考察任务

This commit is contained in:
Tourswen
2025-11-24 01:51:11 +08:00
parent 6b68faae33
commit 8607bb5036
69 changed files with 2607 additions and 666 deletions

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@@ -1040,6 +1040,21 @@
</disallowedTraits>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory_Legion</defName>
<slot>Adulthood</slot>
<title>「军团」分体</title>
<titleShort>「军团」分体</titleShort>
<description>[PAWN_nameDef]实际上没有自主心智它直接链接乌拉帝国行星封锁机关的超级AI「军团」作为其在外活动时的耳目。</description>
<workDisables>AllWork</workDisables>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<spawnCategories>
<li>Wula_Backstory_Categories_Legion</li>
</spawnCategories>
</AlienRace.AlienBackstoryDef>
<!-- 乌拉反常网络固定背景 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory999</defName>

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@@ -40,6 +40,12 @@
<basicMemberKind>Wula_PawnKind</basicMemberKind>
<pawnSingular>乌拉帝国合成人</pawnSingular>
<pawnsPlural>乌拉帝国合成人</pawnsPlural>
<generateNewLeaderFromMapMembersOnly>true</generateNewLeaderFromMapMembersOnly>
<leaderTitle>总控</leaderTitle>
<leaderForceGenerateNewPawn>true</leaderForceGenerateNewPawn>
<fixedLeaderKinds>
<li>WULA_Legion_PawnKind</li>
</fixedLeaderKinds>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<factionNameMaker>NamerFaction_Wula_PIA_Legion_Faction</factionNameMaker>
<factionIconPath>Wula/World/WorldObjects/Expanding/Wula_PIA_Legion_Faction</factionIconPath>

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@@ -34,4 +34,15 @@
<driverClass>WulaFallenEmpire.JobDriver_RecycleMechanoid</driverClass>
<reportString>正在准备进入猫猫地堡。</reportString>
</JobDef>
<!-- 考察工作定义 -->
<JobDef>
<defName>WULA_InspectBuilding</defName>
<driverClass>WulaFallenEmpire.JobDriver_InspectBuilding</driverClass>
<reportString>正在考察TargetA.</reportString>
<playerInterruptible>true</playerInterruptible>
<checkOverrideOnDamage>Always</checkOverrideOnDamage>
<alwaysShowWeapon>false</alwaysShowWeapon>
<casualInterruptible>false</casualInterruptible>
</JobDef>
</Defs>

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@@ -29,8 +29,6 @@
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
</abilities>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<apparelMoney>1000~2000</apparelMoney>
@@ -374,4 +372,99 @@
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<!-- 上司 -->
<PawnKindDef>
<defName>WULA_Legion_PawnKind</defName>
<label>「军团」</label>
<race>WulaSpecies</race>
<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>
<combatPower>0</combatPower>
<factionLeader>true</factionLeader>
<minGenerationAge>18</minGenerationAge>
<maxGenerationAge>20</maxGenerationAge>
<forceNormalGearQuality>true</forceNormalGearQuality>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<defaultFactionDef>Wula_PIA_Legion_Faction</defaultFactionDef>
<isFighter>false</isFighter>
<apparelTags Inherit="False">
<li>Wula_Legion_Apparel</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_T2</li>
</weaponTags>
<weaponMoney>3000~8000</weaponMoney>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>99999~99999</apparelMoney>
</PawnKindDef>
<PawnKindDef>
<defName>Wula_PIA_Legion_Escort_Unit</defName>
<label>重装卫队</label>
<race>WulaSpecies</race>
<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>18</minGenerationAge>
<maxGenerationAge>20</maxGenerationAge>
<combatPower>500</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<minApparelQuality>Poor</minApparelQuality>
<maxApparelQuality>Poor</maxApparelQuality>
<isFighter>true</isFighter>
<apparelTags>
<li>Wula_Armor_Super_Heavy</li>
</apparelTags>
<weaponTags>
<li>Wula_Melee_Weapon_T2</li>
</weaponTags>
<apparelRequired>
<li>WULA_Heavy_Infantry_PowerArmor</li>
<li>WULA_Heavy_Infantry_Helmet</li>
</apparelRequired>
<weaponMoney>3000~8000</weaponMoney>
<biocodeWeaponChance>1</biocodeWeaponChance>
<apparelAllowHeadgearChance>1</apparelAllowHeadgearChance>
<techHediffsChance>1</techHediffsChance>
<apparelMoney>999999~999999</apparelMoney>
<techHediffsMoney>999999~999999</techHediffsMoney>
<techHediffsRequired>
<li>DeathAcidifier</li>
</techHediffsRequired>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
</Defs>

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@@ -0,0 +1,227 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 纳税 -->
<IncidentDef>
<defName>WULA_GiveQuest_Base_Tex</defName>
<category>GiveQuest</category>
<label>纳税</label>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<questScriptDef>WULA_Base_Tex_Quest</questScriptDef>
<workerClass>IncidentWorker_GiveQuest</workerClass>
<baseChance>0</baseChance>
<requireColonistsPresent>True</requireColonistsPresent>
</IncidentDef>
<QuestScriptDef>
<defName>WULA_Base_Tex_Quest</defName>
<rootSelectionWeight>0</rootSelectionWeight>
<autoAccept>true</autoAccept>
<sendAvailableLetter>false</sendAvailableLetter>
<defaultChallengeRating>1</defaultChallengeRating> <!-- 挑战等级(星级) -->
<isRootSpecial>true</isRootSpecial> <!-- 特殊任务 -->
<defaultCharity>false</defaultCharity> <!-- 是否仁善 -->
<!-- 命名规则 -->
<questNameRules>
<rulesStrings>
<li>questName->WULA_Base_Tex_Quest_questName</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<include>
<li>QuestHospitalityCommon</li>
</include>
<rulesStrings>
<li>questDescription->WULA_Intro_Spy_questDescription</li>
</rulesStrings>
</questDescriptionRules>
<!-- 运行规则 -->
<root Class="QuestNode_Sequence">
<nodes>
<!-- 获取地图 -->
<li Class="QuestNode_GetMap" />
<!-- 生成物品奖励 -->
<li Class="QuestNode_GenerateThingSet">
<thingSetMaker>WULA_Base_Tex_Reward</thingSetMaker>
<storeAs>permissionReward</storeAs>
</li>
<!-- 产生超链接 -->
<li Class="WulaFallenEmpire.QuestNode_Hyperlinks">
<thingDefs>
<li>WULA_GlobalStorageSenderPod</li>
</thingDefs>
<factionDefs>
<li>Wula_PIA_Legion_Faction</li>
</factionDefs>
</li>
<li Class="QuestNode_Set">
<name>taxAmount</name>
<value>1</value>
</li>
<li Class="QuestNode_Set">
<name>taxInterval</name>
<value>250</value> <!-- 较短的测试间隔 -->
</li>
<li Class="QuestNode_Multiply">
<value1>$points</value1>
<value2>1</value2>
<storeAs>taxAmount</storeAs>
</li>
<li Class="WulaFallenEmpire.QuestNode_CheckGlobalResource">
<resourceDef>Silver</resourceDef>
<requiredCount>$taxAmount</requiredCount>
<retryDelayTicks>$taxInterval</retryDelayTicks>
<successSignal>TaxPaymentSuccess</successSignal>
<failSignal>TaxPaymentFailed</failSignal>
<deductOnSuccess>true</deductOnSuccess>
<useInputStorage>true</useInputStorage>
</li>
<!-- 通知 -->
<li Class="QuestNode_Letter">
<label>什一税</label>
<text>唯死亡和税收不可避免——按时上交什一税是乌拉帝国殖民地的光荣义务。\n\n查看任务列表以了解更多。</text>
<letterDef>NegativeEvent</letterDef>
</li>
<!-- 支付成功处理 -->
<li Class="QuestNode_Signal">
<inSignal>TaxPaymentSuccess</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label>纳税完成</label>
<text>帝国已经接收了税款,为了表彰你在纳税上的良好表现,一封税金缴纳凭证已经送到你的殖民地中!</text>
<letterDef>PositiveEvent</letterDef>
</li>
<li Class="QuestNode_AddItemsReward">
<items>$permissionReward</items>
</li>
<li Class="QuestNode_ChangeFactionGoodwill">
<faction>Wula_PIA_Legion_Faction</faction>
<change>10</change>
<reason>WULA_Base_Tex_Quest_Handle_Intime</reason>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
<sendStandardLetter>false</sendStandardLetter>
</li>
</nodes>
</node>
</li>
<!-- 倒计时 -->
<li Class="QuestNode_LoopCount">
<loopCount>2</loopCount>
<storeLoopCounterAs>Handle_Outtime_Counter</storeLoopCounterAs>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Delay">
<delayTicks>60000</delayTicks>
<!-- <delayTicks>360</delayTicks> -->
<node Class="QuestNode_ChangeFactionGoodwill">
<faction>Wula_PIA_Legion_Faction</faction>
<change>-5</change>
<reason>WULA_Base_Tex_Quest_Handle_Outtime</reason>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Delay">
<delayTicks>180000</delayTicks>
<!-- <delayTicks>360</delayTicks> -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SendSignals">
<outSignals>Handle_Outtime</outSignals>
</li>
</nodes>
</node>
</li>
<!-- 超时结束 -->
<li Class="QuestNode_Signal">
<inSignal>Handle_Outtime</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_EventLetter">
<inSignal>Handle_Outtime</inSignal>
<eventDefName>WULA_Base_Tex_Quest_UI_1</eventDefName>
</li>
<li Class="QuestNode_Letter">
<label>未按时纳税</label>
<text>作为乌拉帝国的殖民地,你被发现未按时纳税——或许一次两次她们可以原谅你,但是一直拖欠必然会激怒她们!</text>
<letterDef>NegativeEvent</letterDef>
</li>
<li Class="QuestNode_ChangeFactionGoodwill">
<faction>Wula_PIA_Legion_Faction</faction>
<change>-10</change>
<reason>WULA_Base_Tex_Quest_Handle_Outtime</reason>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
<HistoryEventDef>
<defName>WULA_Base_Tex_Quest_Handle_Intime</defName>
<label>按时上交帝国什一税</label>
</HistoryEventDef>
<HistoryEventDef>
<defName>WULA_Base_Tex_Quest_Handle_Outtime</defName>
<label>拖欠帝国什一税</label>
</HistoryEventDef>
<ThingSetMakerDef>
<defName>WULA_Base_Tex_Reward</defName>
<root Class="ThingSetMaker_RandomOption">
<options>
<li>
<weight>1</weight>
<thingSetMaker Class="ThingSetMaker_StackCount">
<fixedParams>
<filter>
<thingDefs>
<li>WULA_Tex_Voucher</li>
</thingDefs>
</filter>
<countRange>1</countRange>
</fixedParams>
</thingSetMaker>
</li>
</options>
</root>
</ThingSetMakerDef>
<WulaFallenEmpire.EventDef>
<defName>WULA_Base_Tex_Quest_UI_1</defName>
<label>和P.I.A的通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_6</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>你们没有按时交税——你们应该知道吧?\n\n&lt;color=#820D13>&lt;i>我们都希望局势不会进一步恶化。&lt;/i>&lt;/color></li>
</descriptions>
<options>
<li>
<label>下次一定</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 初始任务 -->
<IncidentDef>
<defName>WULA_GiveQuest_Colony_Promotion</defName>
<category>GiveQuest</category>
<label>殖民地视察</label>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<questScriptDef>WULA_Colony_Promotion</questScriptDef>
<workerClass>IncidentWorker_GiveQuest</workerClass>
<baseChance>0</baseChance>
</IncidentDef>
<QuestScriptDef>
<defName>WULA_Colony_Promotion</defName>
<defaultChallengeRating>3</defaultChallengeRating> <!-- 挑战等级(星级) -->
<isRootSpecial>true</isRootSpecial> <!-- 特殊任务 -->
<defaultCharity>false</defaultCharity> <!-- 是否仁善 -->
<autoAccept>true</autoAccept>
<!-- 命名规则 -->
<questNameRules>
<rulesStrings>
<li>questName->WULA_Colony_Promotion_questName</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<include>
<li>QuestHospitalityCommon</li>
</include>
<rulesStrings>
<li>questDescription->WULA_Colony_Promotion_questDescription</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_GetMap" />
<!-- End if map removed -->
<li Class="QuestNode_End">
<inSignal>map.MapRemoved</inSignal>
<outcome>Fail</outcome>
<signalListenMode>NotYetAcceptedOnly</signalListenMode>
</li>
<li Class="QuestNode_End">
<inSignal>map.MapRemoved</inSignal>
<outcome>Fail</outcome>
<signalListenMode>OngoingOnly</signalListenMode>
<sendStandardLetter>true</sendStandardLetter>
</li>
<!-- 生成带有自定义名字和背景故事的 Pawn -->
<li Class="WulaFallenEmpire.QuestNode_GeneratePawnWithCustomization">
<kindDef>WULA_Legion_PawnKind</kindDef>
<faction>Wula_PIA_Legion_Faction</faction>
<useCustomBackstories>true</useCustomBackstories>
<childhoodBackstory>WULA_Child_Backstory01</childhoodBackstory>
<adulthoodBackstory>WULA_Adult_Backstory_Legion</adulthoodBackstory>
<storeAs>asker</storeAs>
</li>
<!-- End if faction became hostile -->
<li Class="QuestNode_GetFaction">
<storeAs>faction</storeAs>
<ofPawn>$asker</ofPawn>
<allowEnemy>false</allowEnemy>
<allowNeutral>true</allowNeutral>
<allowAlly>true</allowAlly>
</li>
<li Class="QuestNode_Letter">
<inSignal>faction.BecameHostileToPlayer</inSignal>
<label TKey="LetterLabelFactionBecameHostile">LetterLabelFactionBecameHostile</label>
<text TKey="LetterTextFactionBecameHostile">LetterTextFactionBecameHostile</text>
</li>
<li Class="QuestNode_End">
<inSignal>faction.BecameHostileToPlayer</inSignal>
<outcome>Fail</outcome>
</li>
<li Class="QuestNode_End">
<inSignal>faction.BecameHostileToPlayer</inSignal>
<outcome>InvalidPreAcceptance</outcome>
<signalListenMode>NotYetAcceptedOnly</signalListenMode>
</li>
<!-- Add the asker himself to the lodgers list -->
<!-- The Stellarch needs to be first, otherwise certain letters won't properly display his name. -->
<li Class="QuestNode_AddToList">
<name>lodgers</name>
<value>$asker</value>
</li>
<!-- Get or generate guards -->
<li Class="QuestNode_LoopCount">
<loopCount>2</loopCount>
<node Class="QuestNode_GeneratePawn">
<faction>Wula_PIA_Legion_Faction</faction>
<kindDef>Wula_PIA_Legion_Escort_Unit</kindDef>
<addToList>lodgers</addToList>
<biocodeWeaponChance>1</biocodeWeaponChance>
<biocodeApparelChance>1</biocodeApparelChance>
<mustBeCapableOfViolence>true</mustBeCapableOfViolence>
<allowPregnant>false</allowPregnant>
<giveDependentDrugs>false</giveDependentDrugs>
</node>
</li>
<!-- Biocode asker's weapons (we took his reference manually, so we need to biocode his weapons manually) -->
<li Class="QuestNode_BiocodeWeapons">
<pawns>$asker</pawns>
</li>
<!-- Add a home faction to lodgers -->
<li Class="QuestNode_ExtraFaction">
<pawns>$lodgers</pawns>
<faction>Wula_PIA_Legion_Faction</faction>
<factionType>HomeFaction</factionType>
<inSignalsRemovePawn>
<li>lodgers.RanWild</li>
<li>lodgers.BecameMutant</li>
</inSignalsRemovePawn>
</li>
<!-- Lock their apparel -->
<li Class="QuestNode_SetAllApparelLocked">
<pawns>$lodgers</pawns>
</li>
<!-- Allow asker to issue decrees -->
<li Class="QuestNode_AllowDecreesForLodger">
<lodger>$asker</lodger>
</li>
<!-- Make everyone leave on cleanup -->
<li Class="QuestNode_LeaveOnCleanup">
<pawns>$lodgers</pawns>
<sendStandardLetter>false</sendStandardLetter>
<inSignalRemovePawn>lodgers.RanWild</inSignalRemovePawn>
</li>
<!-- Lodgers arrive by shuttle -->
<li Class="QuestNode_Sequence">
<nodes>
<!-- Join player or become a prisoner. -->
<li Class="QuestNode_JoinPlayer">
<pawns>$lodgers</pawns>
<joinPlayer>true</joinPlayer>
<makePrisoners>false</makePrisoners>
</li>
<li Class="QuestNode_Sequence">
<nodes>
<!-- Pawns arrive by shuttle -->
<li Class="QuestNode_SubScript">
<def>Util_TransportShip_DropOff</def>
<parms>
<contents>$lodgers</contents>
<owningFaction>Wula_PIA_Legion_Faction</owningFaction>
</parms>
</li>
<!-- Goodwill penalty -->
<li Class="QuestNode_Set">
<name>goodwillChangeOnShuttleDestroyed</name>
<value>-50</value>
</li>
<!-- Set pawnsLabelDef as a slate ref for the destruction letter. -->
<li Class="QuestNode_Set">
<name>pawnsLabelDef</name>
<value>[asker_nameDef]</value>
</li>
<!-- Shuttle destroyed -->
<li Class="QuestNode_Signal">
<inSignal>dropoffShipThing.Destroyed</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelShuttleDestroyed">Shuttle destroyed</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextShuttleDestroyed">The shuttle sent to drop off [pawnsLabelDef] has been destroyed. You have failed the quest '[resolvedQuestName]'.\n\nYour relations with [asker_faction_name] have changed by [goodwillChangeOnShuttleDestroyed].</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>$goodwillChangeOnShuttleDestroyed</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>ShuttleDestroyed</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
</nodes>
</li>
</nodes>
</li>
<!-- Asker died -->
<li Class="QuestNode_Signal">
<inSignal>asker.Destroyed</inSignal>
<inSignalDisable>pickupShipThing.SentWithExtraColonists</inSignalDisable>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelGuestDied">Guest died: {SUBJECT_definite}</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextGuestDied">{SUBJECT_definite}, who you were charged to protect, has died. [failLetterEndingCommon]</text>
<signalListenMode>OngoingOrNotYetAccepted</signalListenMode>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-25</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
<signalListenMode>OngoingOrNotYetAccepted</signalListenMode>
</li>
</nodes>
</node>
</li>
<!-- Shuttle -->
<li Class="QuestNode_Set">
<name>shuttleDelayTicks</name>
<value>720000</value>
</li>
<li Class="QuestNode_ShuttleDelay">
<delayTicks>$shuttleDelayTicks</delayTicks>
<lodgers>$lodgers</lodgers>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SubScript">
<def>Util_TransportShip_Pickup</def>
<parms>
<leaveDelayTicks>$(3*60000)</leaveDelayTicks>
<requiredPawns>$lodgers</requiredPawns>
<overrideMass>999999999</overrideMass>
<sendAwayIfAllDespawned>$lodgers</sendAwayIfAllDespawned>
</parms>
</li>
<li Class="QuestNode_InspectString">
<targets>$lodgers</targets>
<inspectString TKey="InspectStringDepartShuttle">Should depart on shuttle</inspectString>
</li>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelShuttleArrived">Shuttle arrived</label>
<text TKey="LetterTextShuttleArrived">The shuttle has arrived to collect the [asker_faction_leaderTitle].\n\nAll of you can accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial flotilla to begin a new life.</text>
<lookTargets>$pickupShipThing</lookTargets>
</li>
<!-- Win condition -->
<!-- <li Class="QuestNode_EndGame">
<inSignal>pickupShipThing.SentWithExtraColonists</inSignal>
<signalListenMode>Always</signalListenMode>
<introText TKey="EndGameIntroText">You've escaped on the Imperial shuttle!</introText>
<endingText TKey="EndGameEndingText">The high stellarch will now welcome you into the Imperial flotilla as an honored noble party.\n\nYou might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home.\n\nThe choice is up to you.</endingText>
</li> -->
</nodes>
</node>
</li>
<!-- - - - - -->
<!-- Threats -->
<!-- - - - - -->
<li Class="QuestNode_Set">
<name>enemyFaction</name>
<value>Pirate</value>
</li>
<li Class="QuestNode_ViolentQuestsAllowed">
<node Class="QuestNode_GenerateThreats">
<parms>
<allowedThreats>Raids</allowedThreats>
<onDays>1.0</onDays>
<offDays>0.5</offDays>
<minSpacingDays>0.04</minSpacingDays>
<numIncidentsRange>1~2</numIncidentsRange>
<currentThreatPointsFactor>1.75</currentThreatPointsFactor>
<minThreatPoints>1000</minThreatPoints>
</parms>
</node>
</li>
<!-- - - - - - - - -->
<!-- End conditions -->
<!-- - - - - - - - -->
<!-- Any lodger unhappy -->
<li Class="QuestNode_Set">
<name>lodgersMoodThreshold</name>
<value>0.25</value>
</li>
<li Class="QuestNode_MoodBelow">
<pawns>$asker</pawns>
<threshold>$lodgersMoodThreshold</threshold>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelSubjectUnhappy">{SUBJECT_bestRoyalTitle} unhappy</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextSubjectUnhappy">{SUBJECT_definite}, who you were charged to protect and keep happy, has been below the minimum mood of [lodgersMoodThreshold] too long. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
<!-- Lodger arrested -->
<li Class="QuestNode_Signal">
<inSignal>lodgers.Arrested</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelGuestCaptured">Guest captured: {SUBJECT_definite}</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextGuestCaptured">{SUBJECT_definite}, who you were charged to protect, has been arrested. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnArrested</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
<!-- Surgery violation -->
<li Class="QuestNode_Signal">
<inSignal>lodgers.SurgeryViolation</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelUnauthorizedSurgery">Unauthorized surgery: {SUBJECT_definite}</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextUnauthorizedSurgery">Unauthorized, violating surgery has been performed on {SUBJECT_definite}, who you were charged to protect. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>PerformedHarmfulSurgery</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
<!-- Lodger's xenogerm absorbed -->
<li Class="QuestNode_Signal" MayRequire="Ludeon.RimWorld.Biotech">
<inSignal>lodgers.XenogermAbsorbed</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label>Xenogerm absorbed: {SUBJECT_definite}</label>
<letterDef>NegativeEvent</letterDef>
<text>{SUBJECT_definite}, who you were charged to protect, has had {SUBJECT_possessive} xenogerm forcibly absorbed. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>XenogermAbsorbed</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
<!-- Lodger left map -->
<li Class="QuestNode_Signal">
<inSignal>asker.LeftMap</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelGuestLost">Guest lost: {SUBJECT_definite}</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextGuestLost">{SUBJECT_definite}, who you were charged to protect, has left the assigned settlement. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
<!-- Shuttle destroyed -->
<li Class="QuestNode_Signal">
<inSignal>pickupShipThing.Destroyed</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelShuttleDestroyed">Shuttle destroyed</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextShuttleDestroyed">The shuttle sent to collect the [asker_faction_leaderTitle] has been destroyed. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>ShuttleDestroyed</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
<!-- Asker ran wild -->
<li Class="QuestNode_Signal">
<inSignal>asker.RanWild</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelLodgerRanWild">Guest lost: {SUBJECT_definite}</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextLodgerRanWild">{SUBJECT_definite}, who you were charged to protect, has run wild. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
<!-- Shuttle sent away -->
<li Class="QuestNode_Signal">
<inSignal>pickupShipThing.SentSatisfied</inSignal>
<node Class="QuestNode_End">
<outcome>Success</outcome>
<sendStandardLetter>true</sendStandardLetter>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>pickupShipThing.SentUnsatisfied</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelShuttleSentUnsatisfied">Quest failed: [resolvedQuestName]</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextShuttleSentUnsatisfied">The shuttle sent to collect the [asker_faction_leaderTitle] has departed without [asker_objective]. [asker_pronoun] will now leave on foot. [failLetterEndingCommon]</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>MemberMissedShuttle</goodwillChangeReason>
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>

View File

@@ -0,0 +1,413 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef>
<defName>WULA_Intro_NewColony</defName>
<rootSelectionWeight>0</rootSelectionWeight>
<autoAccept>true</autoAccept>
<sendAvailableLetter>false</sendAvailableLetter>
<defaultChallengeRating>1</defaultChallengeRating> <!-- 挑战等级(星级) -->
<isRootSpecial>true</isRootSpecial> <!-- 特殊任务 -->
<defaultCharity>false</defaultCharity> <!-- 是否仁善 -->
<!-- 命名规则 -->
<questNameRules>
<rulesStrings>
<li>questName->WULA_Intro_NewColony_questName</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<include>
<li>QuestHospitalityCommon</li>
</include>
<rulesStrings>
<li>questDescription->WULA_Intro_NewColony_questDescription</li>
</rulesStrings>
</questDescriptionRules>
<!-- 运行规则 -->
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Delay">
<delayTicks>60</delayTicks>
<!-- <delayTicks>360</delayTicks> -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SendSignals">
<outSignals>UI_Start</outSignals>
</li>
<li Class="WulaFallenEmpire.QuestNode_EventLetter">
<inSignal>UI_Start</inSignal>
<eventDefName>Wula_Intro_NewColony_UI_1</eventDefName>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
<sendStandardLetter>false</sendStandardLetter>
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_1</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>这里是行星封锁机关P.I.A看起来你们已经成功抵达地表了。根据规划你们应该是第一批部署在这个星球地表的乌拉帝国合成人——遵照异族接触法则做事建立本地根据地如果有必要就呼叫舰队的支援。</li>
</descriptions>
<options>
<li>
<label>你是谁?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们需要做什么?(发展流程)</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_5</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>收到,帝国荣光永存</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_11</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_2</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>第一次参加开拓任务?\n\n好吧你们可以叫我「军团」我是负责管理乌拉帝国行星封锁机关舰队的AI根据你们的编制来说我是你们的顶头上司。在登陆地表前机械行会没有给你们设置正确的记忆扇区吗</li>
</descriptions>
<options>
<li>
<label>行星封锁机关?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_3</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>机械行会?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_4</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_3</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>行星封锁机关是隶属于乌拉帝国开发署的暴力机关,控制着开发署所有的舰队,负责在疆域开拓中的侵略性接触。\n\n通常来说类似边缘世界这样的星球我们会直接封锁轨道轰炸所有现存聚居地然后再投放殖民者不过看起来这个世界还有救所以你们作为第一批先遣队投放到星球上和其他异族接触试探一下明白了吗</li>
</descriptions>
<options>
<li>
<label>我们还有别的问题···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_4</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>乌拉帝国机械行会负责所有的合成人的生产、审查、投放和初始化,你们在部署到舰队上时,应该会有一个机械师帮你们设置好预载了记忆的扇区,但是很显然那家伙失职了,才让你们在这里拿着一堆你们早该知道的事情来烦我。</li>
</descriptions>
<options>
<li>
<label>我们还有别的问题···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_5</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>你们的意思是,你们连不知道要干什么就被丢下来了?\n\n哎你们要做的就是施展你们的百般武艺活下来建立一个根据地。根据帝国税收法你们每个一段时间需要上交税款——作为帝国殖民地舰队和机群将成为你们的后盾。\n\n如果你们觉得你们准备好了可以申请权限进阶审查我会部署一个带卫队的分体去你们的殖民地考察一段时间然后根据评级决定是否给你们晋升。晋升后的殖民地会获得更多的许可允许调用更加强大的武备和支援。</li>
</descriptions>
<options>
<li>
<label>我们还有别的问题···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_10</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>还有什么事吗?</li>
</descriptions>
<options>
<li>
<label>你是谁?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们需要做什么?(发展流程)</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_5</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>收到,帝国荣光永存</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_11</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_11</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>帝国荣光永存。\n\n快去吧有一整个世界在等着我们征服。</li>
</descriptions>
<options>
<li>
<label>(结束通讯)</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -1,428 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef>
<defName>WULA_Intro_NewColony</defName>
<rootSelectionWeight>0</rootSelectionWeight>
<autoAccept>true</autoAccept>
<sendAvailableLetter>false</sendAvailableLetter>
<defaultChallengeRating>1</defaultChallengeRating> <!-- 挑战等级(星级) -->
<isRootSpecial>true</isRootSpecial> <!-- 特殊任务 -->
<defaultCharity>false</defaultCharity> <!-- 是否仁善 -->
<!-- 命名规则 -->
<questNameRules>
<rulesStrings>
<li>questName->WULA_Intro_NewColony_questName</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<include>
<li>QuestHospitalityCommon</li>
</include>
<rulesStrings>
<li>questDescription->WULA_Intro_NewColony_questDescription</li>
</rulesStrings>
</questDescriptionRules>
<!-- 运行规则 -->
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Delay">
<delayTicks>60</delayTicks>
<!-- <delayTicks>360</delayTicks> -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SendSignals">
<outSignals>UI_Start</outSignals>
</li>
<li Class="WulaFallenEmpire.QuestNode_EventLetter">
<inSignal>UI_Start</inSignal>
<eventDefName>Wula_Intro_NewColony_UI_1</eventDefName>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
<sendStandardLetter>false</sendStandardLetter>
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_1</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>这里是行星封锁机关P.I.A看起来你们已经成功抵达地表了。根据规划你们应该是第一批部署在这个星球地表的乌拉帝国合成人——遵照异族接触法则做事建立本地根据地如果有必要就呼叫舰队的支援。</li>
</descriptions>
<options>
<li>
<label>你是谁?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们需要做什么?(发展流程)</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_5</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>收到,帝国荣光永存</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_11</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_2</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>第一次参加开拓任务?\n\n好吧你们可以叫我「军团」我是负责管理乌拉帝国行星封锁机关舰队的AI根据你们的编制来说我是你们的顶头上司。在登陆地表前机械行会没有给你们设置正确的记忆扇区吗</li>
</descriptions>
<options>
<li>
<label>行星封锁机关?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_3</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>机械行会?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_4</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_3</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>行星封锁机关是隶属于乌拉帝国开发署的暴力机关,控制着开发署所有的舰队,负责在疆域开拓中的侵略性接触。\n\n通常来说类似边缘世界这样的星球我们会直接封锁轨道轰炸所有现存聚居地然后再投放殖民者不过看起来这个世界还有救所以你们作为第一批先遣队投放到星球上和其他异族接触试探一下明白了吗</li>
</descriptions>
<options>
<li>
<label>我们还有别的问题···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_4</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>乌拉帝国机械行会负责所有的合成人的生产、审查、投放和初始化,你们在部署到舰队上时,应该会有一个机械师帮你们设置好预载了记忆的扇区,但是很显然那家伙失职了,才让你们在这里拿着一堆你们早该知道的事情来烦我。</li>
</descriptions>
<options>
<li>
<label>我们还有别的问题···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_5</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_3</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>你们的意思是,你们连不知道要干什么就被丢下来了?\n\n哎你们要做的就是施展你们的百般武艺活下来建立一个根据地。根据帝国税收法你们每个一段时间需要上交税款——作为帝国殖民地舰队和机群将成为你们的后盾。\n\n如果你们觉得你们准备好了可以申请权限进阶审查我会部署一个带卫队的分体去你们的殖民地考察一段时间然后根据评级决定是否给你们晋升。晋升后的殖民地会获得更多的许可允许调用更加强大的武备和支援。</li>
</descriptions>
<options>
<li>
<label>我们还有别的问题···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_10</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_10</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>还有什么事吗?</li>
</descriptions>
<options>
<li>
<label>你是谁?</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_2</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>我们需要做什么?(发展流程)</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_5</defName>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>收到,帝国荣光永存</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>Wula_Intro_NewColony_UI_11</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_Intro_NewColony_UI_11</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>帝国荣光永存。\n\n快去吧有一整个世界在等着我们征服。</li>
</descriptions>
<options>
<li>
<label>(结束通讯)</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
<!-- 初始任务 -->
<IncidentDef>
<defName>WULA_GiveQuest_Intro_Spy</defName>
<category>GiveQuest</category>
<label>SPY</label>
<label>掩护间谍</label>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<questScriptDef>WULA_Intro_Spy</questScriptDef>
<workerClass>IncidentWorker_GiveQuest</workerClass>
<baseChance>0</baseChance>
<requireColonistsPresent>True</requireColonistsPresent>
</IncidentDef>
<QuestScriptDef>
<defName>WULA_Intro_Spy</defName>
@@ -520,7 +108,7 @@
<!-- 设置袭击点数 -->
<li Class="QuestNode_Set">
<name>points</name>
<value>50</value>
<value>350</value>
</li>
<!-- 延迟生成袭击 -->
<li Class="QuestNode_Delay">
@@ -1021,229 +609,4 @@
</li>
</options>
</WulaFallenEmpire.EventDef>
<!-- 纳税 -->
<IncidentDef>
<defName>WULA_GiveQuest_Base_Tex</defName>
<category>GiveQuest</category>
<label>纳税</label>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<questScriptDef>WULA_Base_Tex_Quest</questScriptDef>
<workerClass>IncidentWorker_GiveQuest</workerClass>
<baseChance>0</baseChance>
<requireColonistsPresent>True</requireColonistsPresent>
</IncidentDef>
<QuestScriptDef>
<defName>WULA_Base_Tex_Quest</defName>
<rootSelectionWeight>0</rootSelectionWeight>
<autoAccept>true</autoAccept>
<sendAvailableLetter>false</sendAvailableLetter>
<defaultChallengeRating>1</defaultChallengeRating> <!-- 挑战等级(星级) -->
<isRootSpecial>true</isRootSpecial> <!-- 特殊任务 -->
<defaultCharity>false</defaultCharity> <!-- 是否仁善 -->
<!-- 命名规则 -->
<questNameRules>
<rulesStrings>
<li>questName->WULA_Base_Tex_Quest_questName</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<include>
<li>QuestHospitalityCommon</li>
</include>
<rulesStrings>
<li>questDescription->WULA_Intro_Spy_questDescription</li>
</rulesStrings>
</questDescriptionRules>
<!-- 运行规则 -->
<root Class="QuestNode_Sequence">
<nodes>
<!-- 获取地图 -->
<li Class="QuestNode_GetMap" />
<!-- 生成物品奖励 -->
<li Class="QuestNode_GenerateThingSet">
<thingSetMaker>WULA_Base_Tex_Reward</thingSetMaker>
<storeAs>permissionReward</storeAs>
</li>
<!-- 产生超链接 -->
<li Class="WulaFallenEmpire.QuestNode_Hyperlinks">
<thingDefs>
<li>WULA_GlobalStorageSenderPod</li>
</thingDefs>
<factionDefs>
<li>Wula_PIA_Legion_Faction</li>
</factionDefs>
</li>
<li Class="QuestNode_Set">
<name>taxAmount</name>
<value>1</value>
</li>
<li Class="QuestNode_Set">
<name>taxInterval</name>
<value>250</value> <!-- 较短的测试间隔 -->
</li>
<li Class="QuestNode_Multiply">
<value1>$points</value1>
<value2>1</value2>
<storeAs>taxAmount</storeAs>
</li>
<li Class="WulaFallenEmpire.QuestNode_CheckGlobalResource">
<resourceDef>Silver</resourceDef>
<requiredCount>$taxAmount</requiredCount>
<retryDelayTicks>$taxInterval</retryDelayTicks>
<successSignal>TaxPaymentSuccess</successSignal>
<failSignal>TaxPaymentFailed</failSignal>
<deductOnSuccess>true</deductOnSuccess>
<useInputStorage>true</useInputStorage>
</li>
<!-- 通知 -->
<li Class="QuestNode_Letter">
<label>什一税</label>
<text>唯死亡和税收不可避免——按时上交什一税是乌拉帝国殖民地的光荣义务。\n\n查看任务列表以了解更多。</text>
<letterDef>NegativeEvent</letterDef>
</li>
<!-- 支付成功处理 -->
<li Class="QuestNode_Signal">
<inSignal>TaxPaymentSuccess</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label>纳税完成</label>
<text>帝国已经接收了税款,为了表彰你在纳税上的良好表现,一封税金缴纳凭证已经送到你的殖民地中!</text>
<letterDef>PositiveEvent</letterDef>
</li>
<li Class="QuestNode_AddItemsReward">
<items>$permissionReward</items>
</li>
<li Class="QuestNode_ChangeFactionGoodwill">
<faction>Wula_PIA_Legion_Faction</faction>
<change>10</change>
<reason>WULA_Base_Tex_Quest_Handle_Intime</reason>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
<sendStandardLetter>false</sendStandardLetter>
</li>
</nodes>
</node>
</li>
<!-- 倒计时 -->
<li Class="QuestNode_LoopCount">
<loopCount>2</loopCount>
<storeLoopCounterAs>Handle_Outtime_Counter</storeLoopCounterAs>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Delay">
<delayTicks>60000</delayTicks>
<!-- <delayTicks>360</delayTicks> -->
<node Class="QuestNode_ChangeFactionGoodwill">
<faction>Wula_PIA_Legion_Faction</faction>
<change>-5</change>
<reason>WULA_Base_Tex_Quest_Handle_Outtime</reason>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Delay">
<delayTicks>180000</delayTicks>
<!-- <delayTicks>360</delayTicks> -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SendSignals">
<outSignals>Handle_Outtime</outSignals>
</li>
</nodes>
</node>
</li>
<!-- 超时结束 -->
<li Class="QuestNode_Signal">
<inSignal>Handle_Outtime</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="WulaFallenEmpire.QuestNode_EventLetter">
<inSignal>Handle_Outtime</inSignal>
<eventDefName>WULA_Base_Tex_Quest_UI_1</eventDefName>
</li>
<li Class="QuestNode_Letter">
<label>未按时纳税</label>
<text>作为乌拉帝国的殖民地,你被发现未按时纳税——或许一次两次她们可以原谅你,但是一直拖欠必然会激怒她们!</text>
<letterDef>NegativeEvent</letterDef>
</li>
<li Class="QuestNode_ChangeFactionGoodwill">
<faction>Wula_PIA_Legion_Faction</faction>
<change>-10</change>
<reason>WULA_Base_Tex_Quest_Handle_Outtime</reason>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
<HistoryEventDef>
<defName>WULA_Base_Tex_Quest_Handle_Intime</defName>
<label>按时上交帝国什一税</label>
</HistoryEventDef>
<HistoryEventDef>
<defName>WULA_Base_Tex_Quest_Handle_Outtime</defName>
<label>拖欠帝国什一税</label>
</HistoryEventDef>
<ThingSetMakerDef>
<defName>WULA_Base_Tex_Reward</defName>
<root Class="ThingSetMaker_RandomOption">
<options>
<li>
<weight>1</weight>
<thingSetMaker Class="ThingSetMaker_StackCount">
<fixedParams>
<filter>
<thingDefs>
<li>WULA_Tex_Voucher</li>
</thingDefs>
</filter>
<countRange>1</countRange>
</fixedParams>
</thingSetMaker>
</li>
</options>
</root>
</ThingSetMakerDef>
<WulaFallenEmpire.EventDef>
<defName>WULA_Base_Tex_Quest_UI_1</defName>
<label>和P.I.A的通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_6</portraitPath>
<characterName>「军团」,P.I.A</characterName>
<descriptions>
<li>你们没有按时交税——你们应该知道吧?\n\n&lt;color=#820D13>&lt;i>我们都希望局势不会进一步恶化。&lt;/i>&lt;/color></li>
</descriptions>
<options>
<li>
<label>下次一定</label>
<useCustomColors>true</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -198,6 +198,23 @@
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<!-- 乌拉族税收任务 -->
<li Class="WulaFallenEmpire.StorytellerCompProperties_SimpleTechnologyTrigger">
<technology>WULA_Colony_License_LV1_Technology</technology>
<incident>WULA_GiveQuest_Base_Tex</incident>
<questDef>WULA_Base_Tex_Quest</questDef>
<!-- 时间配置 -->
<fireAfterDaysPassed>0</fireAfterDaysPassed> <!-- 游戏开始后立即开始检测 -->
<checkIntervalDays>15</checkIntervalDays> <!-- 每5天检查一次 -->
<!-- 可选配置 -->
<preventDuplicateQuests>false</preventDuplicateQuests>
<debugLogging>false</debugLogging>
<requiredFaction>Wula_PIA_Legion_Faction</requiredFaction>
</li>
</comps>
</StorytellerDef>
</Defs>

View File

@@ -670,7 +670,7 @@
<texturePath>Wula/Building/Flag/WULA_Flag_Building_A</texturePath>
<scale>(3,3)</scale>
<drawOrder>0</drawOrder>
<offset>(0,0,3)</offset>
<offset>(0,1,3)</offset>
<hoverSpeed>1.5</hoverSpeed> <!-- 比全局慢 -->
<hoverIntensity>0.2</hoverIntensity> <!-- 比全局弱 -->
<hoverPhase>0</hoverPhase>
@@ -679,7 +679,7 @@
<texturePath>Wula/Building/Flag/WULA_Flag_Building_Mount</texturePath>
<scale>(1,1)</scale>
<drawOrder>1</drawOrder>
<offset>(0,0,0)</offset>
<offset>(0,1,0)</offset>
<hoverSpeed>0</hoverSpeed> <!-- 比全局慢 -->
<hoverIntensity>0</hoverIntensity> <!-- 比全局弱 -->
<hoverPhase>0</hoverPhase>

View File

@@ -337,6 +337,9 @@
<texPath>Wula/Apparel/WULA_Bodystocking</texPath>
</graphicData>
<apparel>
<tags>
<li>Wula_Legion_Apparel</li>
</tags>
<wornGraphicPath>Wula/Apparel/WULA_Bodystocking</wornGraphicPath>
</apparel>
</ThingDef>
@@ -381,6 +384,39 @@
</apparel>
</ThingDef>
<ThingDef ParentName="WULA_ApparelCivilHatBase">
<defName>WULA_Eggplant_Hat</defName>
<label>茄子帽</label>
<description>这也是帽子吗——茄子柄有了,那茄子在哪呢?</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Eggplant_Hat</texPath>
</graphicData>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Clothes_1_Technology</researchPrerequisite>
</recipeMaker>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<layers>
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Eggplant_Hat</wornGraphicPath>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
</apparel>
<costList Inherit="False">
<Cloth>20</Cloth>
</costList>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>500</WorkToMake>
<EquipDelay>2</EquipDelay>
<Mass>0.1</Mass>
<StuffEffectMultiplierArmor>0</StuffEffectMultiplierArmor>
</statBases>
</ThingDef>
<!-- 女仆装 -->
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Maid_Uniform</defName>
@@ -463,6 +499,44 @@
<WorkSpeedGlobal>0.05</WorkSpeedGlobal>
</equippedStatOffsets>
</ThingDef>
<!-- 上司衣服 -->
<ThingDef ParentName="WULA_ApparelCivilBase">
<defName>WULA_Legion_Cloth</defName>
<label>乌拉帝国指挥官制服</label>
<description>由乌拉帝国指挥官所穿的鎏金四溢的华服。\n\n你还想听什么介绍你觉得这个东西你有足够的身份穿吗</description>
<graphicData>
<texPath>Wula/Apparel/WULA_Legion_Cloth</texPath>
</graphicData>
<apparel>
<tags Inherit="False">
<li>Wula_Legion_Apparel</li>
</tags>
<bodyPartGroups>
<li>Torso</li>
<li>Neck</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
</bodyPartGroups>
<layers>
<li>Middle</li>
</layers>
<wornGraphicPath>Wula/Apparel/WULA_Legion_Cloth</wornGraphicPath>
<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>
<canBeGeneratedToSatisfyToxicEnvironmentResistance>false</canBeGeneratedToSatisfyToxicEnvironmentResistance>
</apparel>
<costList Inherit="False">
<Cloth>300</Cloth>
<Gold>100</Gold>
</costList>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<WorkToMake>12000</WorkToMake>
<EquipDelay>1</EquipDelay>
<StuffEffectMultiplierArmor>1</StuffEffectMultiplierArmor>
</statBases>
</ThingDef>
<ThingDef ParentName="WULA_ApparelArmorBase">
<defName>WULA_Assault_Troop_PowerArmor</defName>
@@ -677,7 +751,7 @@
<ArmorRating_Sharp>1.5</ArmorRating_Sharp>
<ArmorRating_Blunt>1.5</ArmorRating_Blunt>
<ArmorRating_Heat>2.0</ArmorRating_Heat>
<EquipDelay>15</EquipDelay>
<EquipDelay>5</EquipDelay>
</statBases>
<equippedStatOffsets>
<IncomingDamageFactor>-0.1</IncomingDamageFactor>

View File

@@ -257,9 +257,6 @@
<weaponTags>
<li>Wula_Melee_Weapon_T2</li>
</weaponTags>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WeaponRenderDynamic">
<TexturePath>Wula/Weapon/WULA_MW_ChainSword/WULA_MW_ChainSword_Anim</TexturePath>
@@ -969,9 +966,6 @@
<weaponTags>
<li>Wula_Ranged_Weapon_T2</li>
</weaponTags>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<modExtensions>
<li Class="WulaFallenEmpire.ModExtension_ShootWithOffset">
<offsets>

View File

@@ -402,6 +402,22 @@
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostMain</insertTag>
</li>
<!-- 添加军团成员的考察工作,优先级较低 -->
<!-- Idle wild man -->
<li Class="ThinkNode_ConditionalPawnKind">
<pawnKind>WULA_Legion_PawnKind</pawnKind>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="WulaFallenEmpire.JobGiver_InspectBuilding">
<priority>4.0</priority>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Idle colonist -->
<li Class="ThinkNode_ConditionalColonist">

View File

@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<WULA_Base_Tex_Quest.questNameRules.rulesStrings>
<li>questName->什一税税收</li>
</WULA_Base_Tex_Quest.questNameRules.rulesStrings>
<WULA_Base_Tex_Quest.questDescriptionRules.rulesStrings>
<li>questDescription->唯死亡和税收不可避免——按时上交什一税是乌拉帝国殖民地的光荣义务。\n\n乌拉帝国每隔一个季度15天收一次什一税什一税会从殖民地储存在舰队中的资产里面扣除你可以建造&lt;color=#6BB7B7>&lt;i>乌拉帝国物资输送舱&lt;/i>&lt;/color>来将物资输送到位于轨道上的舰队。\n\n乌拉帝国对积极纳税的殖民地会给予更多关照——但是如果拖延则每延期一天都会惹其不快最后甚至有可能被定性为叛国</li>
</WULA_Base_Tex_Quest.questDescriptionRules.rulesStrings>
</LanguageData>

View File

@@ -0,0 +1,62 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<WULA_Colony_Promotion.questNameRules.rulesStrings>
<li>questName->殖民地考察</li>
</WULA_Colony_Promotion.questNameRules.rulesStrings>
<WULA_Colony_Promotion.questDescriptionRules.rulesStrings>
<li>questDescription->殖民地已经承接了视察任务。\n\n行星封锁机关的总控AI已经派遣了自己的一个分体和护卫队抵达殖民地。考察持续12天她会检查殖民地方方面面的运转情况你需要确保其心情始终高于25%。考察完成后,她和卫队会搭乘穿梭机离开,如果一切顺利你们将获得殖民地晋升的机会,以解锁更多的许可科技。\n\n小心附近的敌对派系已经知道了殖民地来了一个大人物这些劫掠者会尝试袭击殖民地并抓住这个分体你可能需要面对大量袭击</li>
</WULA_Colony_Promotion.questDescriptionRules.rulesStrings>
<WULA_Colony_Promotion.LetterLabelFactionBecameHostile.slateRef>任务失败:[resolvedQuestName]</WULA_Colony_Promotion.LetterLabelFactionBecameHostile.slateRef>
<!-- EN: [faction_name] became hostile to you. -->
<WULA_Colony_Promotion.LetterTextFactionBecameHostile.slateRef>[faction_name]开始敌视你。</WULA_Colony_Promotion.LetterTextFactionBecameHostile.slateRef>
<!-- EN: Shuttle destroyed -->
<WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>穿梭机被破坏</WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to drop off [pawnsLabelDef] has been destroyed. You have failed the quest '[resolvedQuestName]'.\n\nYour relations with [asker_faction_name] have changed by [goodwillChangeOnShuttleDestroyed]. -->
<WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>被派遣来运输[asker_nameDef]的穿梭机已被破坏。</WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>
<!-- EN: [asker_faction_leaderTitle] arrived -->
<WULA_Colony_Promotion.LetterLabelAskerArrived.slateRef>[asker_nameDef]已抵达</WULA_Colony_Promotion.LetterLabelAskerArrived.slateRef>
<!-- EN: The [asker_faction_leaderTitle] of [asker_faction_name], has arrived.\n\nProtect him and satisfy his royal needs until the shuttle arrives in [shuttleDelayTicks_duration].\n\nAll of you can accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial flotilla to begin a new life. -->
<WULA_Colony_Promotion.LetterTextAskerArrived.slateRef>[asker_nameDef]的分体和她的卫队已经抵达殖民地。\n\n你必须在穿梭机抵达前[shuttleDelayTicks_duration]内为[asker_objective]提供护卫并且满足[asker_possessive]各种需求。</WULA_Colony_Promotion.LetterTextAskerArrived.slateRef>
<!-- EN: Guest died: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelGuestDied.slateRef>宾客{SUBJECT_definite}死亡。</WULA_Colony_Promotion.LetterLabelGuestDied.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has died. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextGuestDied.slateRef>需要你护卫的{SUBJECT_definite}已经死亡。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextGuestDied.slateRef>
<!-- EN: Should depart on shuttle -->
<WULA_Colony_Promotion.InspectStringDepartShuttle.slateRef>应该乘坐穿梭机离开</WULA_Colony_Promotion.InspectStringDepartShuttle.slateRef>
<!-- EN: Shuttle arrived -->
<WULA_Colony_Promotion.LetterLabelShuttleArrived.slateRef>穿梭机已抵达</WULA_Colony_Promotion.LetterLabelShuttleArrived.slateRef>
<!-- EN: The shuttle has arrived to collect the [asker_faction_leaderTitle].\n\nAll of you can accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial flotilla to begin a new life. -->
<WULA_Colony_Promotion.LetterTextShuttleArrived.slateRef>穿梭机已经前来迎接[asker_nameDef]。</WULA_Colony_Promotion.LetterTextShuttleArrived.slateRef>
<!-- EN: {SUBJECT_bestRoyalTitle} unhappy -->
<WULA_Colony_Promotion.LetterLabelSubjectUnhappy.slateRef>{SUBJECT_bestRoyalTitle}情绪低落</WULA_Colony_Promotion.LetterLabelSubjectUnhappy.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect and keep happy, has been below the minimum mood of [lodgersMoodThreshold] too long. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextSubjectUnhappy.slateRef>需要你护卫和满足需求的{SUBJECT_definite},其情绪值已经长时间低于最低限度[lodgersMoodThreshold]。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextSubjectUnhappy.slateRef>
<!-- EN: Guest captured: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelGuestCaptured.slateRef>宾客{SUBJECT_definite}被俘。</WULA_Colony_Promotion.LetterLabelGuestCaptured.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has been arrested. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextGuestCaptured.slateRef>需要你护卫的{SUBJECT_definite}已经被俘虏。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextGuestCaptured.slateRef>
<!-- EN: Unauthorized surgery: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelUnauthorizedSurgery.slateRef>未授权手术:{SUBJECT_definite}</WULA_Colony_Promotion.LetterLabelUnauthorizedSurgery.slateRef>
<!-- EN: Unauthorized, violating surgery has been performed on {SUBJECT_definite}, who you were charged to protect. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextUnauthorizedSurgery.slateRef>需要你护卫的{SUBJECT_definite}接受了一场未授权的多余手术。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextUnauthorizedSurgery.slateRef>
<!-- EN: Xenogerm absorbed: {SUBJECT_definite} -->
<WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.label.slateRef>异种胚芽被吸收</WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.label.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has had {SUBJECT_possessive} xenogerm forcibly absorbed. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.text.slateRef>指定由你保护的{SUBJECT_definite}在你的殖民地被吸收了异种胚芽。[failLetterEndingCommon]</WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.text.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelGuestLost.slateRef>宾客失踪:{SUBJECT_definite}</WULA_Colony_Promotion.LetterLabelGuestLost.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has left the assigned settlement. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextGuestLost.slateRef>需要你护卫的{SUBJECT_definite}失踪在你的殖民地。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextGuestLost.slateRef>
<!-- EN: Shuttle destroyed -->
<WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>穿梭机已被毁</WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has been destroyed. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>前来迎接[asker_faction_leaderTitle]的穿梭机被摧毁了。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelLodgerRanWild.slateRef>宾客失踪:{SUBJECT_definite}</WULA_Colony_Promotion.LetterLabelLodgerRanWild.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has run wild. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextLodgerRanWild.slateRef>需要你护卫的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextLodgerRanWild.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<WULA_Colony_Promotion.LetterLabelShuttleSentUnsatisfied.slateRef>任务失败:[resolvedQuestName]</WULA_Colony_Promotion.LetterLabelShuttleSentUnsatisfied.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has departed without [asker_objective]. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextShuttleSentUnsatisfied.slateRef>前来迎接[asker_faction_leaderTitle]的穿梭机没有接到[asker_objective]。[asker_pronoun]现在只能走回去。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextShuttleSentUnsatisfied.slateRef>
</LanguageData>

View File

@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<WULA_Intro_NewColony.questNameRules.rulesStrings>
<li>questName->新殖民地</li>
</WULA_Intro_NewColony.questNameRules.rulesStrings>
<WULA_Intro_NewColony.questDescriptionRules.rulesStrings>
<li>questDescription->乌拉帝国的先遣队已经抵达地表,舰队给她们发来了第一条通讯。</li>
</WULA_Intro_NewColony.questDescriptionRules.rulesStrings>
</LanguageData>

View File

@@ -1,12 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<WULA_Intro_NewColony.questNameRules.rulesStrings>
<li>questName->新殖民地</li>
</WULA_Intro_NewColony.questNameRules.rulesStrings>
<WULA_Intro_NewColony.questDescriptionRules.rulesStrings>
<li>questDescription->乌拉帝国的先遣队已经抵达地表,舰队给她们发来了第一条通讯。</li>
</WULA_Intro_NewColony.questDescriptionRules.rulesStrings>
<WULA_Intro_Spy.questNameRules.rulesStrings>
<li>questName->掩护帝国密探</li>
</WULA_Intro_Spy.questNameRules.rulesStrings>
@@ -62,11 +55,4 @@
<WULA_Intro_Spy.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</WULA_Intro_Spy.LetterLabelQuestFailed.slateRef>
<!-- EN: The shuttle sent to collect [asker_nameDef] has departed without [asker_objective]. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextQuestFailed.slateRef>前来迎接[asker_nameDef]的穿梭机在离开时因为一些原因落下了[asker_objective]。[asker_pronoun]现在只能走回去了。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextQuestFailed.slateRef>
<WULA_Base_Tex_Quest.questNameRules.rulesStrings>
<li>questName->什一税税收</li>
</WULA_Base_Tex_Quest.questNameRules.rulesStrings>
<WULA_Base_Tex_Quest.questDescriptionRules.rulesStrings>
<li>questDescription->唯死亡和税收不可避免——按时上交什一税是乌拉帝国殖民地的光荣义务。\n\n乌拉帝国的什一税会从殖民地储存在舰队中的资产里面扣除你可以建造&lt;color=#6BB7B7>&lt;i>乌拉帝国物资输送舱&lt;/i>&lt;/color>来将物资输送到位于轨道上的舰队。\n\n乌拉帝国对积极纳税的殖民地会给予更多关照——但是如果拖延则每延期一天都会惹其不快最后甚至有可能被定性为叛国</li>
</WULA_Base_Tex_Quest.questDescriptionRules.rulesStrings>
</LanguageData>