2025-8-4
This commit is contained in:
@@ -110,17 +110,17 @@
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<DamageDef>
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<defName>WULA_SP_Live_Shelter_Heal</defName>
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<label>疗愈</label>
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<workerClass>DamageWorker_AddInjury</workerClass>
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<externalViolence>true</externalViolence>
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<deathMessage>{0} 被奶死了。</deathMessage>
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<harmsHealth>true</harmsHealth>
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<label>灵能疗愈</label>
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<workerClass>DamageWorker_Nerve</workerClass>
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<externalViolence>false</externalViolence>
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<deathMessage>{0} 被本该治愈伤口的武器杀死了。</deathMessage>
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<harmsHealth>false</harmsHealth>
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<hediff>Burn</hediff>
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<makesBlood>false</makesBlood>
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<consideredHelpful>true</consideredHelpful>
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<defaultDamage>1</defaultDamage>
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<defaultStoppingPower>0</defaultStoppingPower>
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<defaultArmorPenetration>9999</defaultArmorPenetration>
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<defaultArmorPenetration>5</defaultArmorPenetration>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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<additionalHediffs>
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@@ -154,6 +154,81 @@
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</li>
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</qualityThresholds>
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</WulaFallenEmpire.PsychicRitual_TechOffering>
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<WulaFallenEmpire.PsychicRitual_TechOffering>
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<defName>WULA_FE_Rituals_Create_Live_Shelter</defName>
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<label>镌刻:生灵庇佑术式</label>
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<description>使用镌刻法术创造一把携带了生灵庇佑术式的法杖,需求魂楔作为额外祭品以提升仪式质量,仪式的质量将影响镌刻完成时法杖的质量。</description>
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<hoursUntilOutcome>2</hoursUntilOutcome>
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<cooldownHours>120</cooldownHours>
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<!-- <researchPrerequisite>BasicPsychicRituals</researchPrerequisite> -->
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<iconPath>Wula/Weapon/WULA_SP_Live_Shelter</iconPath>
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<descriptionHyperlinks>
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<ThingDef>WULA_SP_Live_Shelter</ThingDef>
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<ThingDef>WULA_Soul_Wedge</ThingDef>
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</descriptionHyperlinks>
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<invokerRole>Invoker</invokerRole>
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<chanterRole>Chanter</chanterRole>
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<!-- ==================== 核心祭品定义 ==================== -->
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<!-- requiredOffering: 定义了启动仪式所必须的基础祭品。 -->
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<!-- 如果没有这个祭品,仪式本身无法开始。 -->
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<requiredOffering>
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<filter>
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<thingDefs>
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<li>WULA_Dark_Matter_Item</li>
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</thingDefs>
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</filter>
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<count>3</count>
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<!-- <count>3000</count> -->
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</requiredOffering>
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<!-- ==================== 额外祭品定义 ==================== -->
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<!-- extraOfferings: 定义了可以增加仪式“能量”的额外祭品。 -->
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<!-- 能量值会影响最终奖励的品质。每种物品的power值代表单个物品能增加多少能量。 -->
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<extraOfferings>
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<li>
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<thingDef>WULA_Soul_Wedge</thingDef>
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<!-- 2000魂楔满质量 -->
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<power>0.0005</power>
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</li>
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</extraOfferings>
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<!-- ==================== 奖励池定义 ==================== -->
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<!-- rewardWeaponPool: 定义了仪式成功后可能获得的奖励物品列表。 -->
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<!-- 系统会从这个列表中随机选择一个作为奖励。 -->
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<rewardWeaponPool>
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<li>WULA_SP_Live_Shelter</li>
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</rewardWeaponPool>
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<!-- ==================== 品质阈值定义 ==================== -->
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<!-- qualityThresholds: 定义了不同的能量值(power)所对应的奖励品质。 -->
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<!-- 系统会从高到低检查,使用第一个满足条件的阈值。 -->
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<qualityThresholds>
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<li>
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<!-- <threshold>1.0</threshold>: 能量值达到或超过1.0。 -->
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<threshold>1.0</threshold>
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<!-- <quality>Legendary</quality>: 奖励品质为“传奇”。 -->
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<quality>Legendary</quality>
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</li>
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<li>
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<threshold>0.95</threshold>
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<quality>Masterwork</quality>
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</li>
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<li>
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<threshold>0.6</threshold>
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<quality>Excellent</quality>
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</li>
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<li>
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<threshold>0.4</threshold>
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<quality>Normal</quality>
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</li>
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<li>
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<threshold>0.0</threshold>
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<quality>Poor</quality>
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</li>
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</qualityThresholds>
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</WulaFallenEmpire.PsychicRitual_TechOffering>
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<WulaFallenEmpire.PsychicRitualDef_AddHediff>
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<defName>WULA_ImbuePsychicShock</defName>
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@@ -43,6 +43,7 @@
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<MeleeDodgeChance>50</MeleeDodgeChance>
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<MentalBreakThreshold>-0.25</MentalBreakThreshold>
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</equippedStatOffsets>
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<tradeability>None</tradeability>
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<costStuffCount>200</costStuffCount>
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<stuffCategories>
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<li>Fabric</li>
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@@ -75,7 +76,7 @@
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<!-- EMP 效果 -->
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<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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@@ -104,6 +105,7 @@
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<equippedStatOffsets>
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<PsychicSensitivity>0.75</PsychicSensitivity>
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</equippedStatOffsets>
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<tradeability>None</tradeability>
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<costStuffCount>150</costStuffCount>
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<costList Inherit="False">
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<WULA_Soul_Wedge>3000</WULA_Soul_Wedge>
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@@ -151,7 +153,7 @@
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<!-- EMP 效果 -->
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<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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@@ -188,6 +190,7 @@
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<equippedStatOffsets>
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<PsychicSensitivity>0.5</PsychicSensitivity>
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</equippedStatOffsets>
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<tradeability>None</tradeability>
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<costStuffCount>200</costStuffCount>
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<costList Inherit="False">
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<ComponentSpacer>8</ComponentSpacer>
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@@ -219,7 +222,7 @@
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<!-- EMP 效果 -->
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<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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@@ -259,6 +262,7 @@
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</tags>
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<wornGraphicPath>Wula/Apparel/WULA_Skitarii_veil</wornGraphicPath>
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</apparel>
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<tradeability>None</tradeability>
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<costStuffCount>30</costStuffCount>
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<costList Inherit="False">
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<ComponentIndustrial>1</ComponentIndustrial>
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@@ -284,7 +288,7 @@
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<!-- EMP 效果 -->
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<isImmuneToEMP>true</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<disarmedByEmpForTicks>0</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>5</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BaseHumanMakeableGun">
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<ThingDef Name="WULA_SP_Spear_Impale" ParentName="BaseHumanMakeableGun">
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<defName>WULA_SP_Spear_Impale</defName>
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<label>圣枪穿刺术式</label>
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<description>这是乌拉星人所创造的最强大的进攻术式,来源于乌拉星人的泰坦和旗舰。这种术式发射的纯净灵能能量能绕过几乎所有防御,在敌人的集群中连续弹跳,瞬间烧穿无信之徒的可悲躯体。\n\n然而,这种术式的能量和战舰唱诗班的相去甚远,因此它发射的能量无法攻击建筑。\n\n为了弥补缺陷,法杖还附带了一个需要魂楔充能的进攻型法术,可以从很远的地方发射灵能射弹轰炸目标区域。</description>
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@@ -16,7 +16,7 @@
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</descriptionHyperlinks>
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<uiIconPath>Wula/Weapon/WULA_SP_Spear_Impale</uiIconPath>
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<weaponTags>
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<li>Wula_Spell_Weapon_T1</li>
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<li>Wula_Spell_Weapon_T3</li>
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</weaponTags>
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<useHitPoints>False</useHitPoints>
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<uiIconScale>1</uiIconScale>
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@@ -183,8 +183,15 @@
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</shaderParameters>
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</graphicData>
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</ThingDef>
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<ThingDef ParentName="WULA_SP_Spear_Impale">
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<defName>WULA_SP_Spear_Impale_For_Enermy</defName>
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<destroyOnDrop>true</destroyOnDrop>
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<weaponTags>
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<li>WULA_SP_Spear_Impale_For_Enermy</li>
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</weaponTags>
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</ThingDef>
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<ThingDef ParentName="BaseHumanMakeableGun">
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<ThingDef Name="WULA_SP_Cotton_Counter" ParentName="BaseHumanMakeableGun">
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<defName>WULA_SP_Cotton_Counter</defName>
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<label>飘絮反制术式</label>
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<description>这是乌拉星人在舰船上用于反制敌方飞行器和导弹的特殊术式,核心在于高爆发性高追踪性的输出,通过快速吟唱汇聚的灵能能量使对方迅速失能。\n\n法杖同时携带了一个需要魂楔充能的辅助型技能,允许将自身遮蔽起来以进入隐身状态。</description>
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@@ -352,6 +359,13 @@
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</shaderParameters>
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</graphicData>
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</ThingDef>
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<ThingDef ParentName="WULA_SP_Cotton_Counter">
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<defName>WULA_SP_Cotton_Counter_For_Enermy</defName>
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<destroyOnDrop>true</destroyOnDrop>
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<weaponTags>
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<li>WULA_SP_Cotton_Counter_For_Enermy</li>
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</weaponTags>
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</ThingDef>
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<ThingDef ParentName="BaseHumanMakeableGun">
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<defName>WULA_SP_Live_Shelter</defName>
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@@ -435,6 +449,35 @@
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</comps>
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<tradeability>None</tradeability>
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</ThingDef>
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<ThingDef ParentName="MoteBase">
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<defName>WULA_SP_Live_Shelter_ArcBeam</defName>
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<thingClass>MoteDualAttached</thingClass>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<mote>
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<fadeInTime>0</fadeInTime>
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<fadeOutTime>1</fadeOutTime>
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<solidTime>0.4</solidTime>
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<needsMaintenance>False</needsMaintenance>
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<rotateTowardsTarget>True</rotateTowardsTarget>
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<scaleToConnectTargets>True</scaleToConnectTargets>
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<fadeOutUnmaintained>False</fadeOutUnmaintained>
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</mote>
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<drawOffscreen>true</drawOffscreen>
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<graphicData>
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<texPath>Wula/Mote/WULA_Bullet_Dark_Matter_Beam</texPath>
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<color>(38, 204, 66, 255)</color>
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<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
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<shaderType>MoteBeam</shaderType>
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<drawSize>(1.5,1)</drawSize>
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<shaderParameters>
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<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
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<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
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<_ScrollSpeedA>-4 </_ScrollSpeedA>
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<_ScrollSpeedB>3</_ScrollSpeedB>
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<_Intensity>2</_Intensity>
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</shaderParameters>
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</graphicData>
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</ThingDef>
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<AbilityDef ParentName="PsycastBase">
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<defName>WULA_MW_Scepter_Of_Feather_Ability</defName>
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<label>羽之杖:激励</label>
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@@ -66,7 +66,7 @@
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<color>(0.5, 0.3, 0.9)</color>
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<activeSound>BulletShield_Ambience</activeSound>
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<hitPoints>10000</hitPoints>
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<hitPoints>3000</hitPoints>
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<hitPointsRestoreInstantlyAfterCharge>true</hitPointsRestoreInstantlyAfterCharge>
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<chargeDurationTicks>1800</chargeDurationTicks>
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<rechargeHitPointsIntervalTicks>120</rechargeHitPointsIntervalTicks>
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@@ -77,10 +77,10 @@
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</li>
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<li Class="AutoBlink.CompProperties_AutoBlink" MayRequire="rabiosus.autoblink">
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<!-- <gizmoIconPath></gizmoIconPath> -->
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<blinkIntervalTicks>240</blinkIntervalTicks>
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<delayAfterEligibleTicks>4</delayAfterEligibleTicks>
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<cellsBeforeTarget>1</cellsBeforeTarget>
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<maxDistanceToBlink>30</maxDistanceToBlink>
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<blinkIntervalTicks>480</blinkIntervalTicks>
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<delayAfterEligibleTicks>10</delayAfterEligibleTicks>
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<cellsBeforeTarget>3</cellsBeforeTarget>
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<maxDistanceToBlink>40</maxDistanceToBlink>
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<minDistanceToBlink>4</minDistanceToBlink>
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<postBlinkStanceTicks>0</postBlinkStanceTicks>
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<excludedJobDefs>
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@@ -109,4 +109,4 @@
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</li>
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</comps>
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</ThingDef>
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</Defs>
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</Defs>
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BIN
Textures/Wula/Apparel/WULA_Apperal_Empty.png
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BIN
Textures/Wula/Apparel/WULA_Apperal_Empty.png
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After Width: | Height: | Size: 1.1 KiB |
BIN
Textures/Wula/Weapon/WULA_SP_Live_Shelter.png
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BIN
Textures/Wula/Weapon/WULA_SP_Live_Shelter.png
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After Width: | Height: | Size: 96 KiB |
Reference in New Issue
Block a user