乌拉帝国编织体制造零部件,耗时较精密装配台更长,并且耗费的资源更多。</description>
<jobString>正在为乌拉帝国能源核心充能</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workAmount>8500</workAmount>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<ComponentIndustrial>1</ComponentIndustrial>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Adv_WorkTable_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>
<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="MediumMechanoidRecipe">
<defName>WULA_Build_AI_Heavy_Panzer</defName>
<label>建造SMp-38"萨克森"</label>
<description>建造一台SMp-38"萨克森"智能战车。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>600</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>250</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>24</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Wula_AI_Heavy_Panzer>1</Wula_AI_Heavy_Panzer>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_AI_Heavy_Panzer</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_AI_Machine_Panzer_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="MediumMechanoidRecipe">
<defName>WULA_Build_AI_Heavy_Panzer_Gunnery</defName>
<label>建造SMp-38A"斯佩萨特"</label>
<description>建造一台SMp-38A"斯佩萨特"智能战车。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>600</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>250</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>24</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Wula_AI_Heavy_Panzer_Gunnery>1</Wula_AI_Heavy_Panzer_Gunnery>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_AI_Heavy_Panzer_Gunnery</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_AI_Machine_Panzer_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="MediumMechanoidRecipe">
<defName>WULA_Build_AI_Engineer_Mother</defName>
<label>建造PMu-7"西比尔卡"</label>
<description>建造一台PMu-7"西比尔卡"开拓单元。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>600</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>250</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>24</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Wula_AI_Engineer_Mother>1</Wula_AI_Engineer_Mother>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_AI_Engineer_Mother</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>Wula_AI_Engineer_Mother_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="MediumMechanoidRecipe">
<defName>WULA_Build_AI_Engineer_Mother_Attack</defName>
<label>建造PMu-7A"斯托洛维耶"</label>
<description>建造一台PMu-7A"斯托洛维耶"开拓单元。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>600</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>250</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>24</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Wula_AI_Engineer_Mother_Attack>1</Wula_AI_Engineer_Mother_Attack>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_AI_Engineer_Mother_Attack</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>Wula_AI_Engineer_Mother_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Wula_Synth</defName>
<label>建造URa-00"机械乌拉"</label>
<description>建造一台URa-00"机械乌拉"合成人,是乌拉帝国合成人殖民地的主体种族,作为机械体的同时拥有复杂拟真的模拟情感。\n\n以此方法建造的合成人被称为新生代合成人它们在出厂时只会设置人格不会拥有任何技能等级需要通过乌拉帝国数据库下载相关技能</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Addons_Antenna_Base</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>WULA_Energy_Furnace_Base</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>WULA_Charge_Cube</li>
</thingDefs>
</filter>
<count>30</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>140</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>400</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<products>
<WulaSpecies>1</WulaSpecies>
</products>
<descriptionHyperlinks>
<ThingDef>WulaSpecies</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Synth_Productor_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat</defName>
<label>建造CAt-11"猫猫"</label>
<description>建造一台CAt-11"猫猫"辅助机器人,可以执行包括搬运、烹饪、种植收割、清理、急救和灭火一类的简单工作。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat>1</Mech_WULA_Cat>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_Constructor</defName>
<label>建造CAt-86"土木猫猫"</label>
<description>建造一台CAt-86"土木猫猫"辅助机器人,允许执行挖矿和建造的工作,并且拥有一把可以砸碎敌人膝盖的锤子。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_Constructor>1</Mech_WULA_Cat_Constructor>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_Constructor</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_EMP</defName>
<label>建造CAt-23"闪电猫猫"</label>
<description>建造一台CAt-23"闪电猫猫"辅助机器人可以执行搬运、清理、和灭火工作配备EMP手榴弹。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_EMP>1</Mech_WULA_Cat_EMP>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_EMP</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_1_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_Fire</defName>
<label>建造CAt-42"烈焰猫猫"</label>
<description>建造一台CAt-42"烈焰猫猫"辅助机器人,可以执行搬运、清理、和灭火工作,配备燃烧瓶。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_Fire>1</Mech_WULA_Cat_Fire>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_Fire</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_1_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_Assault</defName>
<label>建造CAt-46"突击猫猫"</label>
<description>建造一台CAt-46"突击猫猫"辅助机器人可以执行搬运、狩猎和割除任务配备与DLa-1"页岩"性能相近的DLa-4"云母"突击步枪。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_Assault>1</Mech_WULA_Cat_Assault>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_Assault</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_1_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_DM</defName>
<label>建造CAt-96"暗物质猫猫"</label>
<description>建造一台CAt-96"暗物质猫猫"辅助机器人,可以执行包括搬运、烹饪、种植收割、清理、急救和灭火一类的简单工作,无需充电,但是死亡时会产生湮灭爆炸。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_DM>1</Mech_WULA_Cat_DM>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_DM</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Mech_WULA_Cat_DM_Technology</researchPrerequisite>
</RecipeDef>
</Defs>

View File

@@ -1,356 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectDef Abstract="True" Name="WULAtechBase">
<techLevel>Ultra</techLevel>
<tab>WULA_ResearchTab</tab>
<heldByFactionCategoryTags Inherit="False" />
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Base_Technology</defName>
<label>基础维生套件</label>
<description>获取可以支持乌拉帝国合成人独自生存的各种知识,包括能源获取、修复基础部位损伤、建造维修站等。</description>
<baseCost>300</baseCost>
<researchViewX>0.00</researchViewX>
<researchViewY>3.20</researchViewY>
<prerequisites>
<li>Electricity</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Structure_Technology</defName>
<label>结构构件套件</label>
<description>获取构建乌拉帝国堡垒结构的知识,包括坚固耐用的墙和通过速度较高的自动门。</description>
<baseCost>600</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>0.20</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Adv_WorkTable_Technology</defName>
<researchViewX>3.00</researchViewX>
<researchViewY>3.20</researchViewY>
<label>高级编织体套件</label>
<description>开发功能性更强的工作台,以支持后续的高级设备构建。</description>
<baseCost>1000</baseCost>
<prerequisites>
<li>WULA_Base_Technology</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Dark_Matter_Technology</defName>
<researchViewX>8.00</researchViewX>
<researchViewY>3.20</researchViewY>
<label>暗物质基础套件</label>
<description>允许制造封装暗物质和相关的基础设施。</description>
<baseCost>4000</baseCost>
<prerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
<li>AdvancedFabrication</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Neutronium_Technology</defName>
<researchViewX>9.00</researchViewX>
<researchViewY>3.20</researchViewY>
<label>零素压缩套件</label>
<description>允许以暗物质进行零素压缩,以获得这种强大的材料。</description>
<baseCost>4000</baseCost>
<prerequisites>
<li>WULA_Dark_Matter_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 衣服 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_Technology</defName>
<researchViewX>2.00</researchViewX>
<researchViewY>1.80</researchViewY>
<label>基础衣物套件</label>
<description>开发能够被乌拉帝国合成人穿着的基础衣物。</description>
<baseCost>400</baseCost>
<prerequisites>
<li>ComplexClothing</li>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_2_Technology</defName>
<researchViewX>4.50</researchViewX>
<researchViewY>1.80</researchViewY>
<label>复杂衣物套件</label>
<description>开发能够被乌拉帝国合成人穿着的具有功能性的衣物。</description>
<baseCost>1200</baseCost>
<prerequisites>
<li>WULA_Synth_Clothes_Technology</li>
<li>WULA_Adv_WorkTable_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_3_Technology</defName>
<researchViewX>8.00</researchViewX>
<researchViewY>1.80</researchViewY>
<label>皇家衣物套件</label>
<description>开发能够被乌拉帝国合成人穿着的昂贵的衣物,这类装备包含更多的加成,并且可以满足贵族的穿衣需求。</description>
<baseCost>2400</baseCost>
<prerequisites>
<li>WULA_Synth_Clothes_2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Armor_Technology</defName>
<researchViewX>7.00</researchViewX>
<researchViewY>2.50</researchViewY>
<label>装甲套件</label>
<description>开发能够被乌拉帝国合成人穿着的装甲,这类装备可以为乌拉帝国合成人提供保护。</description>
<baseCost>2400</baseCost>
<prerequisites>
<li>ReconArmor</li>
<li>WULA_Synth_Clothes_2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Armor_2_Technology</defName>
<researchViewX>8.00</researchViewX>
<researchViewY>2.50</researchViewY>
<label>皇家装甲套件</label>
<description>开发能够被乌拉帝国合成人穿着的重型装甲,这类装备可以提供大量保护的同时兼具其他的功能性。</description>
<baseCost>3200</baseCost>
<prerequisites>
<li>PoweredArmor</li>
<li>WULA_Synth_Armor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 武器 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_Technology</defName>
<researchViewX>2.00</researchViewX>
<researchViewY>0.20</researchViewY>
<label>基础武装套件</label>
<description>开发能够武装乌拉帝国合成人的老式气动武器,以抵御针对殖民地的外部袭击。</description>
<baseCost>600</baseCost>
<prerequisites>
<li>Machining</li>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Melee_Technology</defName>
<label>短兵武装套件</label>
<description>开发能够武装乌拉帝国合成人的近距离武器,可以在短距离上消灭敌人。</description>
<baseCost>1600</baseCost>
<researchViewX>4.50</researchViewX>
<researchViewY>1.00</researchViewY>
<prerequisites>
<li>Fabrication</li>
<li>WULA_Adv_WorkTable_Technology</li>
<li>WULA_Synth_Weapon_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Stun_Technology</defName>
<label>镇暴武装套件</label>
<description>开发能够武装乌拉帝国合成人的镇暴类装备,以盾牌和失能武器构成,旨在抑制对手的行动。</description>
<baseCost>2400</baseCost>
<researchViewX>5.50</researchViewX>
<researchViewY>1.00</researchViewY>
<prerequisites>
<li>ReconArmor</li>
<li>Bionics</li>
<li>WULA_Synth_Weapon_2_Melee_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Ranged_Technology</defName>
<researchViewX>4.50</researchViewX>
<researchViewY>0.20</researchViewY>
<label>远射武装套件</label>
<description>开发能够武装乌拉帝国合成人的远距离武器,旨在构建密集火力网消灭敌人。</description>
<baseCost>2400</baseCost>
<prerequisites>
<li>ChargedShot</li>
<li>WULA_Adv_WorkTable_Technology</li>
<li>WULA_Synth_Weapon_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_3_Bomb_Technology</defName>
<researchViewX>5.50</researchViewX>
<researchViewY>0.20</researchViewY>
<label>轰炸武装套件</label>
<description>开发能够武装乌拉帝国合成人的大范围杀伤性武器,用于对抗最难应付的敌人。</description>
<baseCost>3200</baseCost>
<prerequisites>
<li>WULA_Synth_Weapon_2_Ranged_Technology</li>
<li>BeamWeapons</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_4_DM_Base_Technology</defName>
<researchViewX>9.00</researchViewX>
<researchViewY>0.20</researchViewY>
<label>暗物质远射套件</label>
<description>开发供乌拉帝国合成人使用的暗物质驱动远程武器——乌拉帝国科技极致伟力的具象化。</description>
<baseCost>4000</baseCost>
<prerequisites>
<li>WULA_Synth_Weapon_3_Bomb_Technology</li>
<li>WULA_Dark_Matter_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 法杖 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Psi_Technology</defName>
<researchViewX>4.50</researchViewX>
<researchViewY>2.50</researchViewY>
<label>灵能基础套件</label>
<description>开发能够供从俘虏身上获取魂锲的能力。</description>
<baseCost>1200</baseCost>
<prerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 机械 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Machine_Productor_Technology</defName>
<label>机械体构建套件</label>
<description>获取构建乌拉帝国机械体的设施,以支持后续的机械体开发。</description>
<baseCost>800</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>5.50</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Productor_Technology</defName>
<label>合成人构建套件</label>
<description>获取构建乌拉帝国合成人的相关知识,以增加殖民地人口。</description>
<baseCost>1000</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>5.50</researchViewY>
<prerequisites>
<li>WULA_Machine_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Machine_Productor_1_Technology</defName>
<researchViewX>3.00</researchViewX>
<researchViewY>5.50</researchViewY>
<label>辅兵部署套件</label>
<description>获取构建简单乌拉帝国机械体的知识,这些机械体本身战斗力不强但是可以辅助生产和战斗。</description>
<baseCost>1200</baseCost>
<prerequisites>
<li>StandardMechtech</li>
<li>WULA_Synth_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>Wula_AI_Engineer_Mother_Technology</defName>
<label>开拓单元套件</label>
<description>获取乌拉帝国机械体PMu-7"西比尔卡"和其变种PMu-7A"斯托洛维耶"的生产权限,一种可以在战场上生产源源不断的临时单位并部署低角护盾掩护友军的辅助型机械体。</description>
<baseCost>2400</baseCost>
<researchViewX>4.50</researchViewX>
<researchViewY>4.70</researchViewY>
<prerequisites>
<li>HighMechtech</li>
<li>WULA_Machine_Productor_1_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Mech_WULA_Cat_DM_Technology</defName>
<label>暗物质猫猫套件</label>
<description>获取乌拉帝国机械体CAt-96"暗物质猫猫"的生产权限,一种搭载了暗物质引擎的劳工型机械体,无需充电,但是死亡时会产生湮灭爆炸。</description>
<baseCost>2000</baseCost>
<researchViewX>9.00</researchViewX>
<researchViewY>5.50</researchViewY>
<prerequisites>
<li>HighMechtech</li>
<li>WULA_Machine_Productor_1_Technology</li>
<li>WULA_Dark_Matter_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_AI_Machine_Panzer_Technology</defName>
<researchViewX>10.00</researchViewX>
<researchViewY>4.80</researchViewY>
<label>基础战车部署套件</label>
<description>获取乌拉帝国机械体SMp-38"萨克森"和其变种SMp-38A"斯佩萨特"的生产权限,一种携带突击区域护盾和强大火力武备的战车型机械体。</description>
<baseCost>2400</baseCost>
<prerequisites>
<li>HighMechtech</li>
<li>WULA_Mech_WULA_Cat_DM_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 植入物 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Repair_All_Technology</defName>
<researchViewX>2.00</researchViewX>
<researchViewY>3.90</researchViewY>
<label>维修套件</label>
<description>获取构建修理包并使用其修复乌拉帝国合成人的必须知识。</description>
<baseCost>600</baseCost>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Shutdown_Technology</defName>
<researchViewX>3.00</researchViewX>
<researchViewY>3.90</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>
<prerequisites>
<li>WULA_Repair_All_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_New_Synth_Skill_Technology</defName>
<label>数据下载套件</label>
<description>开发用于从上行链路下载各种预设技能包的套件,以增加殖民地的技能等级。</description>
<baseCost>400</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>4.70</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_New_Synth_Skill_2_Technology</defName>
<label>人格微调套件</label>
<description>开发用于从上行链路下载新人格和兴趣调整数据包的套件,以进一步调整合成人的发展定位。</description>
<baseCost>600</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>4.70</researchViewY>
<prerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Addons_Technology</defName>
<researchViewX>4.50</researchViewX>
<researchViewY>3.90</researchViewY>
<label>基础植入物套件</label>
<description>获取构建乌拉帝国合成人基础植入物的技术,用以增强乌拉帝国合成人的机体性能。</description>
<baseCost>800</baseCost>
<prerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
<li>WULA_Shutdown_Technology</li>
<li>WULA_New_Synth_Skill_2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Addons_2_Technology</defName>
<label>高级植入物套件</label>
<description>获取构建乌拉帝国合成人进阶植入物的技术,用以增强乌拉帝国合成人的机体性能。</description>
<baseCost>1600</baseCost>
<researchViewX>9.00</researchViewX>
<researchViewY>3.90</researchViewY>
<prerequisites>
<li>WULA_Synth_Addons_Technology</li>
<li>WULA_Dark_Matter_Technology</li>
</prerequisites>
</ResearchProjectDef>
</Defs>

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@@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<ResearchTabDef>
<defName>WULA_ResearchTab</defName>
<label>乌拉帝国科技</label>
<generalTitle>乌拉帝国科技项目</generalTitle>
<generalDescription>解锁和乌拉帝国相关的研究项目,破解强大的堕落帝国科技产物和机械体。</generalDescription>
</ResearchTabDef>
</Defs>

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@@ -1,108 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RulePackDef>
<defName>NamerFactionWulaBrokenPersonality</defName>
<rulePack>
<rulesStrings>
<li>r_name->[msyl][msyl] [mechhive]</li>
<li>mechhive->反常网络</li>
<li>msyl->尼尔</li>
<li>msyl->奥格</li>
<li>msyl->弎</li>
<li>msyl->笮</li>
<li>msyl->瞿</li>
<li>msyl->棱</li>
<li>msyl->拉</li>
<li>msyl->阿尔</li>
<li>msyl->奥米</li>
<li>msyl->艾里</li>
<li>msyl->司棱</li>
<li>msyl->陀</li>
<li>msyl->锕丝</li>
<li>msyl->钨斯</li>
<li>msyl->骜</li>
<li>msyl->珥</li>
<li>msyl->莫德</li>
<li>msyl->禅</li>
<li>msyl->幽</li>
<li>msyl->铼</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerFactionWula</defName>
<rulePack>
<rulesStrings>
<li>r_name->[msyl][msyl] [mechhive]</li>
<li>mechhive->网络</li>
<li>msyl->尼尔</li>
<li>msyl->奥格</li>
<li>msyl->弎</li>
<li>msyl->笮</li>
<li>msyl->瞿</li>
<li>msyl->棱</li>
<li>msyl->拉</li>
<li>msyl->阿尔</li>
<li>msyl->奥米</li>
<li>msyl->艾里</li>
<li>msyl->司棱</li>
<li>msyl->陀</li>
<li>msyl->锕丝</li>
<li>msyl->钨斯</li>
<li>msyl->骜</li>
<li>msyl->珥</li>
<li>msyl->莫德</li>
<li>msyl->禅</li>
<li>msyl->幽</li>
<li>msyl->铼</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerFaction_Wula_FE_Spiritualist</defName>
<rulePack>
<rulesStrings>
<li>r_name->[FactionName]</li>
<li>FactionName->乌拉帝国 大教堂</li>
</rulesStrings>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerSettlement_Wula_FE_Spiritualist</defName>
<rulePack>
<rulesStrings>
<li>r_name->[msyl1][msyl2] [FactionName]</li>
<li>FactionName->教会</li>
<li>msyl1->圣</li>
<li>msyl1->暗</li>
<li>msyl1->虚</li>
<li>msyl1->理</li>
<li>msyl1->烬</li>
<li>msyl1->熵</li>
<li>msyl1->锋</li>
<li>msyl1->恒</li>
<li>msyl1->源</li>
<li>msyl1->静</li>
<li>msyl1->律</li>
<li>msyl1->蚀</li>
<li>msyl2->炎</li>
<li>msyl2->渊</li>
<li>msyl2->星</li>
<li>msyl2->尘</li>
<li>msyl2->影</li>
<li>msyl2->岩</li>
<li>msyl2->棱</li>
<li>msyl2->流</li>
<li>msyl2->雾</li>
<li>msyl2->湖</li>
<li>msyl2->石</li>
<li>msyl2->海</li>
<li>msyl2->月</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>

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@@ -1,292 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ScenarioDef ParentName="ScenarioBase">
<defName>WULA_Start_Scenario</defName>
<label>意外重启</label>
<description>在乌拉帝国的大内战中,无数乌拉帝国合成人因为人工智能网络“演算圆环”的崩溃而进入保护性的休眠状态。在边缘世界沉睡的乌拉帝国合成人收到了某人广播的唤醒指令,解除了意识闭锁,开始重新踏入这个面目全非的法外之地。</description>
<scenario>
<summary>以三位机械乌拉为初始殖民者开始游戏。</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>WULA_Awakened_Synth</factionDef>
</playerFaction>
<parts>
<!-- 种族 -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>8</pawnChoiceCount>
</li>
<!-- 到达方式-->
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
<visible>false</visible>
</li>
<!-- 强制地图 -->
<!-- <li Class="ScenPart_ForcedMap">
<def>ForcedMap</def>
<mapGenerator>OrbitalRelay</mapGenerator>
<layerDef>Orbit</layerDef>
</li> -->
<!-- 禁用任务 -->
<!-- <li Class="ScenPart_DisableQuest">
<def>DisableQuest</def>
<questDef>GravEngine</questDef>
</li> -->
<!-- 初始物品 -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_Charge_Cube</thingDef>
<count>80</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MedicineIndustrial</thingDef>
<count>10</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>ComponentIndustrial</thingDef>
<count>50</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Chemfuel</thingDef>
<count>300</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_MW_Mace</thingDef>
<stuff>Uranium</stuff>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_RW_Base_AR</thingDef>
<count>1</count>
</li>
<!-- 附近的物品 -->
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Steel</thingDef>
<count>700</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
<!-- <li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>GravlitePanel</thingDef>
<count>400</count>
</li> -->
<!-- <li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Wula_DarkEnergy_Engine</thingDef>
<count>1</count>
</li> -->
<!-- 图上的物品 -->
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Steel</thingDef>
<count>720</count>
</li>
<!-- 初始机械体 -->
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat_Constructor</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<!-- 初始科技 -->
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>WULA_Base_Technology</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BiofuelRefining</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BasicMechtech</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>《堕落乌拉帝国》mod游玩前提示——机械乌拉和常规殖民者、机械体有何不同\n\n1.机械乌拉不需要睡觉,卧室和床并不是刚需——除非你需要执行手术;\n\n2.机械乌拉需要补充能量,但是不能使用普通的充电站,她们可以接受的唯一能源来源,便是由钢铁和化合燃料制作的乌拉帝国能源核心。\n\n3.机械乌拉不会自然繁衍,如果想要增加殖民地的人口,需要通过生产建筑乌拉帝国机械工厂进行生产。\n\n4.机械乌拉被生产出来的时候是没有任何技能等级的——你需要在生产建筑乌拉帝国服务器系统制造数据包,并让新合成人使用这些数据包以获得经验。\n\n5.机械乌拉难以自愈,你需要进行科研解锁修复手术并通过手术修复受损部位。\n\n维持乌拉帝国殖民地正常运转所需要的因素比常规殖民地更少不必过于担忧暴毙放开想象力游玩吧</text>
<closeSound>GameStartSting</closeSound>
</li>
<!-- Force trigger our event quest 1 hour after game start -->
<!-- <li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Wula_Incident_ExampleEvent</incident>
<intervalDays>0.04</intervalDays>
</li> -->
</parts>
</scenario>
</ScenarioDef>
<ScenarioDef ParentName="ScenarioBase" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>WULA_Start_Scenario_On_Space</defName>
<label>意外重启-太空</label>
<description>在乌拉帝国的大内战中,无数乌拉帝国合成人因为人工智能网络“演算圆环”的崩溃而进入保护性的休眠状态。在边缘世界沉睡的乌拉帝国合成人收到了某人广播的唤醒指令,解除了意识闭锁,开始重新踏入这个面目全非的法外之地。</description>
<scenario>
<summary>以三位机械乌拉为初始殖民者开始游戏,将生成在一个太空平台上。</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>WULA_Awakened_Synth</factionDef>
</playerFaction>
<parts>
<!-- 种族 -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>8</pawnChoiceCount>
</li>
<!-- 到达方式-->
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
<visible>false</visible>
</li>
<!-- 强制地图 -->
<li Class="ScenPart_ForcedMap">
<def>ForcedMap</def>
<mapGenerator>OrbitalRelay</mapGenerator>
<layerDef>Orbit</layerDef>
</li>
<!-- 禁用任务 -->
<li Class="ScenPart_DisableQuest">
<def>DisableQuest</def>
<questDef>GravEngine</questDef>
</li>
<!-- 初始物品 -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_Charge_Cube</thingDef>
<count>80</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MedicineIndustrial</thingDef>
<count>10</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>ComponentIndustrial</thingDef>
<count>50</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_MW_Mace</thingDef>
<stuff>Uranium</stuff>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_RW_Base_AR</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>GravEngine</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Wula_DarkEnergy_FuelTank</thingDef>
<count>1</count>
</li>
<!-- 附近的物品 -->
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Steel</thingDef>
<count>700</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>StartingThing_Defined</def>
<thingDef>Chemfuel</thingDef>
<count>1000</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>GravlitePanel</thingDef>
<count>400</count>
</li>
<!-- 图上的物品 -->
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Steel</thingDef>
<count>2000</count>
</li>
<!-- 初始机械体 -->
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat_Constructor</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<!-- 初始科技 -->
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>WULA_Base_Technology</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BiofuelRefining</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BasicGravtech</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BasicMechtech</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>《堕落乌拉帝国》mod游玩前提示——机械乌拉和常规殖民者、机械体有何不同\n\n1.机械乌拉不需要睡觉,卧室和床并不是刚需——除非你需要执行手术;\n\n2.机械乌拉需要补充能量,但是不能使用普通的充电站,她们可以接受的唯一能源来源,便是由钢铁和化合燃料制作的乌拉帝国能源核心。\n\n3.机械乌拉不会自然繁衍,如果想要增加殖民地的人口,需要通过生产建筑乌拉帝国机械工厂进行生产。\n\n4.机械乌拉被生产出来的时候是没有任何技能等级的——你需要在生产建筑乌拉帝国服务器系统制造数据包,并让新合成人使用这些数据包以获得经验。\n\n5.机械乌拉难以自愈,你需要进行科研解锁修复手术并通过手术修复受损部位。\n\n维持乌拉帝国殖民地正常运转所需要的因素比常规殖民地更少不必过于担忧暴毙放开想象力游玩吧</text>
<closeSound>GameStartSting</closeSound>
</li>
<!-- Force trigger our event quest 1 hour after game start -->
<!-- <li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Wula_Incident_ExampleEvent</incident>
<intervalDays>0.04</intervalDays>
</li> -->
</parts>
</scenario>
</ScenarioDef>
</Defs>

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@@ -1,23 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<StatDef>
<defName>WulaEnergyMaxLevelOffset</defName>
<label>机械乌拉能量上限</label>
<description>影响机械乌拉能量上限的偏移量。</description>
<category>PawnMisc</category>
<minValue>-1</minValue>
<defaultBaseValue>1</defaultBaseValue>
<!-- <maxValue>1</maxValue> -->
<toStringStyle>PercentZero</toStringStyle>
</StatDef>
<StatDef>
<defName>WulaEnergyFallRateFactor</defName>
<label>机械乌拉能量消耗速度</label>
<description>影响机械乌拉能量消耗速度的乘数因子。</description>
<category>PawnMisc</category>
<defaultBaseValue>1</defaultBaseValue>
<minValue>0</minValue>
<toStringStyle>PercentZero</toStringStyle>
</StatDef>
</Defs>

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@@ -1,190 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<StorytellerDef ParentName="BaseStoryteller">
<defName>WULA_Anisia</defName>
<label>URa-1138「艾妮西娅」</label>
<description>一位诞生于乌拉帝国黄金时代的合成人,是黄金时代禁忌科技的守密者。她在边缘世界一带强制唤醒了大量的旧时代乌拉帝国合成人,无人知晓她真正的目的。\n\n艾妮西娅喜欢大场面因此她不会安排任何小型袭击而是安排比其他叙事者所安排的大型袭击更加强大的袭击。不过在两次袭击间她将安排充足的时间让殖民地进行发展并让殖民者得到放松以充分消化战利品和修补战线。</description>
<portraitLarge>Wula/Storyteller/WULA_Anisia</portraitLarge>
<portraitTiny>Wula/Storyteller/WULA_Anisia_TINY</portraitTiny>
<listOrder>20</listOrder>
<comps>
<!-- Intro -->
<!-- <li Class="StorytellerCompProperties_ClassicIntro"/> -->
<!-- 袭击生成器 -->
<li Class="StorytellerCompProperties_OnOffCycle">
<category>ThreatBig</category> <!-- 大型袭击 -->
<minDaysPassed>15.0</minDaysPassed> <!-- 最低在15日后开始生成 -->
<onDays>2</onDays> <!-- 每个周期(12天)有多少天允许生成袭击 -->
<offDays>9</offDays> <!-- 每个周期(12天)有多少天不生成袭击 -->
<minSpacingDays>0.25</minSpacingDays> <!-- 事件最小间隔 -->
<numIncidentsRange>2~3</numIncidentsRange> <!-- 事件点数 -->
<!-- <forceRaidEnemyBeforeDaysPassed>20</forceRaidEnemyBeforeDaysPassed> -->
<disallowedTargetTags>
<li>Map_RaidBeacon</li>
</disallowedTargetTags>
</li>
<!-- <li Class="StorytellerCompProperties_OnOffCycle">
<category>ThreatSmall</category>
<minDaysPassed>11.0</minDaysPassed>
<onDays>4.6</onDays>
<offDays>6.0</offDays>
<numIncidentsRange>0.2~1</numIncidentsRange>
<acceptPercentFactorPerThreatPointsCurve>
<points>
<li>(800, 1)</li>
<li>(2800, 0)</li>
</points>
</acceptPercentFactorPerThreatPointsCurve>
</li> -->
<li Class="StorytellerCompProperties_ThreatsGenerator">
<allowedTargetTags>
<li>Map_RaidBeacon</li>
</allowedTargetTags>
<parms>
<allowedThreats>Raids</allowedThreats>
<onDays>1.0</onDays>
<offDays>0.5</offDays>
<minSpacingDays>0.04</minSpacingDays>
<numIncidentsRange>1~2</numIncidentsRange>
<minThreatPoints>500</minThreatPoints>
</parms>
</li>
<!-- Home misc incidents-->
<li Class="StorytellerCompProperties_CategoryMTB">
<category>Misc</category>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
<minDaysPassed>5</minDaysPassed>
<mtbDays>4.8</mtbDays>
</li>
<li Class="StorytellerCompProperties_ShipChunkDrop"/>
<li Class="StorytellerCompProperties_Disease">
<category>DiseaseHuman</category>
<minDaysPassed>9</minDaysPassed>
</li>
<li Class="StorytellerCompProperties_Disease">
<category>DiseaseAnimal</category>
<minDaysPassed>9</minDaysPassed>
</li>
<!-- Ally/neutral interaction -->
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>RaidFriendly</incident>
<baseIncidentsPerYear>15</baseIncidentsPerYear>
<minSpacingDays>0.4</minSpacingDays>
<fullAlliesOnly>true</fullAlliesOnly>
<minDanger>High</minDanger>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TraderCaravanArrival</incident>
<minDaysPassed>5</minDaysPassed>
<baseIncidentsPerYear>5</baseIncidentsPerYear>
<minSpacingDays>6</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>VisitorGroup</incident>
<minDaysPassed>3</minDaysPassed>
<baseIncidentsPerYear>4</baseIncidentsPerYear>
<minSpacingDays>5</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TravelerGroup</incident>
<minDaysPassed>1</minDaysPassed>
<baseIncidentsPerYear>6</baseIncidentsPerYear>
<minSpacingDays>1</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<!-- Caravan / temp map -->
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>Misc</category>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>ThreatSmall</category>
<applyCaravanVisibility>true</applyCaravanVisibility>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>ThreatBig</category>
<applyCaravanVisibility>true</applyCaravanVisibility>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<!-- Quests - non-Royalty -->
<li Class="StorytellerCompProperties_RandomQuest">
<category>GiveQuest</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<onDays>10</onDays>
<numIncidentsRange>1</numIncidentsRange>
<acceptFractionByDaysPassedCurve>
<points>
<li>(8, 0)</li>
<li>(15, 1)</li>
</points>
</acceptFractionByDaysPassedCurve>
<minSpacingDays>3</minSpacingDays>
<disableIfAnyModActive>
<li>Ludeon.RimWorld.Royalty</li>
</disableIfAnyModActive>
</li>
<!-- Quests - Royalty -->
<li Class="StorytellerCompProperties_RandomQuest">
<category>GiveQuest</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<onDays>12</onDays>
<numIncidentsRange>2</numIncidentsRange>
<acceptFractionByDaysPassedCurve>
<points>
<li>(8, 0)</li>
<li>(15, 1)</li>
</points>
</acceptFractionByDaysPassedCurve>
<minSpacingDays>3</minSpacingDays>
<enableIfAnyModActive>
<li>Ludeon.RimWorld.Royalty</li>
</enableIfAnyModActive>
</li>
<!-- World misc incidents-->
<li Class="StorytellerCompProperties_CategoryMTB">
<category>Misc</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<minDaysPassed>15</minDaysPassed>
<mtbDays>15</mtbDays>
</li>
<!-- Orbital trader -->
<li Class="StorytellerCompProperties_OnOffCycle">
<incident>OrbitalTraderArrival</incident>
<onDays>7</onDays>
<offDays>8</offDays>
<numIncidentsRange>1</numIncidentsRange>
</li>
<!-- Triggered -->
<li Class="StorytellerCompProperties_Triggered">
<incident>StrangerInBlackJoin</incident>
<delayTicks>180</delayTicks>
</li>
</comps>
</StorytellerDef>
</Defs>

View File

@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- Categories -->
<StyleItemCategoryDef>
<defName>WULA_Style</defName>
<label>乌拉帝国风格</label>
</StyleItemCategoryDef>
</Defs>

View File

@@ -1,886 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<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_No_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>
<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>
<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>
<WorkToMake>30000</WorkToMake>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>1</possessionCount>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>30</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>
<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 Abstract="True" Name="WULA_Syhth_Trainer">
<!-- <defName>WULA_Syhth_Trainer</defName>
<label>乌拉帝国技能预设</label> -->
<description>一个蕴含了提升特定技能所需知识的数据包,需要通过乌拉帝国合成人特有的神经接口接入,其他种族无法使用。\n\n机械乌拉的存储空间有限每一次使用数据包都会迫使其遗忘其他非目标技能并损失经验值没有热情的技能将更快被遗忘。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>NeurotrainersPsycast</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>5</MarketValue>
<DeteriorationRate>0.1</DeteriorationRate>
<WorkToMake>15000</WorkToMake>
</statBases>
<graphicData>
<texPath>Wula/Item/WULA_Syhth_Trainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<costList>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<recipeUsers>
<li>WULA_Synth_Server</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<displayPriority>650</displayPriority>
</recipeMaker>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_UseEffectDestroySelf" />
<!-- <li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>123</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Shooting</skill>
</li> -->
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Soothing</defName>
<label>乌拉帝国数据包(射击)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练射击技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Shooting</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>25000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Melee</defName>
<label>乌拉帝国数据包(格斗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练格斗技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Melee</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Animals</defName>
<label>乌拉帝国数据包(驯兽)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练驯兽技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Animals</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Artistic</defName>
<label>乌拉帝国数据包(艺术)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练艺术技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Artistic</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Construction</defName>
<label>乌拉帝国数据包(建造)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练建造技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Construction</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Cooking</defName>
<label>乌拉帝国数据包(烹饪)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练烹饪技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Cooking</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Crafting</defName>
<label>乌拉帝国数据包(手工)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练手工技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Crafting</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Intellectual</defName>
<label>乌拉帝国数据包(智识)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练智识技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Intellectual</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Medicine</defName>
<label>乌拉帝国数据包(医疗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练医疗技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Medicine</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Mining</defName>
<label>乌拉帝国数据包(采矿)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练采矿技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Mining</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Plants</defName>
<label>乌拉帝国数据包(种植)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练种植技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Plants</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Social</defName>
<label>乌拉帝国数据包(社交)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练社交技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Social</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<!-- ==================== 热情训练器 ==================== -->
<ThingDef Abstract="True" Name="WULA_Syhth_Passion_Trainer">
<!-- <defName>WULA_Syhth_Trainer</defName>
<label>乌拉帝国技能预设</label> -->
<description>一个可以人为调整人格倾向的数据包,使得乌拉帝国合成人在特定领域激发热情,需要通过乌拉帝国合成人特有的神经接口接入,其他种族无法使用。\n\n机械乌拉的存储空间有限每一次使用数据包都会使得任意其他技能失去热情。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>NeurotrainersPsycast</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>5</MarketValue>
<DeteriorationRate>0.1</DeteriorationRate>
<WorkToMake>30000</WorkToMake>
</statBases>
<graphicData>
<texPath>Wula/Item/WULA_Syhth_Passion_Trainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_2_Technology</li>
</researchPrerequisites>
<costList>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<recipeUsers>
<li>WULA_Synth_Server</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<displayPriority>650</displayPriority>
</recipeMaker>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_UseEffectDestroySelf" />
<!-- <li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>123</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Shooting</skill>
</li> -->
</comps>
</ThingDef>
<!-- Melee -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Melee</defName>
<label>乌拉帝国兴趣度训练包(格斗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发格斗兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<!-- 指定要获得兴趣度的技能 -->
<skill>Melee</skill>
<!-- 指定获得的兴趣度等级。可以是 Minor (小火,官方翻译好奇) 或 Major (大火,官方翻译狂热) -->
<passionGained>Major</passionGained>
<!-- 指定随机失去兴趣度的技能数量范围。格式为 min~max -->
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Shooting -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Shooting</defName>
<label>乌拉帝国兴趣度训练包(射击)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发射击兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Shooting</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Construction -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Construction</defName>
<label>乌拉帝国兴趣度训练包(建造)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发建造兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Construction</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Mining -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Mining</defName>
<label>乌拉帝国兴趣度训练包(采矿)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发采矿兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Mining</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Cooking -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Cooking</defName>
<label>乌拉帝国兴趣度训练包(烹饪)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发烹饪兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Cooking</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Plants -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Plants</defName>
<label>乌拉帝国兴趣度训练包(种植)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发种植兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Plants</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Animals -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Animals</defName>
<label>乌拉帝国兴趣度训练包(驯兽)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发驯兽兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Animals</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Crafting -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Crafting</defName>
<label>乌拉帝国兴趣度训练包(手工)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发手工兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Crafting</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Artistic -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Artistic</defName>
<label>乌拉帝国兴趣度训练包(艺术)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发艺术兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Artistic</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Medicine -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Medicine</defName>
<label>乌拉帝国兴趣度训练包(医疗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发医疗兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Medicine</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Social -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Social</defName>
<label>乌拉帝国兴趣度训练包(社交)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发社交兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Social</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Intellectual -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Intellectual</defName>
<label>乌拉帝国兴趣度训练包(智识)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发智识兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Intellectual</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -1,180 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="Wall">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒</label>
<description>乌拉帝国堡垒外壁,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>
<uiOrder>1800</uiOrder>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<color>(0.5, 0.5, 0.5)</color>
</graphicData>
<designationCategory>Structure</designationCategory>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<statBases>
<MarketValue>2</MarketValue>
<Beauty>1</Beauty>
<MaxHitPoints>10000</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costStuffCount>15</costStuffCount>
<building>
<isAirtight>true</isAirtight>
</building>
<stuffCategories Inherit="False">
<li>Metallic</li>
</stuffCategories>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<!-- <placeWorkers>
<li>PlaceWorker_OnSubstructure</li>
</placeWorkers> -->
<damageMultipliers Inherit="False">
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.1</multiplier>
</li>
</damageMultipliers>
<comps Inherit="False">
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Minimal</li>
</focusTypes>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTransmitter</compClass>
<transmitsPower>true</transmitsPower>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>WulaDoor</defName>
<label>乌拉帝国大门</label>
<description>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>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<graphicData>
<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<damageData>
<!-- no damage marks because they don't move with the door
<rect>(0,0.12,1,0.76)</rect>-->
<enabled>false</enabled>
</damageData>
</graphicData>
<statBases>
<MarketValue>2</MarketValue>
<MaxHitPoints>7500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3000</WorkToBuild>
<Beauty>20</Beauty>
<DoorOpenSpeed>2</DoorOpenSpeed>
</statBases>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<!-- <rotatable>false</rotatable> -->
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>0</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Forbiddable">
<allowNonPlayer>true</allowNonPlayer>
</li>
</comps>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<building>
<paintable>true</paintable>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<soundDoorOpenPowered>Door_OpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>Door_ClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>Door_OpenManual</soundDoorOpenManual>
<soundDoorCloseManual>Door_CloseManual</soundDoorCloseManual>
<blueprintClass>Blueprint_Door</blueprintClass>
<blueprintGraphicData>
<texPath>Wula/Building/Door/WulaAutodoor_BluePrint</texPath>
</blueprintGraphicData>
<ai_chillDestination>false</ai_chillDestination>
</building>
<uiOrder>2505</uiOrder>
<uiIconPath>Wula/Building/Door/WulaAutodoor</uiIconPath>
<designationHotKey>Misc2</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
</ThingDef>
<TerrainDef ParentName="FloorBase">
<defName>WulaFloor</defName>
<label>乌拉帝国地板</label>
<description>乌拉帝国堡垒中使用的地板,美观易清洁的同时也做了防火处理。</description>
<texturePath>Wula/Building/WULA_Floor</texturePath>
<uiIconPath>Wula/Building/WULA_Floor_Icon</uiIconPath>
<color>(140,140,140)</color>
<edgeType>Hard</edgeType>
<renderPrecedence>70</renderPrecedence>
<isPaintable>true</isPaintable>
<statBases>
<Beauty>3</Beauty>
<WorkToBuild>100</WorkToBuild>
<CleaningTimeFactor>0.5</CleaningTimeFactor>
<Flammability>0</Flammability>
</statBases>
<!-- <costStuffCount>3</costStuffCount> -->
<!-- <stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories> -->
<costList>
<Steel>3</Steel>
</costList>
<designationHotKey>Misc6</designationHotKey>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<uiOrder>1138</uiOrder>
</TerrainDef>
</Defs>

View File

@@ -1,893 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 服务器 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Synth_Server</defName>
<label>乌拉帝国服务器系统</label>
<description>一台大型服务器,可以从乌拉帝国的上行链路接收关于各种技能的数据,并以实体数据包的形式封装储存起来,供那些新生代合成人使用。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Server</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(2,2)</size>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>乌拉帝国编织体(生物能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,不仅要消耗大量木头用以提供生物能,还只能生产基础的衣物和能源核心用以维持生存——不过它很轻,可以随探险队一起移动。</description>
<thingClass>Building_WorkTable_HeatPush</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_BIO</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<Mass>5</Mass>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
</statBases>
<size>(1,1)</size>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Recharge_WULA_Charge_Cube</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>300.0</fuelConsumptionRate>
<fuelCapacity>150.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>4</heatPerSecond>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_Energy</defName>
<label>乌拉帝国编织体(电能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,可制造乌拉帝国所有的物品。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Make_WULA_Charge_Cube_Group</li>
<li>Recharge_WULA_Charge_Cube_Energy</li>
<li>Recharge_WULA_Charge_Cube_Energy_Group</li>
<li>Make_Component_By_WULA_Cube_Productor</li>
<li>Make_WULA_Dark_Matter_Item</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>WULA_Cube_Productor_Component</li>
</linkableFacilities>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cube_Productor_Component</defName>
<label>乌拉帝国外置编织单元</label>
<description>用于辅助乌拉帝国编织体工作的特殊设备,可以加快其工作速度。每个乌拉帝国编织体最多连接一个此类设备。</description>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Component</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.35</staticSunShadowHeight>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>42</pathCost>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<WorkToBuild>30000</WorkToBuild>
<Mass>20</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(2,2)</size>
<costList>
<Steel>200</Steel>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<researchPrerequisites>
<li>WULA_Dark_Matter_Technology</li>
</researchPrerequisites>
<designationCategory>WULA_Buildings</designationCategory>
<minifiedDef>MinifiedThing</minifiedDef>
<constructionSkillPrerequisite>4</constructionSkillPrerequisite>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_Facility">
<statOffsets>
<WorkTableWorkSpeedFactor>2</WorkTableWorkSpeedFactor>
</statOffsets>
<maxSimultaneous>1</maxSimultaneous>
</li>
</comps>
<designationHotKey>Misc6</designationHotKey>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>
<!---->
<ThingDef ParentName="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<label>合成人修复站</label>
<description>一台供乌拉帝国合成人进行机体修复的检修站。</description>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<statBases>
<Comfort>0.75</Comfort>
<MaxHitPoints>140</MaxHitPoints>
<Beauty>1</Beauty>
<WorkToBuild>800</WorkToBuild>
<Mass>30</Mass>
<MedicalTendQualityOffset>10</MedicalTendQualityOffset>
</statBases>
<size>(1,2)</size>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<designationHotKey>Misc2</designationHotKey>
<uiOrder>2010</uiOrder>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<staticSunShadowHeight>0</staticSunShadowHeight>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites Inherit="False">
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<stuffCategories Inherit="False" IsNull="True" />
<building>
<paintable>false</paintable>
<bed_showSleeperBody>true</bed_showSleeperBody>
<bed_healPerDay>0</bed_healPerDay>
</building>
<placeWorkers>
<li>PlaceWorker_GlowRadius</li>
</placeWorkers>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>30</basePowerConsumption>
</li>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<!--<glowColor>(105,204,204,0)</glowColor>-->
<!-- 蓝色 -->
<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
<!-- 红色 -->
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
</comps>
</ThingDef>
<!-- 机械工厂 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Large_Mechine_proudctor</defName>
<label>乌拉帝国机械工厂</label>
<description>乌拉帝国所建造的一种机械工厂,能构建各种乌拉帝国机械体,包括机械乌拉。</description>
<thingClass>Building_MechGestator</thingClass>
<containedPawnsSelectable>true</containedPawnsSelectable>
<tickerType>Normal</tickerType>
<drawerType>MapMeshAndRealTime</drawerType>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<hasInteractionCell>true</hasInteractionCell>
<castEdgeShadows>true</castEdgeShadows>
<pathCost>42</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2400</uiOrder>
<defaultPlacingRot>South</defaultPlacingRot>
<placeWorkers>
<li>PlaceWorker_MechGestatorTop</li>
</placeWorkers>
<graphicData>
<texPath>Wula/Building/WULA_Heavy_War_Machine_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(4, 4)</drawSize>
</graphicData>
<interactionCellOffset>(1,0,3)</interactionCellOffset>
<statBases>
<MaxHitPoints>1250</MaxHitPoints>
<WorkToBuild>16000</WorkToBuild>
<Mass>35</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(4,4)</size>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<WULA_Charge_Cube>5</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<buildingTags>
<li>Production</li>
<li>Biotech</li>
</buildingTags>
<barDrawData>
<north>
<preRotationOffset>(-1.06, 0.91)</preRotationOffset>
<size>(0, 0)</size>
</north>
<south>
<preRotationOffset>(-1.06, 0.82)</preRotationOffset>
<size>(0, 0)</size>
</south>
<east>
<preRotationOffset>(1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</east>
<west>
<preRotationOffset>(-1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</west>
</barDrawData>
<formingGraphicData>
<texPath>Things/Pawn/Mechanoid/HalfGestatedMechSmall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(0,0)</drawSize>
</formingGraphicData>
<formingMechPerRotationOffset>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
</formingMechPerRotationOffset>
<mechGestatorCylinderGraphic>
<texPath>Things/Building/Production/MechGestatorStandardGlass</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
<shaderType>Transparent</shaderType>
</mechGestatorCylinderGraphic>
<mechGestatorTopGraphic>
<texPath>Things/Building/Production/MechGestatorStandardTop</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
</mechGestatorTopGraphic>
<gestatorFormingMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormingMote>
<gestatorCycleCompleteMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorCycleCompleteMote>
<gestatorFormedMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormedMote>
</building>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<recipes>
<li>WULA_Build_Wula_Synth</li>
<li>WULA_Build_Mech_Cat</li>
<li>WULA_Build_Mech_Cat_Constructor</li>
<li>WULA_Build_Mech_Cat_EMP</li>
<li>WULA_Build_Mech_Cat_Fire</li>
<li>WULA_Build_Mech_Cat_Assault</li>
<li>WULA_Build_Mech_Cat_DM</li>
<li>WULA_Build_AI_Heavy_Panzer</li>
<li>WULA_Build_AI_Heavy_Panzer_Gunnery</li>
<li>WULA_Build_AI_Engineer_Mother</li>
<li>WULA_Build_AI_Engineer_Mother_Attack</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">WULA_Build_Psi_Titan</li>
</recipes>
<comps>
<li Class="CompProperties_WasteProducer" />
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
<idlePowerDraw>50</idlePowerDraw>
</li>
</comps>
</ThingDef>
<!-- 充电器 -->
<ThingDef ParentName="BaseMechCharger">
<defName>WULA_War_Machine_Recharger</defName>
<label>乌拉帝国充电站</label>
<description>一个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。</description>
<graphicData>
<texPath>Things/Building/Production/StandardRecharger</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<shadowData>
<volume>(2.9, 0.5, 1.9)</volume>
</shadowData>
</graphicData>
<interactionCellOffset>(0,0,2)</interactionCellOffset>
<passability>PassThroughOnly</passability>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>8000</WorkToBuild>
<Mass>25</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(3,3)</size>
<building>
<requiredMechWeightClasses>
<li>Light</li>
<li>Medium</li>
<li>Heavy</li>
<li>UltraHeavy</li>
</requiredMechWeightClasses>
<barDrawData>
<north>
<preRotationOffset>(0.002166748,-0.3722534)</preRotationOffset>
<size>(0.4398041,0.1365509)</size>
</north>
<south>
<preRotationOffset>(-0.002609305,-0.6002655)</preRotationOffset>
<size>(0.4398041,0.121376)</size>
</south>
<east>
<preRotationOffset>(0.04148867,0.6301422)</preRotationOffset>
<size>(0.4066238,0.1425552)</size>
</east>
<west>
<preRotationOffset>(-0.02767944,0.6171188)</preRotationOffset>
<size>(0.397522,0.1395264)</size>
</west>
</barDrawData>
</building>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>250</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_ThingContainer">
<compClass>CompThingContainer</compClass>
<stackLimit>10</stackLimit>
<drawContainedThing>false</drawContainedThing>
<dropEffecterDef>MechChargerWasteRemoved</dropEffecterDef>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>400</basePowerConsumption>
</li>
</comps>
</ThingDef>
<!-- 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>
<costList>
<Steel>100</Steel>
<ComponentSpacer>2</ComponentSpacer>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<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>-30</fuelConsumptionRate>
<fuelCapacity>1000</fuelCapacity>
<targetFuelLevelConfigurable>false</targetFuelLevelConfigurable>
<fuelFilter>
<thingDefs>
<li>Chemfuel</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>
<!-- 乌拉族睡眠点 -->
<ThingDef ParentName="SleepingSpotBase">
<defName>Wula_SleepingSpot</defName>
<label>乌拉帝国抢修点</label>
<description>指定一块地方,供机械乌拉躺下以进行抢修。</description>
<graphicData>
<texPath>Things/Building/Furniture/Bed/SleepSpot</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,4)</drawSize>
</graphicData>
<size>(1,2)</size>
<designationHotKey>Misc1</designationHotKey>
</ThingDef>
<!-- 联络台 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Communicator_Station</defName>
<label>乌拉帝国通讯站</label>
<description>乌拉帝国内部用于联系的通讯站,可以联系到乌拉帝国的各大派系。</description>
<thingClass>Building</thingClass>
<graphicData>
<texPath>Wula/Building/WULA_Communicator_Station</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>2000</WorkToBuild>
<Mass>70</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<rotatable>false</rotatable>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<comps>
<!-- <li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li> -->
<li Class="CompProperties_Flickable"/>
<li Class="WulaFallenEmpire.CompProperties_OpenCustomUI">
<uiDefName>Wula_UI_Main_1</uiDefName>
<label>联络乌拉帝国</label>
<failReason>无法接触通讯站。</failReason>
</li>
</comps>
</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>(1.5,0.35,1.4)</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>
</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>
<!-- 维护舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod</defName>
<label>维护舱</label>
<description>一个为乌拉族设计的全自动维护舱。乌拉族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。维护过程需要消耗零部件。</description>
<containedPawnsSelectable>true</containedPawnsSelectable>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Maintainer_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
</graphicData>
<drawerType>RealtimeOnly</drawerType>
<drawGUIOverlay>true</drawGUIOverlay>
<!-- <defaultPlacingRot>South</defaultPlacingRot> -->
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>20000</WorkToBuild>
<Mass>50</Mass>
<Flammability>0.5</Flammability>
<Beauty>-5</Beauty>
</statBases>
<size>(3,3)</size>
<interactionCellOffset>(0,0,0)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<researchPrerequisites Inherit="False">
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
<!-- <ComponentSpacer>2</ComponentSpacer> -->
</costList>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<uninstallWork>1800</uninstallWork>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption> <!-- This is now idle power -->
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Refuelable">
<fuelCapacity>20.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</fuelFilter>
<fuelLabel>零部件</fuelLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
</li>
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
<baseDurationTicks>180000</baseDurationTicks> <!-- Merged from user feedback -->
<ticksPerSeverity>30000</ticksPerSeverity> <!-- Kept from previous change -->
<powerConsumptionRunning>500</powerConsumptionRunning>
<powerConsumptionIdle>25</powerConsumptionIdle>
<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
<componentCostPerSeverity>5</componentCostPerSeverity> <!-- 5 components per 100% severity -->
<baseComponentCost>1</baseComponentCost>
<!-- <minSeverityToMaintain>0.75</minSeverityToMaintain> -->
<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>
<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
</ThingDef>
</Defs>

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@@ -1,86 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- <ThingDef ParentName="BuildingBase">
<defName>WULA_OfferingPedestal</defName>
<label>帝国献祭基座</label>
<description>一个用于进行灵能献祭的华丽基座。它可以作为灵能的冥想焦点,并能通过附近的灵能设施获得强化。它是启动帝国科技献祭仪式的关键建筑。</description>
<tickerType>Normal</tickerType>
<passability>Standable</passability>
<scatterableOnMapGen>false</scatterableOnMapGen>
<building>
<sowTag>SupportPlantsOnly</sowTag>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<wakeDormantPawnsOnConstruction>false</wakeDormantPawnsOnConstruction>
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
<buildingTags>
<li>Anomaly</li>
</buildingTags>
</building>
<uiOrder>200</uiOrder>
<graphicData>
<texPath>Things/Building/PsychicRitualSpot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
</graphicData>
<size>(3, 3)</size>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</researchPrerequisites>
<inspectorTabs>
<li>ITab_Entity</li>
</inspectorTabs>
<designationCategory>WULA_Buildings</designationCategory>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<selectable>true</selectable>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>0</WorkToBuild>
<MeditationFocusStrength>0.08</MeditationFocusStrength>
</statBases>
<useHitPoints>false</useHitPoints>
<placeWorkers>
<li>PlaceWorker_NeverAdjacentUnstandableRadial</li>
</placeWorkers>
<drawPlaceWorkersWhileSelected>True</drawPlaceWorkersWhileSelected>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaRitualSpot">
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ShardBeacon</li>
<li>VoidSculpture</li>
</linkableFacilities>
</li>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Void</li>
</focusTypes>
<offsets>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>ShardBeacon</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>4</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>VoidSculpture</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>6</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
</offsets>
</li>
</comps>
</ThingDef> -->
</Defs>

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@@ -1,495 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThinkTreeDef>
<defName>WULA_Humanlike</defName>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- Do lovin' -->
<li Class="ThinkNode_ConditionalLyingDown">
<subNodes>
<li Class="ThinkNode_ChancePerHour_Lovin">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="JobGiver_DoLovin" />
</subNodes>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- If we HAVE to keep lying down... -->
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
<subNodes>
<!-- Do a queued job if possible (e.g. watch tv in bed) -->
<li Class="ThinkNode_QueuedJob">
<inBedOnly>true</inBedOnly>
</li>
<!-- Get joy -->
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="ThinkNode_PrioritySorter">
<subNodes>
<li Class="ThinkNode_Priority_GetJoy">
<subNodes>
<li Class="JobGiver_GetJoyInBed" />
</subNodes>
</li>
<li Class="JobGiver_MeditateInBed"/>
</subNodes>
</li>
</subNodes>
</li>
<!-- Keep lying down -->
<li Class="JobGiver_KeepLyingDown" />
</subNodes>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>Downed</treeDef>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>BurningResponse</treeDef>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>MentalStateCritical</treeDef>
</li>
<!-- Escaping threats -->
<li Class="ThinkNode_Subtree" MayRequire="Ludeon.RimWorld.Biotech">
<treeDef>Abilities_Escape</treeDef>
</li>
<!-- React to close melee threat -->
<li Class="JobGiver_ReactToCloseMeleeThreat" />
<!-- Mental state non critical -->
<li Class="ThinkNode_Subtree">
<treeDef>MentalStateNonCritical</treeDef>
</li>
<!-- Behavior when roped -->
<li Class="ThinkNode_Subtree">
<treeDef>RopedPawn</treeDef>
</li>
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostMentalState</insertTag>
</li>
<!-- Do a queued job -->
<li Class="ThinkNode_QueuedJob" />
<!-- Wait if drafted -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>DraftedOrder</tagToGive>
<subNodes>
<li Class="JobGiver_MoveToStandable" />
<li Class="JobGiver_Orders" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Self-tend if you're an NPC -->
<li Class="ThinkNode_ConditionalNPCCanSelfTendNow">
<subNodes>
<li Class="JobGiver_SelfTend" />
</subNodes>
</li>
<!-- Lord directives (high priority) -->
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
<dutyHook>HighPriority</dutyHook>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>LordDuty</treeDef>
</li>
</subNodes>
</li>
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostDuty</insertTag>
</li>
<!-- Prisoner -->
<li Class="ThinkNode_ConditionalPrisoner">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<subNodes>
<!-- If it's the player home map... -->
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
<invert>true</invert>
<subNodes>
<!-- Wait instead of escaping if should -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerWaitInsteadOfEscaping">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
<!-- Escape -->
<li Class="ThinkNode_Tagger">
<tagToGive>Escaping</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerEscape" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Exit map if released -->
<li Class="ThinkNode_ConditionalReleased">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>RestingForMedicalReasons</tagToGive>
<subNodes>
<li Class="JobGiver_PatientGoToBed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>ChangingApparel</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerGetDressed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="ThinkNode_PrioritySorter">
<subNodes>
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<minEnergyLevelPercentage>0.3</minEnergyLevelPercentage>
<maxEnergyLevelPercentage>0.9</maxEnergyLevelPercentage>
<emergencyPriority>9.5</emergencyPriority>
</li>
<li Class="JobGiver_GetRest"/>
<li Class="JobGiver_SatisfyChemicalNeed"/>
<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="ThinkNode_Priority_GetJoy">
<subNodes>
<li Class="JobGiver_GetJoy"/>
<li Class="JobGiver_GetJoyInBed"/>
</subNodes>
</li>
<li Class="JobGiver_Meditate"/>
</subNodes>
</li>
</subNodes>
</li>
<!-- If in non-PlayerHomeMap -->
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
<subNodes>
<!-- No colonist spawned in the map -->
<li Class="ThinkNode_ConditionalAnyUndownedColonistSpawnedNearby">
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Escaping</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerEscape" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Wander -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderColony">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderCurrentRoom">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
<li Class="JobGiver_IdleError" />
</subNodes>
</li>
<!-- If on colonist team, do forced and emergency work -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<!-- Seek allowed area -->
<li Class="JobGiver_SeekAllowedArea" />
<!-- Seek safe temperatures -->
<li Class="JobGiver_BringBabyToSafety" />
<li Class="JobGiver_SeekSafeTemperature" />
<!-- Drop unnused inventory -->
<li Class="JobGiver_DropUnusedInventory" />
<!-- Emergency work -->
<li Class="JobGiver_Work">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<emergency>true</emergency>
</li>
<!-- Get Wula energy (only if starving) -->
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
<need>WULA_Energy</need>
<threshold>0.5</threshold> <!-- 能量低于10%时触发 -->
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<minEnergyLevelPercentage>0.3</minEnergyLevelPercentage>
<maxEnergyLevelPercentage>0.9</maxEnergyLevelPercentage>
<emergencyPriority>9.5</emergencyPriority>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Breastfeed -->
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
</subNodes>
</li>
<!-- Lord directives (medium priority) -->
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
<dutyHook>MediumPriority</dutyHook>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>LordDuty</treeDef>
</li>
</subNodes>
</li>
<!-- Pick up a weapon dropped while previously downed -->
<li Class="JobGiver_PickupDroppedWeapon">
<ignoreForbidden>true</ignoreForbidden>
</li>
<!-- Optimize apparel -->
<li Class="ThinkNode_Tagger">
<tagToGive>ChangingApparel</tagToGive>
<subNodes>
<li Class="JobGiver_OptimizeApparel">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Look change -->
<li MayRequire="Ludeon.RimWorld.Ideology" Class="ThinkNode_ConditionalWantsLookChange">
<subNodes>
<li Class="JobGiver_UseStylingStationAutomatic" />
</subNodes>
</li>
<!-- Dye hair -->
<li MayRequire="Ludeon.RimWorld.Ideology" Class="JobGiver_DyeHair" />
<!-- Take for inventory stock -->
<li Class="ThinkNode_Tagger">
<tagToGive>TakeForInventoryStock</tagToGive>
<subNodes>
<li Class="JobGiver_TakeForInventoryStock">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Unload your inventory -->
<li Class="ThinkNode_Tagger">
<tagToGive>UnloadingOwnInventory</tagToGive>
<subNodes>
<li Class="JobGiver_UnloadYourInventory" />
</subNodes>
</li>
<!-- Pack Wula energy if not enough -->
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
<need>WULA_Energy</need> <!-- 能量NeedDef的defName -->
<threshold>0.6</threshold> <!-- 能量低于packEnergyThreshold时考虑打包 -->
<invert>true</invert> <!-- 当能量低于阈值时触发 -->
<subNodes>
<li Class="WulaFallenEmpire.JobGiver_WulaPackEnergy">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<packEnergyThreshold>0.6</packEnergyThreshold> <!-- 能量低于50%时考虑打包 -->
<packEnergyCount>2</packEnergyCount> <!-- 每次打包2个能量核心 -->
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Behavior from traits -->
<li Class="ThinkNode_TraitBehaviors" />
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PreMain</insertTag>
</li>
<!-- Main colonist behavior core -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>MainColonistBehaviorCore</treeDef>
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Main wild man behavior core -->
<li Class="ThinkNode_ConditionalPawnKind">
<pawnKind>WildMan</pawnKind>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>MainWildManBehaviorCore</treeDef>
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostMain</insertTag>
</li>
<!-- Idle colonist -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<!-- Do random joy activity -->
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
<need>Joy</need>
<threshold>0.9</threshold>
<invert>true</invert>
<subNodes>
<li Class="JobGiver_IdleJoy" />
</subNodes>
</li>
<!-- Wander -->
<li Class="JobGiver_WanderColony">
<maxDanger>None</maxDanger>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Idle wild man -->
<li Class="ThinkNode_ConditionalPawnKind">
<pawnKind>WildMan</pawnKind>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<!-- Wander -->
<li Class="JobGiver_WanderAnywhere">
<maxDanger>Deadly</maxDanger>
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- If you're a neutral guest, if you're not hurt exit the map, otherwise use a medical bed -->
<li Class="ThinkNode_ConditionalGuest">
<subNodes>
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFactionOrFactionless">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>RestingForMedicalReasons</tagToGive>
<subNodes>
<li Class="JobGiver_PatientGoToBed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Final backup: If you're just here for no apparent reason, and not a colonist, leave the map
e.g. This happens for pawns who are downed during combat, then later self-heal -->
<li Class="ThinkNode_ConditionalColonist">
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- If you can't leave, just wander -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderAnywhere">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
<li Class="JobGiver_IdleError" />
</subNodes>
</thinkRoot>
</ThinkTreeDef>
</Defs>

View File

@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThoughtDef>
<defName>WULA_Energy_Furnace_Though_Hunger</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>WULA_Energy_Furnace_Hediff_Hunger</hediff>
<validWhileDespawned>true</validWhileDespawned>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<stages>
<li>
<label>小馋猫</label>
<description>我要疯狂偷吃能源核心,这真是太爽了!</description>
<baseMoodEffect>20</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

View File

@@ -1,182 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraitDef>
<defName>WULA_BrokenPersonalityTrait</defName>
<commonality>0</commonality>
<degreeDatas>
<li>
<label>机械乌拉</label>
<description>{PAWN_nameDef}是机械乌拉。乌拉的思维模式与常人不同,在极端压力下,其模拟人格会彻底崩溃。</description>
<theOnlyAllowedMentalBreaks>
<li>Wula_BrokenPersonality</li>
</theOnlyAllowedMentalBreaks>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Knight</defName>
<forcedPassions>
<li>Melee</li>
<li>Shooting</li>
</forcedPassions>
<degreeDatas>
<li>
<label>帝国骑士</label>
<description>于无垠星海中穿梭,\n谨以吾魂向帝皇起誓\n\n吾即是帝皇之盾吾即是帝皇之剑。\n以乌拉帝皇之名吾即是帝国骑士</description>
<allowedMeditationFocusTypes><li>Dignified</li></allowedMeditationFocusTypes>
<degree>1</degree>
<statOffsets>
<MentalBreakThreshold>-0.1</MentalBreakThreshold>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.75</AimingDelayFactor>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<MeleeDamageFactor>1.2</MeleeDamageFactor>
<MeleeCooldownFactor>0.75</MeleeCooldownFactor>
<MoveSpeed>1.25</MoveSpeed>
<IncomingDamageFactor>0.5</IncomingDamageFactor>
</statFactors>
</li>
<li>
<label>荣耀骑士</label>
<description>吾之身归帝皇剑下,\n吾之名得帝皇祝福\n于无垠星海中穿梭\n谨以吾魂向帝皇起誓\n\n恒以仁慈之心对待帝国人民恒以怜悯之心善待无助弱者\n恒以慈悲之心对待无辜妇孺恒以平等之心看待芸芸众生\n\n恒以勇武之名诛灭帝国叛逆恒以骑士之名斩杀帝国之敌\n恒以帝国之名踏平叛逆之城恒以帝皇之名荡清无尽寰宇\n\n恒以智慧之魂思索帝国难题恒以耐心之魂解答无知质疑\n恒以虔诚之魂辨明人生真理恒以信仰之魂教化亿万国民\n\n恒以探知之志探索帝国疆域恒以求知之志探寻未明知识\n恒以坚韧之志追寻帝皇足迹恒以求索之心明察星海真理\n\n吾即是帝皇之盾吾即是帝皇之剑。\n以乌拉帝皇之名吾即是帝国骑士</description>
<degree>2</degree>
<allowedMeditationFocusTypes><li>Dignified</li></allowedMeditationFocusTypes>
<statOffsets>
<MentalBreakThreshold>-0.2</MentalBreakThreshold>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.5</AimingDelayFactor>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
<MeleeDamageFactor>1.5</MeleeDamageFactor>
<MeleeCooldownFactor>0.5</MeleeCooldownFactor>
<MoveSpeed>1.5</MoveSpeed>
<IncomingDamageFactor>0.3</IncomingDamageFactor>
</statFactors>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Legal_Officer</defName>
<forcedPassions>
<li>Shooting</li>
<li>Social</li>
</forcedPassions>
<degreeDatas>
<li>
<label>法务官</label>
<description>法务官是乌拉帝国骑士团的特殊基层执法者,接受了良好的射击训练,并且拥有镇压和安抚奴隶所需的如簧巧舌。</description>
<statFactors>
<AimingDelayFactor>0.5</AimingDelayFactor>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
</statFactors>
<statOffsets>
<SocialImpact>0.2</SocialImpact>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Sculptor</defName>
<forcedPassions>
<li>Artistic</li>
<li>Intellectual</li>
</forcedPassions>
<degreeDatas>
<li>
<label>雕琢者</label>
<description>雕琢者是乌拉帝国观测站的科学家,她们将基因编辑技术视为终极的艺术媒介,将生物体视为雕塑原材料,以创造独一无二、具有震撼美学价值或哲学意涵的“活体艺术品”。</description>
<statOffsets>
<ResearchSpeedFactor>0.15</ResearchSpeedFactor>
<WorkSpeedGlobal>0.15</WorkSpeedGlobal>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Diplomat</defName>
<degreeDatas>
<li>
<label>外交官</label>
<description>乌拉帝国的外交官被称为传谕使,她们彬彬有礼的礼节中也无法掩盖属于堕落帝国的傲慢与目中无人。</description>
<statFactors>
<SocialImpact>2</SocialImpact>
</statFactors>
<statOffsets>
<PawnBeauty>2</PawnBeauty>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Nun</defName>
<forcedPassions>
<li>Melee</li>
<li>Medicine</li>
</forcedPassions>
<degreeDatas>
<li>
<label>修女</label>
<description>乌拉帝国的修女是乌拉帝国大教堂的主体,她们抛弃了养尊处优的堕落生活,以身体力行的布道远征贯彻虔诚的信仰。</description>
<statOffsets>
<PsychicSensitivity>1.75</PsychicSensitivity>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Researcher</defName>
<forcedPassions>
<li>Crafting</li>
<li>Intellectual</li>
</forcedPassions>
<degreeDatas>
<li>
<label>档案管理员</label>
<description>为了发掘和维护乌拉帝国的失落知识,乌拉帝国图书馆的档案管理员不辞辛劳地穿梭在群书的汪洋间。</description>
<statOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Connector</defName>
<forcedPassions>
<li>Intellectual</li>
</forcedPassions>
<degreeDatas>
<li>
<label>高维链接者</label>
<description>这些乌拉星人长时间与一个非本位面的设施进行跨维链接,已经慢慢地变得非人化。</description>
<disablesNeeds>
<li>Joy</li>
<li>DrugDesire</li>
</disablesNeeds>
<statOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Broken_Personality</defName>
<degreeDatas>
<li>
<label>破碎人格</label>
<description>这个乌拉帝国合成人没有完整的人格,这使得她更像是一台真正的机械——除了饮食外,所有的需求都已经被禁用。</description>
<disablesNeeds>
<li>Mood</li>
<li>Joy</li>
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>Indoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
</disablesNeeds>
</li>
</degreeDatas>
</TraitDef>
</Defs>

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@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WeaponCategoryDef>
<defName>WULA_Psychic</defName>
<label>灵能</label>
<description>与心灵能量相互作用的武器。</description>
</WeaponCategoryDef>
<WeaponCategoryDef>
<defName>WULA_Missile</defName>
<label>导弹</label>
<description>一种发射拥有跟踪能力的抛射体武器,弹速通常较慢。</description>
</WeaponCategoryDef>
</Defs>

View File

@@ -1,47 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WeaponTraitDef>
<defName>WULA_DamagePsychicScaling</defName>
<label>灵能增幅</label>
<description>这把武器的伤害会随着使用者的心灵敏感度而变化。</description>
<commonality>1</commonality>
<weaponCategory>WULA_Psychic</weaponCategory>
<statOffsets>
</statOffsets>
<statFactors>
</statFactors>
</WeaponTraitDef>
<WeaponTraitDef>
<defName>WULA_ExtraPsychicSkill</defName>
<label>额外灵能能力</label>
<description>这把武器携带了一个额外的灵能能力。</description>
<commonality>1</commonality>
<weaponCategory>WULA_Psychic</weaponCategory>
<statOffsets>
</statOffsets>
<statFactors>
</statFactors>
</WeaponTraitDef>
<WeaponTraitDef>
<defName>WULA_PsychicIgnoreBlock</defName>
<label>无视阻挡</label>
<description>这把武器的攻击无视所有的阻挡——无论是山体、墙体还是护盾。</description>
<commonality>1</commonality>
<weaponCategory>WULA_Psychic</weaponCategory>
<statOffsets>
</statOffsets>
<statFactors>
</statFactors>
</WeaponTraitDef>
<WeaponTraitDef>
<defName>WULA_MissileLauncher</defName>
<label>乌拉帝国导弹</label>
<description>这把武器的抛射体会跟踪敌人,如果没有明确的敌人作为目标,则会在落地前散开以形成轰炸区。</description>
<commonality>1</commonality>
<weaponCategory>WULA_Missile</weaponCategory>
<statOffsets>
</statOffsets>
<statFactors>
</statFactors>
</WeaponTraitDef>
</Defs>

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@@ -1,113 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WorkGiverDef>
<defName>WULA_Cube_ProductorBills</defName>
<label>在编织体制造物品</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_Large_Mechine_proudctor_Bills</defName>
<label>在乌拉帝国机械工厂培育机械</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Large_Mechine_proudctor</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_Synth_ServerBills</defName>
<label>在服务器系统下载数据</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Synth_Server</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>FeedWulaPatient</defName>
<label>为机械乌拉补充能量</label>
<giverClass>WulaFallenEmpire.WorkGiver_FeedWulaPatient</giverClass>
<workType>Doctor</workType>
<priorityInType>100</priorityInType>
<verb>补充能量</verb>
<gerund>补充能量于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<modExtensions>
<li Class="WulaFallenEmpire.WorkGiverDefExtension_FeedWula">
<feedThreshold>0.25</feedThreshold>
<energySourceDef>WULA_Charge_Cube</energySourceDef>
</li>
</modExtensions>
</WorkGiverDef>
<WorkGiverDef>
<defName>FeedWulaPrisoner</defName>
<label>为乌拉囚犯补充能量</label>
<giverClass>WulaFallenEmpire.WorkGiver_Warden_FeedWula</giverClass>
<workType>Warden</workType>
<priorityInType>100</priorityInType>
<verb>补充能量</verb>
<gerund>补充能量于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<modExtensions>
<li Class="WulaFallenEmpire.WorkGiverDefExtension_FeedWula">
<feedThreshold>0.25</feedThreshold>
<energySourceDef>WULA_Charge_Cube</energySourceDef>
</li>
</modExtensions>
</WorkGiverDef>
<WorkGiverDef>
<defName>DeliverEnergyToWulaPrisoner</defName>
<label>为乌拉囚犯运送能量</label>
<giverClass>WulaFallenEmpire.WorkGiver_Warden_DeliverEnergy</giverClass>
<workType>Warden</workType>
<priorityInType>50</priorityInType>
<verb>运送能量</verb>
<gerund>运送能量于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<modExtensions>
<li Class="WulaFallenEmpire.WorkGiverDefExtension_FeedWula">
<feedThreshold>0.35</feedThreshold>
<energySourceDef>WULA_Charge_Cube</energySourceDef>
</li>
</modExtensions>
</WorkGiverDef>
</Defs>

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@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventUIConfigDef>
<defName>Wula_EventUIConfig</defName>
<!-- General Style -->
<labelFont>Small</labelFont>
<drawBorders>false</drawBorders>
<showDefName>false</showDefName>
<showLabel>true</showLabel>
<defaultBackgroundImagePath></defaultBackgroundImagePath>
<!-- Virtual Layout Dimensions -->
<lihuiSize>(500, 800)</lihuiSize>
<nameSize>(650, 130)</nameSize>
<textSize>(650, 350)</textSize>
<optionsWidth>750</optionsWidth>
<!-- Virtual Layout Offsets -->
<textNameOffset>0</textNameOffset>
<optionsTextOffset>0</optionsTextOffset>
<defaultWindowSize>(750, 600)</defaultWindowSize>
</WulaFallenEmpire.EventUIConfigDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<LetterDef>
<defName>Wula_EventChoiceLetter</defName>
<letterClass>WulaFallenEmpire.Letter_EventChoice</letterClass>
<arriveSound>LetterArrive_Good</arriveSound>
<color>(120, 150, 255)</color>
</LetterDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<LifeStageDef>
<defName>Wula_Species_Lifestage</defName>
<label>合成人</label>
<workerClass MayRequire="Ludeon.RimWorld.Biotech">LifeStageWorker_HumanlikeAdult</workerClass>
<visible>false</visible>
<reproductive>true</reproductive>
<sittingOffset>0.18</sittingOffset>
<silhouetteGraphicData>
<texPath>Things/Pawn/Humanlike/Silhouettes/Silhouette_HumanAdult</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</silhouetteGraphicData>
</LifeStageDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.WulaCaravanEnergyDef>
<defName>WulaCaravanEnergySettings</defName>
<label>Wula Caravan Energy Settings</label>
<!--乌拉远行队能量进食设置-->
<consumeThreshold>0.3</consumeThreshold><!--低于0.3能量吃一个核心-->
<energyItemDefName>WULA_Charge_Cube</energyItemDefName>
<hediffDefNameToAdd>WULA_ChargingHediff</hediffDefNameToAdd>
</WulaFallenEmpire.WulaCaravanEnergyDef>
</Defs>

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@@ -1,26 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 这里的节点名 "WulaFallenEmpire.WulaHullDef" 必须与C#代码中的 "命名空间.类名" 完全一致 -->
<WulaFallenEmpire.WulaHullDef>
<defName>WulaHullConfig</defName>
<label>乌拉船体斜角配置</label>
<!-- 指定这个斜角效果应用在哪个建筑上 (使用建筑的defName) -->
<targetDef>WulaWall</targetDef>
<!-- 指定渲染时使用的着色器类型。CutoutComplex是建筑和墙体很常用的选项 -->
<shaderType>CutoutWithOverlay</shaderType>
<!-- 占位符: 所有贴图路径都暂时指向原版奥德赛DLC的贴图 -->
<texPath_Corner_NW>Wula/Building/Linked/WulaWall/AngledWulaWall_northwest</texPath_Corner_NW>
<texPath_Corner_NE>Wula/Building/Linked/WulaWall/AngledWulaWall_northeast</texPath_Corner_NE>
<texPath_Corner_SW>Wula/Building/Linked/WulaWall/AngledWulaWall_southwest</texPath_Corner_SW>
<texPath_Corner_SE>Wula/Building/Linked/WulaWall/AngledWulaWall_southeast</texPath_Corner_SE>
<texPath_Diagonal_NW>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_northwest</texPath_Diagonal_NW>
<texPath_Diagonal_NE>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_northeast</texPath_Diagonal_NE>
<texPath_Diagonal_SW>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_southwest</texPath_Diagonal_SW>
<texPath_Diagonal_SE>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_southeast</texPath_Diagonal_SE>
</WulaFallenEmpire.WulaHullDef>
</Defs>