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@@ -246,7 +246,7 @@
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<AbilityDef>
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<defName>WULA_Psi_Skip</defName>
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<label>乌拉帝国术式:灵能跃迁</label>
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<description>使用灵能撕开一个连接自身、虚境和目的地的单向通道,随后以极短的时间穿过整个通道,以瞬间移动到目标地点</description>
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<description>使用灵能撕开一个连接自身、虚境和目的地的单向通道,随后以极短的时间穿过整个通道,以瞬间移动到目标地点。</description>
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<iconPath>UI/Abilities/Skip</iconPath>
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<writeCombatLog>True</writeCombatLog>
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<showPsycastEffects>False</showPsycastEffects>
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@@ -401,7 +401,6 @@
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<cooldownTicksRange>600</cooldownTicksRange>
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<warmupEffecter>HoraxianSpellLight_Warmup</warmupEffecter>
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<statBases>
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<Ability_EffectRadius>8</Ability_EffectRadius>
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<Ability_Duration>600</Ability_Duration>
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</statBases>
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<verbProperties>
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@@ -414,9 +413,10 @@
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="CompProperties_AbilitySpawn">
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<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnAligned">
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<thingDef>WULA_Black_Hole_Entity</thingDef>
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<allowOnBuildings>false</allowOnBuildings>
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<alignFaction>false</alignFaction>
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</li>
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</comps>
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</AbilityDef>
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@@ -444,9 +444,8 @@
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<scaleWithPsychicSensitivity>true</scaleWithPsychicSensitivity>
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<minDamageFactor>0.5</minDamageFactor>
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<maxDamageFactor>5</maxDamageFactor>
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<affectFriendly>false</affectFriendly>
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<affectHostile>true</affectHostile>
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<affectBuildings>true</affectBuildings>
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<affectEverything>true</affectEverything>
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<ignoreFactionRelations>true</ignoreFactionRelations>
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</li>
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</comps>
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</ThingDef>
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@@ -748,4 +748,64 @@
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<li>Placeworker_AttachedToWall</li>
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</placeWorkers>
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</ThingDef>
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_BroadshieldProjector</defName>
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<label>burnout low-shield</label>
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<description>A man-portable low-angle shield projector. Bullets can go out, but not in. Its compact power source burns out after a few seconds of use.</description>
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<altitudeLayer>BuildingOnTop</altitudeLayer>
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<drawerType>MapMeshAndRealTime</drawerType>
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<pathCost>0</pathCost>
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<passability>Standable</passability>
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<fillPercent>0.35</fillPercent>
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<graphicData>
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<texPath>Things/Building/Security/BroadshieldProjector</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>0.7</drawSize>
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<shadowData>
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<volume>(0.3, 0.2, 0.3)</volume>
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<offset>(0,0,-0.1)</offset>
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</shadowData>
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<damageData>
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<rect>(0.2,0.2,0.6,0.6)</rect>
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</damageData>
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</graphicData>
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<statBases>
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<MaxHitPoints>250</MaxHitPoints>
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<Flammability>0.5</Flammability>
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</statBases>
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<tickerType>Normal</tickerType>
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<killedLeavings/>
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<rotatable>false</rotatable>
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<selectable>true</selectable>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
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<repairEffect>ConstructMetal</repairEffect>
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<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
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<building>
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<claimable>false</claimable>
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<destroySound>BuildingDestroyed_Metal_Small</destroySound>
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<ai_chillDestination>false</ai_chillDestination>
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<isEdifice>false</isEdifice>
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<destroyEffecter>Broadshield_Burnout</destroyEffecter>
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</building>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_PeriodicGameCondition">
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<gameConditionDef>SolarFlare</gameConditionDef>
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<intervalDays>1</intervalDays>
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<durationDays>0.01</durationDays>
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</li>
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<li Class="CompProperties_ProjectileInterceptor">
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<radius>4.9</radius>
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles>
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<interceptOutgoingProjectiles>false</interceptOutgoingProjectiles>
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<color>(0.6, 0.6, 0.8)</color>
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<idlePulseSpeed>3</idlePulseSpeed>
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<minIdleAlpha>0.05</minIdleAlpha>
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks>
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<activeSound>Broadshield_Ambience</activeSound>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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@@ -1352,6 +1352,17 @@
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<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
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<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
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<radius>3.5</radius>
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<damageIntervalTicks>30</damageIntervalTicks>
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<damageDef>Crush</damageDef>
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<damageAmount>4</damageAmount>
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<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
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<affectFriendly>false</affectFriendly>
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<affectNeutral>false</affectNeutral>
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<affectHostile>true</affectHostile>
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<ignoreFactionRelations>true</ignoreFactionRelations>
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</li>
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</comps>
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</ThingDef>
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<ThingDef Name="WULA_Mech_Flyer" ParentName="BaseMechanoidWalker">
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