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1.6/Defs/ThingDefs_Buildings/Buildings_Structure.xml
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1.6/Defs/ThingDefs_Buildings/Buildings_Structure.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="Wall">
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<defName>WulaWall</defName>
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<label>乌拉帝国堡垒</label>
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<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量伤害,并且拥有气密性,可以用在飞船外壳上。</description>
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<uiOrder>1800</uiOrder>
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<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
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<graphicData>
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<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<color>(0.5, 0.5, 0.5)</color>
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</graphicData>
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<designationCategory>Structure</designationCategory>
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<researchPrerequisites>
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<li>WULA_Structure_Technology</li>
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</researchPrerequisites>
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<statBases>
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<MarketValue>2</MarketValue>
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<Beauty>1</Beauty>
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<MaxHitPoints>10000</MaxHitPoints>
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<WorkToBuild>2500</WorkToBuild>
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<Flammability>0</Flammability>
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<MeditationFocusStrength>0.22</MeditationFocusStrength>
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<Cleanliness>0.1</Cleanliness>
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</statBases>
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<costStuffCount>15</costStuffCount>
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<building>
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<isAirtight>true</isAirtight>
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</building>
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<stuffCategories Inherit="False">
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<li>Metallic</li>
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</stuffCategories>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<!-- <placeWorkers>
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<li>PlaceWorker_OnSubstructure</li>
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</placeWorkers> -->
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<damageMultipliers Inherit="False">
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<li>
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<damageDef>Bomb</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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<li>
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<damageDef>Thump</damageDef>
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<multiplier>0.1</multiplier>
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</li>
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</damageMultipliers>
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<comps Inherit="False">
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<li Class="CompProperties_MeditationFocus">
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<statDef>MeditationFocusStrength</statDef>
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<focusTypes>
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<li>Minimal</li>
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</focusTypes>
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</li>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTransmitter</compClass>
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<transmitsPower>true</transmitsPower>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="DoorBase">
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<defName>WulaDoor</defName>
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<label>乌拉帝国大门</label>
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<description>乌拉帝国堡垒的大门,不仅能够抵御大量爆炸和震荡伤害,还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
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<thingClass>Building_Door</thingClass>
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<category>Building</category>
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<altitudeLayer>DoorMoveable</altitudeLayer>
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<fillPercent>1</fillPercent>
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<useHitPoints>true</useHitPoints>
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<graphicData>
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<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<damageData>
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<!-- no damage marks because they don't move with the door
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<rect>(0,0.12,1,0.76)</rect>-->
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<enabled>false</enabled>
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</damageData>
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</graphicData>
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<statBases>
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<MarketValue>2</MarketValue>
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<MaxHitPoints>7500</MaxHitPoints>
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<Flammability>0</Flammability>
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<WorkToBuild>3000</WorkToBuild>
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<Beauty>20</Beauty>
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<DoorOpenSpeed>2</DoorOpenSpeed>
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</statBases>
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<costList>
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<Steel>50</Steel>
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<ComponentIndustrial>1</ComponentIndustrial>
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</costList>
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<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
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<selectable>true</selectable>
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<tickerType>Normal</tickerType>
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<!-- <rotatable>false</rotatable> -->
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<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
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<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
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<stuffCategories Inherit="False"></stuffCategories>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<designationCategory>Structure</designationCategory>
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<holdsRoof>true</holdsRoof>
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<staticSunShadowHeight>1.0</staticSunShadowHeight>
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<blockLight>true</blockLight>
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<drawerType>RealtimeOnly</drawerType>
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<comps>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>0</basePowerConsumption>
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<transmitsPower>true</transmitsPower>
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</li>
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<li Class="CompProperties_Breakdownable"/>
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<li Class="CompProperties_Forbiddable">
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<allowNonPlayer>true</allowNonPlayer>
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</li>
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</comps>
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<damageMultipliers>
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<li>
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<damageDef>Bomb</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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<li>
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<damageDef>Thump</damageDef>
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<multiplier>0.01</multiplier>
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</li>
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</damageMultipliers>
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<building>
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<paintable>true</paintable>
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<isInert>true</isInert>
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<canPlaceOverWall>true</canPlaceOverWall>
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<soundDoorOpenPowered>Door_OpenPowered</soundDoorOpenPowered>
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<soundDoorClosePowered>Door_ClosePowered</soundDoorClosePowered>
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<soundDoorOpenManual>Door_OpenManual</soundDoorOpenManual>
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<soundDoorCloseManual>Door_CloseManual</soundDoorCloseManual>
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<blueprintClass>Blueprint_Door</blueprintClass>
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<blueprintGraphicData>
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<texPath>Wula/Building/Door/WulaAutodoor_BluePrint</texPath>
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</blueprintGraphicData>
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<ai_chillDestination>false</ai_chillDestination>
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</building>
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<uiOrder>2505</uiOrder>
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<uiIconPath>Wula/Building/Door/WulaAutodoor</uiIconPath>
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<designationHotKey>Misc2</designationHotKey>
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<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
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<researchPrerequisites>
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<li>WULA_Structure_Technology</li>
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</researchPrerequisites>
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</ThingDef>
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<TerrainDef ParentName="FloorBase">
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<defName>WulaFloor</defName>
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<label>乌拉帝国地板</label>
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<description>乌拉帝国堡垒中使用的地板,美观易清洁的同时也做了防火处理。</description>
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<texturePath>Wula/Building/WULA_Floor</texturePath>
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<uiIconPath>Wula/Building/WULA_Floor_Icon</uiIconPath>
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<color>(140,140,140)</color>
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<edgeType>Hard</edgeType>
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<renderPrecedence>70</renderPrecedence>
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<isPaintable>true</isPaintable>
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<statBases>
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<Beauty>3</Beauty>
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<WorkToBuild>100</WorkToBuild>
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<CleaningTimeFactor>0.5</CleaningTimeFactor>
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<Flammability>0</Flammability>
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</statBases>
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<!-- <costStuffCount>3</costStuffCount> -->
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<!-- <stuffCategories>
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<li>Fabric</li>
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<li>Leathery</li>
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</stuffCategories> -->
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<costList>
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<Steel>3</Steel>
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</costList>
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<designationHotKey>Misc6</designationHotKey>
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<researchPrerequisites>
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<li>WULA_Structure_Technology</li>
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</researchPrerequisites>
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<uiOrder>1138</uiOrder>
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</TerrainDef>
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</Defs>
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