This commit is contained in:
2025-11-21 16:12:48 +08:00
10 changed files with 352 additions and 75 deletions

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@@ -246,7 +246,7 @@
<AbilityDef>
<defName>WULA_Psi_Skip</defName>
<label>乌拉帝国术式:灵能跃迁</label>
<description>使用灵能撕开一个连接自身、虚境和目的地的单向通道,随后以极短的时间穿过整个通道,以瞬间移动到目标地点</description>
<description>使用灵能撕开一个连接自身、虚境和目的地的单向通道,随后以极短的时间穿过整个通道,以瞬间移动到目标地点</description>
<iconPath>UI/Abilities/Skip</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
@@ -401,7 +401,6 @@
<cooldownTicksRange>600</cooldownTicksRange>
<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
<statBases>
<Ability_EffectRadius>8</Ability_EffectRadius>
<Ability_Duration>600</Ability_Duration>
</statBases>
<verbProperties>
@@ -414,9 +413,10 @@
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilitySpawn">
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnAligned">
<thingDef>WULA_Black_Hole_Entity</thingDef>
<allowOnBuildings>false</allowOnBuildings>
<alignFaction>false</alignFaction>
</li>
</comps>
</AbilityDef>
@@ -444,9 +444,8 @@
<scaleWithPsychicSensitivity>true</scaleWithPsychicSensitivity>
<minDamageFactor>0.5</minDamageFactor>
<maxDamageFactor>5</maxDamageFactor>
<affectFriendly>false</affectFriendly>
<affectHostile>true</affectHostile>
<affectBuildings>true</affectBuildings>
<affectEverything>true</affectEverything>
<ignoreFactionRelations>true</ignoreFactionRelations>
</li>
</comps>
</ThingDef>

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@@ -748,4 +748,64 @@
<li>Placeworker_AttachedToWall</li>
</placeWorkers>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_BroadshieldProjector</defName>
<label>burnout low-shield</label>
<description>A man-portable low-angle shield projector. Bullets can go out, but not in. Its compact power source burns out after a few seconds of use.</description>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<drawerType>MapMeshAndRealTime</drawerType>
<pathCost>0</pathCost>
<passability>Standable</passability>
<fillPercent>0.35</fillPercent>
<graphicData>
<texPath>Things/Building/Security/BroadshieldProjector</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.7</drawSize>
<shadowData>
<volume>(0.3, 0.2, 0.3)</volume>
<offset>(0,0,-0.1)</offset>
</shadowData>
<damageData>
<rect>(0.2,0.2,0.6,0.6)</rect>
</damageData>
</graphicData>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>0.5</Flammability>
</statBases>
<tickerType>Normal</tickerType>
<killedLeavings/>
<rotatable>false</rotatable>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<repairEffect>ConstructMetal</repairEffect>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<building>
<claimable>false</claimable>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<ai_chillDestination>false</ai_chillDestination>
<isEdifice>false</isEdifice>
<destroyEffecter>Broadshield_Burnout</destroyEffecter>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PeriodicGameCondition">
<gameConditionDef>SolarFlare</gameConditionDef>
<intervalDays>1</intervalDays>
<durationDays>0.01</durationDays>
</li>
<li Class="CompProperties_ProjectileInterceptor">
<radius>4.9</radius>
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles>
<interceptOutgoingProjectiles>false</interceptOutgoingProjectiles>
<color>(0.6, 0.6, 0.8)</color>
<idlePulseSpeed>3</idlePulseSpeed>
<minIdleAlpha>0.05</minIdleAlpha>
<disarmedByEmpForTicks>600</disarmedByEmpForTicks>
<activeSound>Broadshield_Ambience</activeSound>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -1352,6 +1352,17 @@
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
<radius>3.5</radius>
<damageIntervalTicks>30</damageIntervalTicks>
<damageDef>Crush</damageDef>
<damageAmount>4</damageAmount>
<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
<affectFriendly>false</affectFriendly>
<affectNeutral>false</affectNeutral>
<affectHostile>true</affectHostile>
<ignoreFactionRelations>true</ignoreFactionRelations>
</li>
</comps>
</ThingDef>
<ThingDef Name="WULA_Mech_Flyer" ParentName="BaseMechanoidWalker">