2025-7-11

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Tourswen
2025-07-11 22:07:45 +08:00
parent 55b06c57b3
commit ba6605505a
33 changed files with 274 additions and 201 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- 骑士团 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory01</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:探险骑士</title>
<titleShort>人格-探险骑士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国探险骑士的模拟记忆。\n\n探险骑士是帝国骑士团的中坚力量她们人数众多是见习骑士向上晋升迈过的第一道门槛并代表着她们杀敌的技艺和信念已经得到认证。</description>
<skillGains>
<Shooting>7</Shooting>
<Melee>7</Melee>
<Animals>-7</Animals>
<Crafting>-5</Crafting>
<Intellectual>8</Intellectual>
<Social>3</Social>
</skillGains>
<workDisables>ManualDumb,Cooking,Mining</workDisables>
<requiredWorkTags>Violent</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="1">WULA_Trait_Knight</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Intellectual>2</Intellectual>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory02</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:医院骑士</title>
<titleShort>人格-医院骑士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国医院骑士的模拟记忆。\n\n医院骑士是帝国骑士团的一个较小的旁支相比于打打杀杀她们踏上了一条更加高尚的道途——以自己的力量从战场上抢救消逝的生命。</description>
<skillGains>
<Shooting>7</Shooting>
<Melee>7</Melee>
<Medicine>8</Medicine>
<Animals>-7</Animals>
<Crafting>-7</Crafting>
<Intellectual>-7</Intellectual>
<Social>3</Social>
</skillGains>
<workDisables>ManualDumb,Cooking,Mining</workDisables>
<requiredWorkTags>Violent</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="1">WULA_Trait_Knight</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Medicine>2</Medicine>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory03</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:坚盾骑士</title>
<titleShort>人格-坚盾骑士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国坚盾骑士的模拟记忆。\n\n坚盾骑士是帝国骑士团中戍守长城防线的将军她们精于工事防御并知道如何调度防线以防止敌舰队的定向突破。虽然目前长城防线已经被乌拉帝国的进步派攻陷但是她们依然用自己的胆识和智谋在其他战场上发光发热。</description>
<skillGains>
<Shooting>7</Shooting>
<Melee>7</Melee>
<Construction>8</Construction>
<Medicine>-7</Medicine>
<Intellectual>-3</Intellectual>
<Social>3</Social>
</skillGains>
<workDisables>ManualDumb,Cooking,Mining</workDisables>
<requiredWorkTags>Violent</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="1">WULA_Trait_Knight</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Construction>2</Construction>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory04</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:荣耀骑士</title>
<titleShort>人格-荣耀骑士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国荣耀骑士的模拟记忆。\n\n荣耀骑士是帝国骑士团中最顶层的骑士她们通过了骑士圣典中规定的四大誓言之一的历练并由骑士团长亲自授勋。这代表着她们的技艺已经炉火纯青是无可挑剔的人中龙凤。</description>
<skillGains>
<Shooting>10</Shooting>
<Melee>10</Melee>
<Medicine>-7</Medicine>
<Intellectual>3</Intellectual>
<Social>7</Social>
</skillGains>
<workDisables>ManualDumb,Mining,PlantWork,Animals,Crafting,Cooking,Constructing</workDisables>
<requiredWorkTags>Violent</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="2">WULA_Trait_Knight</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Shooting>2</Shooting>
<Melee>2</Melee>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory05</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:赎罪骑士</title>
<titleShort>人格-赎罪骑士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国赎罪骑士的模拟记忆。\n\n赎罪骑士是在乌拉帝国大内战后诞生的新骑士阶层她们认为自己辜负了先帝没有守护好皇室也没能守住江山摒弃荣华富贵自我放逐并踏入了无尽的赎罪远征之路。</description>
<skillGains>
<Shooting>8</Shooting>
<Melee>8</Melee>
<Mining>-5</Mining>
<Plants>3</Plants>
<Animals>5</Animals>
<Crafting>5</Crafting>
<Intellectual>-8</Intellectual>
<Medicine>5</Medicine>
</skillGains>
<workDisables>ManualDumb,Cooking,Social</workDisables>
<requiredWorkTags>Violent</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="1">WULA_Trait_Knight</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Crafting>1</Crafting>
<Animals>1</Animals>
<Plants>1</Plants>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory10</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:农奴</title>
<titleShort>人格-农奴</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国农奴的模拟记忆。\n\n农奴是效力于乌拉帝国骑士团的底层人她们承担了社会中最苦最累的工作并长期受到上层社会的欺压。通常来说这个阶层不会出现乌拉星人——这个阶层是留给那些异族俘虏的但是确实有一些被剥夺身份的罪人会沦落到此般田地。</description>
<skillGains>
<Shooting>-10</Shooting>
<Melee>-8</Melee>
<Construction>-8</Construction>
<Mining>7</Mining>
<Cooking>2</Cooking>
<Plants>5</Plants>
<Animals>2</Animals>
<Crafting>-10</Crafting>
<Artistic>-10</Artistic>
<Medicine>-10</Medicine>
<Social>-10</Social>
</skillGains>
<workDisables>Intellectual</workDisables>
<requiredWorkTags>None</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<passions>
<Mining>2</Mining>
<Plants>2</Plants>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory11</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:扈从</title>
<titleShort>人格-扈从</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国扈从的模拟记忆。\n\n扈从是乌拉帝国骑士团的基层她们是拥有合法身份的非骑士人员除了生活在骑士团森严堡垒内过的和其他地方的乌拉星人没什么不同。</description>
<skillGains>
<Shooting>-5</Shooting>
<Melee>-5</Melee>
<Construction>6</Construction>
<Mining>-3</Mining>
<Cooking>5</Cooking>
<Plants>-2</Plants>
<Animals>-5</Animals>
<Crafting>6</Crafting>
<Artistic>2</Artistic>
<Medicine>-3</Medicine>
<Social>-5</Social>
</skillGains>
<workDisables>Intellectual</workDisables>
<requiredWorkTags>None</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<passions>
<Construction>1</Construction>
<Cooking>1</Cooking>
<Crafting>1</Crafting>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory12</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:法务官</title>
<titleShort>人格-法务官</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国法务官的模拟记忆。\n\n法务官是乌拉帝国骑士团的特殊基层执法者专门负责应对各种由奴隶引起的暴动、骚乱和反叛并维护乌拉帝国的至上权威。</description>
<skillGains>
<Shooting>5</Shooting>
<Melee>2</Melee>
<Construction>-5</Construction>
<Cooking>-10</Cooking>
<Animals>-10</Animals>
<Crafting>-10</Crafting>
<Artistic>-10</Artistic>
<Medicine>5</Medicine>
<Social>5</Social>
</skillGains>
<workDisables>Mining,PlantWork,Hauling,Cleaning</workDisables>
<requiredWorkTags>
<li>Violent</li>
<li>Social</li>
</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Legal_Officer</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Melee>1</Melee>
<Social>1</Social>
<Medicine>1</Medicine>
</passions>
</AlienRace.AlienBackstoryDef>
<!-- 观测站 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory100</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:花使</title>
<titleShort>人格-花使</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国花使的模拟记忆。\n\n花使是乌拉帝国观测站的植物塑性师负责通过基因操纵和剪裁为帝国培养赏心悦目的景观和可口的食物。尽管在乌拉帝国的大内战中背离了皇室但是她们依然传承着将美好与希望的种子撒满乌拉帝国每个殖民地的愿望。</description>
<skillGains>
<Construction>-5</Construction>
<Mining>-5</Mining>
<Plants>8</Plants>
<Animals>3</Animals>
<Crafting>-5</Crafting>
<Artistic>8</Artistic>
<Intellectual>5</Intellectual>
</skillGains>
<workDisables>Violent</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Sculptor</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Artistic>2</Artistic>
<Plants>2</Plants>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory101</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:繁育使</title>
<titleShort>人格-繁育使</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国繁育使的模拟记忆。\n\n繁育使是乌拉帝国观测站的动物塑性师专职于以基因修剪和重构的手段创造和改良低智能物种。当然她们时不时也会构造一些疯狂扭曲的造物并将它们作为生物武器投放到战场上。</description>
<skillGains>
<Construction>-5</Construction>
<Mining>-5</Mining>
<Plants>3</Plants>
<Animals>8</Animals>
<Crafting>-5</Crafting>
<Artistic>4</Artistic>
<Medicine>4</Medicine>
<Intellectual>5</Intellectual>
</skillGains>
<workDisables>Violent</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Sculptor</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Intellectual>2</Intellectual>
<Animals>2</Animals>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory102</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:传谕使</title>
<titleShort>人格-传谕使</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国传谕使的模拟记忆。\n\n传谕使是乌拉帝国观测站的外交官——她们的名字即象征着其身份高贵、优雅、目中无人她们只会代表乌拉帝国向低等文明传递意志而不聆听任何请求也不提供任何讨价还价的权力。</description>
<skillGains>
<Shooting>-5</Shooting>
<Melee>-5</Melee>
<Mining>-3</Mining>
<Medicine>-7</Medicine>
<Artistic>10</Artistic>
<Social>10</Social>
</skillGains>
<workDisables>ManualDumb,Crafting,Constructing</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Diplomat</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Social>2</Social>
<Artistic>2</Artistic>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory103</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:送葬使</title>
<titleShort>人格-送葬使</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国送葬使的模拟记忆。\n\n送葬使是乌拉帝国观测站的战士她们拥有驱使各种奇花异草和危险造物进行战斗的高手懂得如何利用坚韧的生物兵器在消耗战中重创对手。</description>
<skillGains>
<Shooting>7</Shooting>
<Mining>-5</Mining>
<Medicine>5</Medicine>
<Artistic>4</Artistic>
<Social>-5</Social>
</skillGains>
<workDisables>Crafting,Constructing</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<passions>
<Shooting>2</Shooting>
<Medicine>2</Medicine>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory104</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:生物兵器</title>
<titleShort>人格-生物兵器</titleShort>
<description>[PAWN_possessive]人格矩阵下载了一个错误的数据包——可能是某个生物兵器的数据。\n\n实验体是被乌拉帝国改造过的生命暴躁嗜血无坚不摧专为在前线突破坚固防线而设计。乌拉星人通常会以凶猛异形为基底进行改造但是看起来有人把这类数据包上传到网络中然后被[PAWN_nameDef]错误地下载了。</description>
<skillGains>
<Melee>10</Melee>
<Mining>5</Mining>
<Construction>5</Construction>
</skillGains>
<workDisables>Crafting,Caring,Social,Artistic</workDisables>
<requiredWorkTags>Violent</requiredWorkTags>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">Bloodlust</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Melee>2</Melee>
<Mining>1</Mining>
<Construction>1</Construction>
</passions>
</AlienRace.AlienBackstoryDef>
<!-- 大教堂 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory200</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:和谐侍者</title>
<titleShort>人格-和谐侍者</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国和谐侍者的模拟记忆。\n\n和谐侍者是乌拉帝国大教堂的教众之一她们精于农耕知道如何利用灵能催产作物并在丰收之日为主献上最完美的贡品。</description>
<skillGains>
<Melee>5</Melee>
<Plants>8</Plants>
<Medicine>5</Medicine>
<Animals>-5</Animals>
<Artistic>-10</Artistic>
<Intellectual>-10</Intellectual>
</skillGains>
<workDisables>
<li>Constructing</li>
<li>Mining</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Nun</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Plants>2</Plants>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory201</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:锻锤侍者</title>
<titleShort>人格-锻锤侍者</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国锻锤侍者的模拟记忆。\n\n锻锤侍者是乌拉帝国大教堂的教众之一她们是铸造剑犁的好手通过驱动灵能对物品进行塑性她们可以将自己的信仰雕刻在精美的器具中。</description>
<skillGains>
<Melee>5</Melee>
<Crafting>8</Crafting>
<Medicine>5</Medicine>
<Animals>-5</Animals>
<Artistic>-10</Artistic>
<Intellectual>-10</Intellectual>
</skillGains>
<workDisables>
<li>PlantWork</li>
<li>Mining</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Nun</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Crafting>2</Crafting>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory202</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:圣堂武士</title>
<titleShort>人格-圣堂武士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国圣堂武士的模拟记忆。\n\n圣堂武士是乌拉帝国大教堂的教众之一她们是护教军的主体深谙使用灵能战斗的搏杀技巧以宿敌之血证心中的无限热忱。</description>
<skillGains>
<Melee>8</Melee>
<Shooting>8</Shooting>
<Medicine>5</Medicine>
<Animals>-10</Animals>
<Artistic>-10</Artistic>
<Intellectual>-10</Intellectual>
</skillGains>
<workDisables>
<li>PlantWork</li>
<li>Mining</li>
<li>Crafting</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Nun</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Melee>2</Melee>
<Shooting>2</Shooting>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory203</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:奥秘学士</title>
<titleShort>人格-奥秘学士</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国奥秘学士的模拟记忆。\n\n奥秘学士是乌拉帝国大教堂的教众之一她们负责用乌拉帝国的唯心理论体系论证世间一切事物并从中寻找主的指引。</description>
<skillGains>
<Melee>3</Melee>
<Shooting>-5</Shooting>
<Medicine>5</Medicine>
<Animals>-10</Animals>
<Artistic>-10</Artistic>
<Intellectual>8</Intellectual>
</skillGains>
<workDisables>
<li>PlantWork</li>
<li>Mining</li>
<li>Crafting</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Nun</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Intellectual>2</Intellectual>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory204</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:福音侍者</title>
<titleShort>人格-福音侍者</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国福音侍者的模拟记忆。\n\n福音侍者是乌拉帝国大教堂的教众之一她们维护着社会的安定并致力于在异种间传播福音。</description>
<skillGains>
<Melee>-5</Melee>
<Crafting>3</Crafting>
<Shooting>-5</Shooting>
<Medicine>5</Medicine>
<Animals>-10</Animals>
<Artistic>-10</Artistic>
<Social>8</Social>
</skillGains>
<workDisables>
<li>PlantWork</li>
<li>Mining</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Nun</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Social>2</Social>
</passions>
</AlienRace.AlienBackstoryDef>
<!-- 图书馆 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory300</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:秘典卫队</title>
<titleShort>人格-秘典卫队</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国秘典卫队的模拟记忆。\n\n秘典卫队是乌拉帝国图书馆的正规军她们操纵着天铸军团中那些神秘莫测的战争机械以对抗入侵之敌并保护乌拉帝国的知识库免遭窃取或破坏。</description>
<skillGains>
<Melee>-10</Melee>
<Shooting>8</Shooting>
<Construction>5</Construction>
<Mining>-5</Mining>
<Plants>-5</Plants>
<Medicine>-10</Medicine>
<Animals>-10</Animals>
<Intellectual>5</Intellectual>
</skillGains>
<workDisables>
<li>Social</li>
<li>Artistic</li>
<li>ManualDumb</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Researcher</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Shooting>2</Shooting>
<Construction>1</Construction>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory301</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:编目司书</title>
<titleShort>人格-编目司书</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国编目司书的模拟记忆。\n\n编目司书是乌拉帝国图书馆的档案管理员之一为上千种各式语言所编写的时间跨度超过数百万年的留存资料进行书目撰写是维系乌拉帝国知识库正常运转的齿轮。</description>
<skillGains>
<Construction>-10</Construction>
<Mining>-5</Mining>
<Plants>-5</Plants>
<Medicine>-10</Medicine>
<Animals>-10</Animals>
<Crafting>5</Crafting>
<Intellectual>8</Intellectual>
</skillGains>
<workDisables>
<li>Social</li>
<li>Artistic</li>
<li>ManualDumb</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Researcher</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Intellectual>2</Intellectual>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory302</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:仲裁圣贤</title>
<titleShort>人格-仲裁圣贤</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国仲裁圣贤的模拟记忆。\n\n仲裁圣贤是专门负责持续校准乌拉帝国图书馆因果论武器“尽归尘土”与宇宙法则的同步长期凝视高维伟力导致她们变得异于常人她们洞悉世界最深处的奥秘不再关注现实世界的浮华。</description>
<skillGains>
<Intellectual>30</Intellectual>
</skillGains>
<workDisables>
<li>Caring</li>
<li>Social</li>
<li>Artistic</li>
<li>Crafting</li>
<li>Animals</li>
<li>Firefighting</li>
<li>PlantWork</li>
<li>Mining</li>
<li>Hunting</li>
<li>Constructing</li>
<li>ManualDumb</li>
<li>Violent</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Connector</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Intellectual>2</Intellectual>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory303</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:档案司卷</title>
<titleShort>人格-档案司卷</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国档案司卷的模拟记忆。\n\n档案司卷是乌拉帝国图书馆的档案管理员之一负责从浩如烟海的知识库中寻找可以被转化为实际生产力的失落科技并使其重见天日。她们也经常跟随科考舰队执行外勤任务从宇宙各处回收被时间掩埋的资料。</description>
<skillGains>
<Construction>5</Construction>
<Mining>-5</Mining>
<Plants>-5</Plants>
<Medicine>-10</Medicine>
<Animals>-10</Animals>
<Crafting>8</Crafting>
<Intellectual>5</Intellectual>
</skillGains>
<workDisables>
<li>Social</li>
<li>Artistic</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Researcher</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Crafting>2</Crafting>
</passions>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Adult_Backstory304</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:伟业劳工</title>
<titleShort>人格-伟业劳工</titleShort>
<description>[PAWN_possessive]人格矩阵中装载了一个乌拉帝国伟业劳工的模拟记忆。\n\n伟业劳工是服侍于乌拉帝国图书馆、没有感情模拟模块的机械族——通常它们被禁止做成乌拉星人相仿的外貌但是不知道为何有人将相关数据上传到乌拉帝国合成人专用的上行链路之中。</description>
<skillGains>
<Construction>8</Construction>
<Plants>-10</Plants>
<Animals>-10</Animals>
<Crafting>8</Crafting>
<Medicine>-10</Medicine>
</skillGains>
<workDisables>
<li>Social</li>
<li>Artistic</li>
<li>Intellectual</li>
</workDisables>
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_Trait_Broken_Personality</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
<passions>
<Crafting>1</Crafting>
<Construction>1</Construction>
</passions>
</AlienRace.AlienBackstoryDef>
<!-- 战争机械 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_AI_War_Machine_Adult_Backstory01</defName>
<slot>Adulthood</slot>
<title>人格矩阵装载:战争机械</title>
<titleShort>人格-战争机械</titleShort>
<description>[PAWN_possessive]人格矩阵剔除了大量不需要的情感模拟,只剩冷酷的杀敌技巧。</description>
<requiredWorkTags>None</requiredWorkTags>
<spawnCategories>
<li>WULA_AI_War_Machine_Backstory_Categories</li>
</spawnCategories>
<bodyTypeGlobal>Thin</bodyTypeGlobal>
<bodyTypeFemale>Thin</bodyTypeFemale>
<bodyTypeMale>Thin</bodyTypeMale>
<forcedTraitsChance>
<li>
<defName Degree="0">WULA_AI_War_Machine</defName>
<chance>100</chance>
</li>
</forcedTraitsChance>
</AlienRace.AlienBackstoryDef>
</Defs>

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@@ -0,0 +1,76 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Child_Backstory01</defName>
<ignoreIllegalLabelCharacterConfigError>False</ignoreIllegalLabelCharacterConfigError>
<slot>Childhood</slot>
<title>旧日遗物</title>
<titleShort>旧日遗物</titleShort>
<description>[PAWN_nameDef] 是诞生于乌拉帝国的合成人。</description>
<skillGains>
<Shooting>5</Shooting>
<Melee>5</Melee>
<Construction>5</Construction>
<Mining>5</Mining>
<Cooking>5</Cooking>
<Plants>5</Plants>
<Animals>5</Animals>
<Crafting>5</Crafting>
<Artistic>5</Artistic>
<Medicine>5</Medicine>
<Social>5</Social>
<Intellectual>5</Intellectual>
</skillGains>
<spawnCategories>
<li>Wula_Old_Synth_Backstory_Categories</li>
</spawnCategories>
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>Wula_Synth</li>
<li>WULA_Addons_Antenna_Hediff_Base</li>
<li>MechlinkImplant</li>
</forcedHediffs>
</AlienRace.AlienBackstoryDef>
<!-- 战车 -->
<AlienRace.AlienBackstoryDef>
<defName>WULA_AI_Heavy_Panzer_Child_Backstory01</defName>
<ignoreIllegalLabelCharacterConfigError>False</ignoreIllegalLabelCharacterConfigError>
<slot>Childhood</slot>
<title>重型战车</title>
<titleShort>重型战车</titleShort>
<description>[PAWN_nameDef] 是一台搭载了高等级人工智能的重型战车,被设计用于支援乌拉帝国部队的突击。</description>
<skillGains>
<Shooting>100</Shooting>
<Melee>100</Melee>
</skillGains>
<workDisables>AllWork</workDisables>
<spawnCategories>
<li>WULA_AI_Heavy_Panzer_Backstory_Categories</li>
</spawnCategories>
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>WULA_AI_Heavy_Panzer_Hediff</li>
</forcedHediffs>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef>
<defName>WULA_Armour_Child_Backstory01</defName>
<ignoreIllegalLabelCharacterConfigError>False</ignoreIllegalLabelCharacterConfigError>
<slot>Childhood</slot>
<title>智能战甲</title>
<titleShort>智能战甲</titleShort>
<description>[PAWN_nameDef] 是一台智能战甲,通常挥舞着长杆兵器或端着数米长的枪械,支撑起乌拉帝国构造体的第一道战线。</description>
<skillGains>
<Shooting>100</Shooting>
<Melee>100</Melee>
</skillGains>
<workDisables>Intellectual,Caring,Social,Animals,Artistic,Crafting,Cooking,Firefighting,Cleaning,PlantWork,Mining,Hunting,Constructing</workDisables>
<spawnCategories>
<li>WULA_Armour_Backstory_Categories</li>
</spawnCategories>
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>WULA_Armour_Hediff</li>
</forcedHediffs>
</AlienRace.AlienBackstoryDef>
</Defs>

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@@ -0,0 +1,753 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyDef>
<defName>WULA_Machine_Body</defName>
<label>机械乌拉</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<!-- 能源炉,代替了胃、心脏、肺、肾、肝 -->
<li>
<def>WULA_Energy_Furnace_Bodypart</def>
<customLabel>能源炉</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!-- 脖子和头部 -->
<li>
<def>Neck</def>
<customLabel>脖子</customLabel>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<!-- 头部 -->
<li>
<def>Head</def>
<customLabel>头部</customLabel>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>Skull</def>
<customLabel>颅骨</customLabel>
<coverage>0.18</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
<parts>
<li>
<def>Brain</def>
<customLabel>生物处理器</customLabel>
<coverage>0.8</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
<li>
<def>Eye</def>
<customLabel>左视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>Eye</def>
<customLabel>右视觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>FullHead</li>
<li>Eyes</li>
</groups>
</li>
<li>
<def>Ear</def>
<customLabel>左听觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>Ear</def>
<customLabel>右听觉传感器</customLabel>
<coverage>0.07</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
<li>
<def>Nose</def>
<customLabel>嗅觉传感器</customLabel>
<coverage>0.10</coverage>
<groups>
<li>FullHead</li>
<li>Teeth</li>
</groups>
</li>
<!-- 天线 -->
<li>
<def>WULA_Addons_Antenna_Bodypart</def>
<coverage>0.1</coverage>
<groups>
<li>UpperHead</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<!-- 肩部 -->
<li>
<def>Shoulder</def>
<customLabel>左肩</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<!-- <li>
<def>Clavicle</def>
<customLabel>left clavicle</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li> -->
<li>
<def>Arm</def>
<customLabel>左臂</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<!-- <li>
<def>Humerus</def>
<customLabel>left humerus</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li> -->
<!-- <li>
<def>Radius</def>
<customLabel>left radius</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li> -->
<li>
<def>Hand</def>
<customLabel>左手</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>Finger</def>
<customLabel>左尾指</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左无名指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左中指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左食指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>左拇指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>LeftHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>Shoulder</def>
<customLabel>右肩</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<!-- <li>
<def>Clavicle</def>
<customLabel>right clavicle</customLabel>
<coverage>0.09</coverage>
<height>Top</height>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li> -->
<li>
<def>Arm</def>
<customLabel>右臂</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<!-- <li>
<def>Humerus</def>
<customLabel>right humerus</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li>
<li>
<def>Radius</def>
<customLabel>right radius</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Arms</li>
</groups>
</li> -->
<li>
<def>Hand</def>
<customLabel>右手</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
<parts>
<li>
<def>Finger</def>
<customLabel>右尾指</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右无名指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右中指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右食指</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
<li>
<def>Finger</def>
<customLabel>右拇指</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Hands</li>
<li>RightHand</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</li>
<!-- 腰部 -->
<li>
<def>Waist</def>
<coverage>0</coverage>
<height>Bottom</height>
<groups>
<li>Waist</li>
</groups>
</li>
<!---->
<li>
<def>Leg</def>
<customLabel>左腿</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<!-- <li>
<def>Femur</def>
<customLabel>left femur</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li> -->
<!-- <li>
<def>Tibia</def>
<customLabel>left tibia</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li> -->
<li>
<def>Foot</def>
<customLabel>左足</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>Toe</def>
<customLabel>左小趾</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左次小趾</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左三趾</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左二趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>左大拇趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>Leg</def>
<customLabel>右腿</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<!-- <li>
<def>Femur</def>
<customLabel>right femur</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li>
<li>
<def>Tibia</def>
<customLabel>right tibia</customLabel>
<coverage>0.1</coverage>
<depth>Inside</depth>
<groups>
<li>Legs</li>
</groups>
</li> -->
<li>
<def>Foot</def>
<customLabel>右足</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
<parts>
<li>
<def>Toe</def>
<customLabel>右小趾</customLabel>
<coverage>0.06</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右次小趾</customLabel>
<coverage>0.07</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右三趾</customLabel>
<coverage>0.08</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右二趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
<li>
<def>Toe</def>
<customLabel>右大拇趾</customLabel>
<coverage>0.09</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
<BodyDef>
<defName>WULA_AI_Heavy_Panzer_Body</defName>
<label>智能战车</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<!-- 脖子和头部 -->
<li>
<def>WULA_Outer_Armor_Bodypart</def>
<coverage>1</coverage>
<height>Top</height>
<groups>
<li>Torso</li>
</groups>
<parts>
<li>
<def>WULA_Panzer_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_AI_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>SightSensor</def>
<coverage>0.13</coverage>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第一反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第二反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第三反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<li>
<def>WULA_Panzer_OutBrust_Bodypart</def>
<customLabel>第四反推喷气孔</customLabel>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
<BodyDef>
<defName>Wula_Armour_Body</defName>
<label>大型战甲</label>
<corePart>
<def>Torso</def>
<height>Middle</height>
<depth>Outside</depth>
<groups>
<li>Torso</li>
</groups>
<parts>
<!-- 能源炉,代替了胃、心脏、肺、肾、肝 -->
<li>
<def>WULA_Panzer_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>Torso</li>
</groups>
</li>
<!-- 脖子和头部 -->
<li>
<def>Neck</def>
<coverage>0.075</coverage>
<height>Top</height>
<groups>
<li>Neck</li>
</groups>
<parts>
<!-- 头部 -->
<li>
<def>Head</def>
<coverage>0.80</coverage>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
<li>HeadAttackTool</li>
</groups>
<parts>
<li>
<def>SightSensor</def>
<coverage>0.13</coverage>
</li>
<li>
<def>WULA_AI_Core_Bodypart</def>
<coverage>0.025</coverage>
<depth>Inside</depth>
<groups>
<li>UpperHead</li>
<li>FullHead</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<!-- 肩部 -->
<li>
<def>Shoulder</def>
<customLabel>左肩</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<li>
<def>Arm</def>
<customLabel>左臂</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>Hand</def>
<customLabel>左手</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<li>
<def>Shoulder</def>
<customLabel>右肩</customLabel>
<coverage>0.12</coverage>
<groups>
<li>Shoulders</li>
</groups>
<parts>
<li>
<def>Arm</def>
<customLabel>右臂</customLabel>
<coverage>0.77</coverage>
<groups>
<li>Arms</li>
</groups>
<parts>
<li>
<def>Hand</def>
<customLabel>右手</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Hands</li>
</groups>
</li>
</parts>
</li>
</parts>
</li>
<!-- 腰部 -->
<li>
<def>Waist</def>
<coverage>0</coverage>
<height>Bottom</height>
<groups>
<li>Waist</li>
</groups>
</li>
<!---->
<li>
<def>Leg</def>
<customLabel>左腿</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<li>
<def>Foot</def>
<customLabel>左足</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
<li>
<def>Leg</def>
<customLabel>右腿</customLabel>
<coverage>0.14</coverage>
<height>Bottom</height>
<groups>
<li>Legs</li>
</groups>
<parts>
<li>
<def>Foot</def>
<customLabel>右足</customLabel>
<coverage>0.1</coverage>
<groups>
<li>Feet</li>
</groups>
</li>
</parts>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>

View File

@@ -0,0 +1,87 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<BodyPartDef>
<defName>WULA_Energy_Furnace_Bodypart</defName>
<label>中央能源炉</label>
<hitPoints>120</hitPoints>
<skinCovered>false</skinCovered>
<!-- <solid>true</solid> -->
<tags>
<li>BloodPumpingSource</li>
<li>BreathingSource</li>
<li>BloodFiltrationKidney</li>
<li>BloodFiltrationLiver</li>
<li>MetabolismSource</li>
<li>EatingSource</li>
<li>Spine</li>
<li>Pelvis</li>
<li>ManipulationLimbSegment</li>
<li>TalkingSource</li>
</tags>
<spawnThingOnRemoved>WULA_Energy_Furnace_Base</spawnThingOnRemoved>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Addons_Antenna_Bodypart</defName>
<label>上行链路天线</label>
<hitPoints>30</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<!-- <solid>true</solid> -->
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Panzer_Core_Bodypart</defName>
<label>核心发动机</label>
<hitPoints>150</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<!-- <solid>true</solid> -->
<bleedRate>0</bleedRate>
<tags>
<li>BreathingSource</li>
<li>EatingSource</li>
<li>Spine</li>
<li>Pelvis</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Outer_Armor_Bodypart</defName>
<label>外装甲板</label>
<hitPoints>350</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_Panzer_OutBrust_Bodypart</defName>
<label>反推喷气孔</label>
<hitPoints>150</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
<tags>
<li>MovingLimbCore</li>
</tags>
</BodyPartDef>
<BodyPartDef>
<defName>WULA_AI_Core_Bodypart</defName>
<label>人格核心</label>
<hitPoints>50</hitPoints>
<permanentInjuryChanceFactor>0</permanentInjuryChanceFactor>
<skinCovered>false</skinCovered>
<solid>true</solid>
<bleedRate>0</bleedRate>
<destroyableByDamage>false</destroyableByDamage>
<tags>
<li>ConsciousnessSource</li>
<li>HearingSource</li>
<li>ManipulationLimbCore</li>
</tags>
</BodyPartDef>
</Defs>

View File

@@ -0,0 +1,225 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒</label>
<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量爆炸和震荡伤害。</description>
<thingClass>Building</thingClass>
<category>Building</category>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall</texPath>
<shaderType>CutoutComplex</shaderType>
<graphicClass>Graphic_Appearances</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
<edgeTop>Damage/Edge</edgeTop>
<edgeBot>Damage/Edge</edgeBot>
<edgeLeft>Damage/Edge</edgeLeft>
<edgeRight>Damage/Edge</edgeRight>
</damageData>
</graphicData>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<statBases>
<MarketValue>2</MarketValue>
<Beauty>1</Beauty>
<MaxHitPoints>10000</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costList>
<Steel>10</Steel>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<repairEffect>Repair</repairEffect>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<!-- <placingDraggableDimensions>1</placingDraggableDimensions> -->
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded> <!-- Best affordance needed for stone -->
<holdsRoof>true</holdsRoof>
<designationCategory>Structure</designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<canOverlapZones>false</canOverlapZones>
<fertility>0</fertility>
<building>
<paintable>true</paintable>
<isInert>true</isInert>
<isPlaceOverableWall>true</isPlaceOverableWall>
<ai_chillDestination>false</ai_chillDestination>
<supportsWallAttachments>true</supportsWallAttachments>
<blueprintGraphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_Blueprint</texPath>
</blueprintGraphicData>
<relatedBuildCommands>
<li>Door</li>
<li>Autodoor</li>
</relatedBuildCommands>
</building>
<uiOrder>3000</uiOrder>
<comps>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Minimal</li>
</focusTypes>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTransmitter</compClass>
<transmitsPower>true</transmitsPower>
</li>
</comps>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>WulaDoor</defName>
<label>乌拉帝国大门</label>
<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>
<thingClass>Building_Door</thingClass>
<category>Building</category>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<graphicData>
<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<damageData>
<!-- no damage marks because they don't move with the door
<rect>(0,0.12,1,0.76)</rect>-->
<enabled>false</enabled>
</damageData>
</graphicData>
<statBases>
<MarketValue>2</MarketValue>
<MaxHitPoints>7500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3000</WorkToBuild>
<Beauty>20</Beauty>
<DoorOpenSpeed>2</DoorOpenSpeed>
</statBases>
<costList>
<Steel>50</Steel>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<!-- <rotatable>false</rotatable> -->
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>0</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Forbiddable">
<allowNonPlayer>true</allowNonPlayer>
</li>
</comps>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<building>
<paintable>true</paintable>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<soundDoorOpenPowered>Door_OpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>Door_ClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>Door_OpenManual</soundDoorOpenManual>
<soundDoorCloseManual>Door_CloseManual</soundDoorCloseManual>
<blueprintClass>Blueprint_Door</blueprintClass>
<blueprintGraphicData>
<texPath>Wula/Building/Door/WulaAutodoor_BluePrint</texPath>
</blueprintGraphicData>
<ai_chillDestination>false</ai_chillDestination>
</building>
<uiOrder>2505</uiOrder>
<uiIconPath>Wula/Building/Door/WulaAutodoor</uiIconPath>
<designationHotKey>Misc2</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
</ThingDef>
<TerrainDef ParentName="FloorBase">
<defName>WulaFloor</defName>
<label>乌拉帝国地板</label>
<renderPrecedence>200</renderPrecedence>
<description>乌拉帝国堡垒中使用的地板,形似红毯但是实际上并非由布料制成。</description>
<texturePath>Wula/Building/WULA_Floor</texturePath>
<color>(0.67, 0.67, 0.67)</color>
<pollutionTintColor>(0.95, 0.95, 0.93, 1)</pollutionTintColor>
<isPaintable>true</isPaintable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<uiIconPath>Wula/Building/WULA_Floor_UI</uiIconPath>
<statBases>
<MarketValue>2</MarketValue>
<WorkToBuild>200</WorkToBuild>
<Cleanliness>1</Cleanliness>
<FilthMultiplier>0.05</FilthMultiplier>
<CleaningTimeFactor>0.1</CleaningTimeFactor>
<Beauty>16</Beauty>
</statBases>
<costList>
<Steel>1</Steel>
</costList>
<tags>
<li>Floor</li>
<li>FineFloor</li>
</tags>
<constructEffect>ConstructMetal</constructEffect>
<designationHotKey>Misc4</designationHotKey>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<!-- <uiOrder>2115</uiOrder>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites> -->
</TerrainDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef ParentName="PlayerFactionBase">
<defName>WULA_Awakened_Synth</defName>
<label>乌拉帝国合成人</label>
<description>被神秘信号唤醒的乌拉帝国合成人。</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Wula_PawnKind</basicMemberKind>
<pawnSingular>colonist</pawnSingular>
<pawnsPlural>colonists</pawnsPlural>
<techLevel>Spacer</techLevel>
<!-- 命名规则 -->
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<allowedCultures><li>Astropolitan</li></allowedCultures>
<factionIconPath>World/WorldObjects/Expanding/Town</factionIconPath>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<startingTechprintsResearchTags>
<li>ClassicStart</li>
<li>ClassicStartTechprints</li>
</startingTechprintsResearchTags>
<!-- 指定初始衣物的材质 -->
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FleshTypeDef>
<defName>WULA_Fleshtype</defName>
<corpseCategory>CorpsesMechanoid</corpseCategory>
<damageEffecter>Damage_HitMechanoid</damageEffecter>
<isOrganic>true</isOrganic>
<genericWounds>
<li>
<texture>Things/Pawn/Wounds/WoundMechA</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/WoundMechC</texture>
</li>
</genericWounds>
<bandagedWounds>
<li>
<texture>Wula/Things/WulaSpecies/Wounds/WULA_Species_Wound_None</texture>
</li>
<!-- <li>
<texture>Things/Pawn/Wounds/BandagedB</texture>
</li>
<li>
<texture>Things/Pawn/Wounds/BandagedC</texture>
</li> -->
</bandagedWounds>
<!-- <hediffWounds>
<li MayRequire="Ludeon.RimWorld.Ideology">
<hediff>Scarification</hediff>
<wounds>
<li>
<texture>Things/Pawn/Wounds/ScarificationA</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationB</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
</li>
<li>
<texture>Things/Pawn/Wounds/ScarificationC</texture>
<tintWithSkinColor>true</tintWithSkinColor>
<displayOverApparel>false</displayOverApparel>
<displayPermanent>false</displayPermanent>
<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
</li>
</wounds>
</li>
<li>
<hediff>MissingBodyPart</hediff>
<wounds>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<tintWithSkinColor>true</tintWithSkinColor>
<missingBodyPartFresh>false</missingBodyPartFresh>
<scale>0.7</scale>
<drawOffsetSouth>(0, -0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(0, -0.001, -0.24)</drawOffsetEastWest>
</li>
<li>
<textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
<textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
<textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
<textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
<flipWest>true</flipWest>
<onlyOnPart>Eye</onlyOnPart>
<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
<flipOnRotation>South</flipOnRotation>
<missingBodyPartFresh>true</missingBodyPartFresh>
<scale>0.7</scale>
<drawOffsetSouth>(0, -0.001, -0.24)</drawOffsetSouth>
<drawOffsetEastWest>(0, -0.001, -0.24)</drawOffsetEastWest>
</li>
</wounds>
</li>
</hediffWounds> -->
</FleshTypeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HairDef>
<defName>WULA_Double_Ponytail_Long</defName>
<label>双马尾(长)</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_Double_Ponytail_Long</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_Scattered_Hair_Long</defName>
<label>散发(长)</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_Scattered_Hair_Long</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_One_Side_Ponytail</defName>
<label>侧马尾发</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_One_Side_Ponytail</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
<HairDef>
<defName>WULA_High_Ponytail</defName>
<label>高马尾发</label>
<hairGender>Female</hairGender>
<texPath>Wula/Hair/WULA_High_Ponytail</texPath>
<category>WULA_Style</category>
<styleTags>
<li>WULA_Style</li>
</styleTags>
</HairDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HeadTypeDef ParentName="AverageBase">
<defName>AverageNormal</defName>
<graphicPath>Wula/Things/Wula_Armour/Average_Normal</graphicPath>
<gender>None</gender>
</HeadTypeDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef Name="Wula_ImplantHediffBase" Abstract="True">
<hediffClass>Hediff_Implant</hediffClass>
<defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<allowMothballIfLowPriorityWorldPawn>true</allowMothballIfLowPriorityWorldPawn>
</HediffDef>
<HediffDef Name="Wula_ImplantHediffBase_T1" ParentName="Wula_ImplantHediffBase" Abstract="True">
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef Name="Wula_ImplantHediffBase_T2" ParentName="Wula_ImplantHediffBase" Abstract="True">
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef Name="Wula_ImplantHediffBase_T3" ParentName="Wula_ImplantHediffBase" Abstract="True">
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.2</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<!-- 能源炉 -->
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_Energy_Furnace_Base</defName>
<label>中央能源炉(基础)</label>
<description>机械乌拉的核心部件之一,负责提供永不衰竭的澎湃机械动力,并代替各种内脏执行内循环的任务。</description>
<!-- <descriptionHyperlinks><RecipeDef>InstallFieldHand</RecipeDef></descriptionHyperlinks> -->
<!-- <thingSetMakerTags><li>RewardStandardLowFreq</li></thingSetMakerTags> -->
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>40</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<recipeMaker>
<researchPrerequisite>WULA_Base_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<!-- <techHediffsTags>
<li>FieldHand</li>
</techHediffsTags> -->
</ThingDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_Energy_Furnace_Overdrive</defName>
<label>中央能源炉-超载组件</label>
<description>安装于能源炉的特殊改件,除了获得常驻的移动速度外,还可以短时间超载机体,获得力量上的爆发性增益。</description>
<!-- <descriptionHyperlinks><RecipeDef>InstallFieldHand</RecipeDef></descriptionHyperlinks> -->
<!-- <thingSetMakerTags><li>RewardStandardLowFreq</li></thingSetMakerTags> -->
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_Synth_Addons_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装中央能源炉超载组件</useLabel>
<!-- <userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff> -->
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_Energy_Furnace_Hediff_Overdrive</hediffDef>
<bodyPart>WULA_Energy_Furnace_Bodypart</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T2">
<defName>WULA_Energy_Furnace_Hediff_Overdrive</defName>
<label>超载组件</label>
<description>安装于能源炉的特殊改件,除了获得常驻的移动速度外,还可以短时间超载机体,获得力量上的爆发性增益。</description>
<duplicationAllowed>false</duplicationAllowed>
<minSeverity>1</minSeverity>
<stages>
<li>
<statOffsets>
<MoveSpeed>1</MoveSpeed>
</statOffsets>
</li>
</stages>
<defaultInstallPart>WULA_Energy_Furnace_Bodypart</defaultInstallPart>
<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_Energy_Furnace_Skill_Overdrive</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
<AbilityDef>
<defName>WULA_Energy_Furnace_Skill_Overdrive</defName>
<label>能源炉超载</label>
<description>立刻激活能源炉的超载能力,极大增加近战的命中率和速度,并且不会被敌人的近战减速。</description>
<iconPath>UI/Abilities/MetalbloodInjection</iconPath>
<cooldownTicksRange>1800</cooldownTicksRange> <!-- 30 seconds -->
<hostile>false</hostile>
<groupAbility>true</groupAbility>
<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<aiCanUse>true</aiCanUse>
<ai_IsOffensive>true</ai_IsOffensive>
<targetRequired>false</targetRequired>
<statBases>
<Ability_Duration>15</Ability_Duration>
</statBases>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<soundCast>Pawn_Ghoul_Frenzy</soundCast>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>WULA_Energy_Furnace_Skill_Hediff_Overdrive</hediffDef>
<onlyApplyToSelf>True</onlyApplyToSelf>
<replaceExisting>true</replaceExisting>
</li>
</comps>
</AbilityDef>
<HediffDef>
<defName>WULA_Energy_Furnace_Skill_Hediff_Overdrive</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>能源炉超载</label>
<description>能源炉正处于超载状态,极大增加了近战的命中率、攻击速度和移动速度,并且不会被伤害所减速。</description>
<everCurableByItem>false</everCurableByItem>
<stages>
<li>
<statFactors>
<MeleeCooldownFactor>0.5</MeleeCooldownFactor>
<MeleeHitChance>1</MeleeHitChance>
<StaggerDurationFactor>0</StaggerDurationFactor>
</statFactors>
<statOffsets>
<MoveSpeed>2</MoveSpeed>
</statOffsets>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>true</showRemainingTime>
</li>
<li Class="HediffCompProperties_Effecter" MayRequire="Ludeon.RimWorld.Anomaly">
<stateEffecter>GhoulFrenzy</stateEffecter>
</li>
</comps>
</HediffDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_Energy_Furnace_Hunger</defName>
<label>中央能源炉-偷吃组件</label>
<description>安装于能源炉的特殊改件,通过增加能源需求变相制造满足感,以增加合成人的心情。</description>
<!-- <descriptionHyperlinks><RecipeDef>InstallFieldHand</RecipeDef></descriptionHyperlinks> -->
<!-- <thingSetMakerTags><li>RewardStandardLowFreq</li></thingSetMakerTags> -->
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_Synth_Addons_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装中央能源炉偷吃组件</useLabel>
<!-- <userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff> -->
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_Energy_Furnace_Hediff_Hunger</hediffDef>
<bodyPart>WULA_Energy_Furnace_Bodypart</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T2">
<defName>WULA_Energy_Furnace_Hediff_Hunger</defName>
<label>偷吃插件</label>
<description>安装于能源炉的特殊改件,通过增加能源需求变相制造满足感,以增加合成人的心情。</description>
<duplicationAllowed>false</duplicationAllowed>
<stages>
<li>
<hungerRateFactor>1</hungerRateFactor>
</li>
</stages>
<defaultInstallPart>WULA_Energy_Furnace_Bodypart</defaultInstallPart>
<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
</HediffDef>
<!-- <ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_Energy_Furnace_Jumpdrive</defName>
<label>中央能源炉-跃迁组件</label>
<description>将一台精简的跃迁引擎直接安装在合成人的动力炉中,允许它们传送至附近的随机位置。</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>200</Steel>
<Plasteel>25</Plasteel>
<ComponentSpacer>4</ComponentSpacer>
</costList>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_Synth_Addons_2_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装中央能源炉跃迁组件</useLabel>
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_Energy_Furnace_Hediff_Jumpdrive</hediffDef>
<bodyPart>WULA_Energy_Furnace_Bodypart</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T3">
<defName>WULA_Energy_Furnace_Hediff_Jumpdrive</defName>
<label>跃迁组件</label>
<description>安装在合成人的动力炉中的精简的跃迁引擎,允许它们传送至附近的随机位置。</description>
<duplicationAllowed>false</duplicationAllowed>
<defaultInstallPart>WULA_Energy_Furnace_Bodypart</defaultInstallPart>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_Energy_Furnace_Skill_Jumpdrive</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
<AbilityDef ParentName="PsycastBase">
<defName>WULA_Energy_Furnace_Skill_Jumpdrive</defName>
<label>短距离折跃</label>
<description>启动能源炉中的跃迁引擎迅速折跃至附近6-8格外的随机位置不需要目标位置的视野。</description>
<iconPath>UI/Abilities/Skip</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<category>Skip</category>
<cooldownTicksRange>180~480</cooldownTicksRange>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
</statBases>
<verbProperties>
<warmupTime>1</warmupTime>
<range>6</range>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class = "CompProperties_AbilityTeleport">
<compClass>CompAbilityEffect_Teleport</compClass>
<destination>RandomInRange</destination>
<requiresLineOfSight>False</requiresLineOfSight>
<range>6~8</range>
<clamorType>Ability</clamorType>
<clamorRadius>10</clamorRadius>
<destClamorType>Ability</destClamorType>
<destClamorRadius>10</destClamorRadius>
<stunTicks>0</stunTicks>
<goodwillImpact>-15</goodwillImpact>
<applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_Energy_Furnace_AntigrainShell</defName>
<label>中央能源炉-自爆组件</label>
<description>把一枚反粒子弹安装到体内的能源炉附近,允许合成人发起自杀式袭击。</description>
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
</costList>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_Synth_Addons_2_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装中央能源炉自爆组件</useLabel>
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_Energy_Furnace_Hediff_AntigrainShell</hediffDef>
<bodyPart>WULA_Energy_Furnace_Bodypart</bodyPart>
<canUpgrade>false</canUpgrade>
<maxSeverity>1</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T1">
<defName>WULA_Energy_Furnace_AntigrainShell</defName>
<label>自爆组件</label>
<description>一枚安装到体内的能源炉附近的反粒子弹,允许合成人发起自杀式袭击。</description>
<duplicationAllowed>false</duplicationAllowed>
<defaultInstallPart>WULA_Energy_Furnace_Bodypart</defaultInstallPart>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_Energy_Furnace_Skill_AntigrainShell</li>
</abilityDefs>
</li>
</comps>
</HediffDef>
<AbilityDef ParentName="PsycastBase">
<defName>WULA_Energy_Furnace_Skill_AntigrainShell</defName>
<label>反物质自爆</label>
<description>启动能源炉附近的反粒子弹,将附近的一切都化为灰烬。</description>
<iconPath>UI/Abilities/AcidSpray</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
</statBases>
<verbProperties>
<warmupTime>0</warmupTime>
<range>14.9</range>
<drawAimPie>true</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
<soundCast>VoidTerrorCast</soundCast>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityLaunchProjectile">
<projectileDef>Bullet_Shell_AntigrainWarhead</projectileDef>
</li>
</comps>
</AbilityDef> -->
<!-- 天线 -->
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>WULA_Addons_Antenna_Base</defName>
<label>上行链路天线</label>
<description>机械乌拉的核心部件之一,除了接收来自乌拉帝国人工智能网络“演算圆环”的信号外,还能兼职控制其他低级机械体。</description>
<!-- <descriptionHyperlinks><RecipeDef>InstallFieldHand</RecipeDef></descriptionHyperlinks> -->
<!-- <thingSetMakerTags><li>RewardStandardLowFreq</li></thingSetMakerTags> -->
<graphicData>
<texPath>Things/Item/Health/HealthItem</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>30</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<recipeMaker>
<researchPrerequisite>WULA_Base_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Addons_Antenna_Hediff_Base</defName>
<hediffClass>Hediff_Mechlink</hediffClass>
<label>基础上线链路天线</label>
<description>一对安装于乌拉帝国合成人脑袋两侧的天线,除了接收来自乌拉帝国人工智能网络“演算圆环”的信号外,还能兼职控制其他低级机械体。</description>
<descriptionShort>一对安装于乌拉帝国合成人脑袋两侧的天线。</descriptionShort>
<isBad>false</isBad>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
<stages>
<li>
<statOffsets>
<MechBandwidth>-4</MechBandwidth>
<MechControlGroups>-1</MechControlGroups>
</statOffsets>
</li>
</stages>
<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
</HediffDef>
<ThingDef ParentName="MechanitorImplantCraftableBase">
<defName>WULA_Addons_Antenna_Expansion</defName>
<label>上行链路天线-扩容插件</label>
<description>用于为上行链路天线进行带宽扩容的组件,支持更多的机械体带宽和机械组,以指挥更庞大的钢铁洪流。</description>
<costList>
<Plasteel>10</Plasteel>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_Synth_Addons_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装上行链路天线扩容插件</useLabel>
<userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_Addons_Antenna_Hediff_Expansion</hediffDef>
<bodyPart>WULA_Addons_Antenna_Bodypart</bodyPart>
<canUpgrade>true</canUpgrade>
<maxSeverity>3</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T1">
<defName>WULA_Addons_Antenna_Hediff_Expansion</defName>
<hediffClass>Hediff_Level</hediffClass>
<label>扩容插件</label>
<description>用于为上行链路天线进行带宽扩容的组件,支持更多的机械体带宽和机械组,以指挥更庞大的钢铁洪流。</description>
<descriptionShort>用于为上行链路天线进行带宽扩容的组件。</descriptionShort>
<defaultLabelColor>(0.5, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
<minSeverity>0</minSeverity>
<maxSeverity>3</maxSeverity>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<levelIsQuantity>true</levelIsQuantity>
<duplicationAllowed>false</duplicationAllowed>
<stages>
<li>
<minSeverity>1</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.01</offset>
</li>
</capMods>
<statOffsets>
<MechBandwidth>4</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
<li>
<minSeverity>2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.03</offset>
</li>
</capMods>
<statOffsets>
<MechBandwidth>8</MechBandwidth>
<MechControlGroups>1</MechControlGroups>
</statOffsets>
</li>
<li>
<minSeverity>3</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
<statOffsets>
<MechBandwidth>12</MechBandwidth>
<MechControlGroups>2</MechControlGroups>
</statOffsets>
</li>
</stages>
</HediffDef>
<ThingDef ParentName="MechanitorImplantCraftableBase">
<defName>WULA_Addons_Antenna_Repairer</defName>
<label>上行链路天线-维修插件</label>
<description>用于为上行链路天线添加额外维修能力的组件,可以向乌拉帝国的机械体发送特殊的信号,使其能够利用上行链路自行诊断和修复伤势,并提高维修速度。</description>
<costList>
<Plasteel>10</Plasteel>
<ComponentIndustrial>4</ComponentIndustrial>
</costList>
<recipeMaker Inherit="False">
<researchPrerequisite>WULA_Synth_Addons_Technology</researchPrerequisite>
<recipeUsers>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
</recipeMaker>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>安装上行链路天线维修插件</useLabel>
<userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>WULA_Addons_Antenna_Hediff_Repairer</hediffDef>
<bodyPart>WULA_Addons_Antenna_Bodypart</bodyPart>
<canUpgrade>true</canUpgrade>
<maxSeverity>3</maxSeverity>
</li>
</comps>
</ThingDef>
<HediffDef ParentName="Wula_ImplantHediffBase_T1">
<defName>WULA_Addons_Antenna_Hediff_Repairer</defName>
<hediffClass>Hediff_Level</hediffClass>
<label>维修插件</label>
<description>用于为上行链路天线添加额外维修能力的组件,可以向乌拉帝国的机械体发送特殊的信号,使其能够利用上行链路自行诊断和修复伤势,并提高维修速度。</description>
<defaultLabelColor>(0.5, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
<minSeverity>0</minSeverity>
<maxSeverity>3</maxSeverity>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<levelIsQuantity>true</levelIsQuantity>
<duplicationAllowed>false</duplicationAllowed>
<comps>
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>RemoteRepair</li>
</abilityDefs>
</li>
</comps>
<stages>
<li>
<minSeverity>1</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.01</offset>
</li>
</capMods>
<statOffsets>
<MechRemoteRepairDistance>10</MechRemoteRepairDistance>
<MechRepairSpeed>0.66</MechRepairSpeed>
</statOffsets>
</li>
<li>
<minSeverity>2</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.03</offset>
</li>
</capMods>
<statOffsets>
<MechRemoteRepairDistance>12</MechRemoteRepairDistance>
<MechRepairSpeed>1.3</MechRepairSpeed>
</statOffsets>
</li>
<li>
<minSeverity>3</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.05</offset>
</li>
</capMods>
<statOffsets>
<MechRemoteRepairDistance>15</MechRemoteRepairDistance>
<MechRepairSpeed>2</MechRepairSpeed>
</statOffsets>
</li>
</stages>
</HediffDef>
<!-- 插件 -->
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Fix_Hand_Base</defName>
<label>修复手部</label>
<description>将这个合成人的手部破损修复,并恢复该部位生命值。</description>
<jobString>正在修复手部</jobString>
<appliedOnFixedBodyParts>
<li>Hand</li>
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>1500</workAmount>
<skillRequirements>
<Medicine>3</Medicine>
</skillRequirements>
<workSkill>Medicine</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
</RecipeDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Fix_Arm_Base</defName>
<label>修复臂膀</label>
<description>将这个合成人的手部、手臂和肩部的破损修复,并恢复该部位生命值。比起修复单个部位花费,时间、资源需求和技能等级要求更高。</description>
<jobString>正在修复手部</jobString>
<appliedOnFixedBodyParts>
<li>Shoulder</li>
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>3000</workAmount>
<skillRequirements>
<Medicine>7</Medicine>
</skillRequirements>
<workSkill>Medicine</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<researchPrerequisites>
<li>WULA_Repair_Arm_Technology</li>
</researchPrerequisites>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
</RecipeDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Fix_Leg_Base</defName>
<label>修复腿部</label>
<description>将这个合成人的腿部和足部破损修复,并恢复这些部位的生命值。比起修复单个部位花费,时间、资源需求和技能等级要求更高。</description>
<jobString>正在修复腿部</jobString>
<appliedOnFixedBodyParts>
<li>Leg</li>
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>3000</workAmount>
<skillRequirements>
<Medicine>7</Medicine>
</skillRequirements>
<workSkill>Medicine</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<researchPrerequisites>
<li>WULA_Repair_Arm_Technology</li>
</researchPrerequisites>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
</ingredients>
</RecipeDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Fix_Foot_Base</defName>
<label>修复足部</label>
<description>将这个合成人的足部破损修复,并恢复这些部位的生命值。</description>
<jobString>正在修复足部</jobString>
<appliedOnFixedBodyParts>
<li>Foot</li>
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>1500</workAmount>
<skillRequirements>
<Medicine>3</Medicine>
</skillRequirements>
<workSkill>Medicine</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
</RecipeDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Fix_Head_Base</defName>
<label>修复头部</label>
<description>将这个合成人的头部和颈部的破损修复,并恢复这些部位的生命值。</description>
<jobString>正在修复头部</jobString>
<appliedOnFixedBodyParts>
<li>Neck</li>
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>1500</workAmount>
<skillRequirements>
<Medicine>3</Medicine>
</skillRequirements>
<workSkill>Medicine</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<researchPrerequisites>
<li>WULA_Repair_Arm_Technology</li>
</researchPrerequisites>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>20</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
</RecipeDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Fix_Torso_Base</defName>
<label>修复全身</label>
<description>此项修复将修复这个合成人全身损伤,并恢复所有部位生命值。比起修复单个部位花费,时间、资源需求和技能等级要求更高。</description>
<jobString>正在修复躯干</jobString>
<appliedOnFixedBodyParts>
<li>Torso</li>
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True"/> <!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>7000</workAmount>
<researchPrerequisites>
<li>WULA_Repair_All_Technology</li>
</researchPrerequisites>
<skillRequirements>
<Medicine>10</Medicine>
</skillRequirements>
<workSkill>Medicine</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>3</count>
</li>
</ingredients>
</RecipeDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Body_Fixed</defName>
<hediffClass>Hediff_Implant</hediffClass>
<label>已修复</label>
<description>这个合成人的破损已被细致地修复。</description>
<descriptionShort>这个合成人的破损已被细致地修复。</descriptionShort>
<isBad>false</isBad>
<duplicationAllowed>true</duplicationAllowed>
<keepOnBodyPartRestoration>false</keepOnBodyPartRestoration> <!-- true -->
</HediffDef>
<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
<defName>WULA_Extract_Soul_Wedge</defName>
<label>提取魂楔</label>
<description>从该目标体内提取50枚魂楔以供乌拉帝国灵能法杖充能被提取灵魂的目标将进入灵魂抽离状态在这种状态下目标不稳定的灵魂每过一段时间都可能导致目标无法行动、陷入昏迷甚至是直接死亡——这种症状没有固定的治愈时间但是每天都将有一定几率自动消失届时可再次开展提取手术。</description>
<jobString>正在提取魂楔</jobString>
<workAmount>500</workAmount>
<workerClass>Recipe_AddHediff</workerClass>
<hideBodyPartNames>true</hideBodyPartNames>
<targetsBodyPart>false</targetsBodyPart>
<isViolation>true</isViolation>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<descriptionHyperlinks>
<ThingDef>WULA_Soul_Wedge</ThingDef>
</descriptionHyperlinks>
<researchPrerequisites>
<li>WULA_Synth_Psi_Technology</li>
</researchPrerequisites>
<uiIconThing>WULA_Soul_Wedge</uiIconThing>
<anesthetize>false</anesthetize>
<workSkillLearnFactor>2</workSkillLearnFactor>
<products>
<WULA_Soul_Wedge>50</WULA_Soul_Wedge>
</products>
<ingredients Inherit="False">
</ingredients>
<addsHediff>WULA_Extract_Soul_Wedge_Hediff</addsHediff>
</RecipeDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>WULA_Extract_Soul_Wedge_Hediff</defName>
<hediffClass>HediffWithComps</hediffClass>
<label>灵魂抽离</label>
<description>该生物的灵魂被人为的分离了。</description>
<descriptionShort>该生物的灵魂被人为的分离了,在这种状态下,目标不稳定的灵魂每过一段时间都可能导致目标无法行动、陷入昏迷甚至是直接死亡——这种症状没有固定的治愈时间,但是每天都将有一定几率自动消失,届时可再次开展提取手术。</descriptionShort>
<!-- <initialSeverity>0.5</initialSeverity> -->
<minSeverity>0.01</minSeverity>
<maxSeverity>1</maxSeverity>
<alwaysShowSeverity>true</alwaysShowSeverity>
<isBad>true</isBad>
<duplicationAllowed>true</duplicationAllowed>
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration> <!-- true -->
<defaultInstallPart>Brain</defaultInstallPart>
<comps>
<li Class="HediffCompProperties_ChanceToRemove">
<intervalTicks>60000</intervalTicks>
<chance>0.5</chance>
</li>
<li Class="HediffCompProperties_RandomizeStageWithInterval">
<ticksToRandomize>60000</ticksToRandomize>
<notifyMessage>{PAWN_labelShort} 的灵魂状态从 {1} 转变为 {2}.</notifyMessage>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<label>残缺</label>
<minSeverity>0.01</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.5</setMax>
</li>
</capMods>
</li>
<li>
<label>破碎</label>
<minSeverity>0.3</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.1</setMax>
</li>
</capMods>
</li>
<li>
<label>弥散</label>
<minSeverity>0.9</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HediffDef>
<defName>Wula_Synth</defName>
<label>合成人</label>
<description>乌拉帝国制式合成人,拥有一部分机械体的特性——她们无法被点燃、不会中毒、免疫大量疾病、不会抱怨温度,但是无法自我修复,并且需要获取能量以维持机体运转。</description>
<hediffClass>HediffWithComps</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<!-- 不会食物中毒 -->
<foodPoisoningChanceFactor>0</foodPoisoningChanceFactor>
<!-- 自然自愈系数0 -->
<naturalHealingFactor>0</naturalHealingFactor>
<!-- 不会感到痛苦 -->
<painFactor>0</painFactor>
<!-- 抗毒抗火抗寒热 -->
<statOffsets>
<!-- 有自带护甲,对热量伤害有高抵抗 -->
<ArmorRating_Sharp>0.3</ArmorRating_Sharp>
<ArmorRating_Blunt>0.2</ArmorRating_Blunt>
<ArmorRating_Heat>2.00</ArmorRating_Heat>
<!-- 近战闪避 -->
<MeleeDodgeChance>1.25</MeleeDodgeChance>
<ComfyTemperatureMin>-100</ComfyTemperatureMin>
<ComfyTemperatureMax>120</ComfyTemperatureMax>
<ToxicResistance>1</ToxicResistance>
<ToxicEnvironmentResistance MayRequire="Ludeon.RimWorld.Biotech">1</ToxicEnvironmentResistance>
</statOffsets>
<statFactors>
<!-- 易燃性,作为半机械生物很难起火 -->
<Flammability>0</Flammability>
</statFactors>
<!-- 免疫非纳米机械疾病 -->
<makeImmuneTo>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>WoundInfection</li>
<li>LungRot</li>
<li>GutWorms</li>
<li>MuscleParasites</li>
<li>OrganDecay</li>
</makeImmuneTo>
<!-- 能力修改 -->
<capMods>
<!-- 初始意识+20% -->
<li>
<capacity>Consciousness</capacity>
<offset>0.20</offset>
</li>
</capMods>
<enablesNeeds>
<li>WULA_Energy</li>
</enablesNeeds>
<disablesNeeds>
<li>Food</li>
<li>Rest</li>
</disablesNeeds>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<vomit>true</vomit>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_AI_Heavy_Panzer_Hediff</defName>
<label>智能战车</label>
<description>由乌拉帝国建造的智能战车,拥有一部分机械体的特性——无法被点燃、不会中毒、免疫大量疾病、不会抱怨温度,但是无法自我修复。</description>
<hediffClass>HediffWithComps</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<!-- 自然自愈系数0 -->
<naturalHealingFactor>0</naturalHealingFactor>
<!-- 不会感到痛苦 -->
<painFactor>0</painFactor>
<!-- 抗毒抗火抗寒热 -->
<statOffsets>
<!-- 有自带护甲,对热量伤害有高抵抗 -->
<ArmorRating_Sharp>1.5</ArmorRating_Sharp>
<ArmorRating_Blunt>1.2</ArmorRating_Blunt>
<ArmorRating_Heat>2.00</ArmorRating_Heat>
<!-- 近战闪避 -->
<ToxicResistance>1</ToxicResistance>
<ToxicEnvironmentResistance MayRequire="Ludeon.RimWorld.Biotech">1</ToxicEnvironmentResistance>
<CarryingCapacity>1200</CarryingCapacity>
<ShootingAccuracyPawn>200</ShootingAccuracyPawn>
<IncomingDamageFactor>0.3</IncomingDamageFactor>
</statOffsets>
<statFactors>
<!-- 易燃性,作为半机械生物很难起火 -->
<Flammability>0</Flammability>
</statFactors>
<!-- 免疫非纳米机械疾病 -->
<makeImmuneTo>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>WoundInfection</li>
<li>LungRot</li>
<li>GutWorms</li>
<li>MuscleParasites</li>
<li>OrganDecay</li>
<li>SensoryMechanites</li>
<li>FibrousMechanites</li>
</makeImmuneTo>
<disablesNeeds>
<li>Mood</li>
<li>Food</li>
<li>Rest</li>
<li>Joy</li>
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>Indoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
</disablesNeeds>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<vomit>true</vomit>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_Armour_Hediff</defName>
<label>大型战甲</label>
<description>由乌拉帝国建造的大型战甲,拥有一部分机械体的特性——无法被点燃、不会中毒、免疫大量疾病、不会抱怨温度,但是无法自我修复。</description>
<hediffClass>HediffWithComps</hediffClass>
<everCurableByItem>false</everCurableByItem>
<duplicationAllowed>false</duplicationAllowed>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
<isBad>false</isBad>
<stages>
<li>
<!-- 自然自愈系数0 -->
<naturalHealingFactor>0</naturalHealingFactor>
<!-- 不会感到痛苦 -->
<painFactor>0</painFactor>
<!-- 抗毒抗火抗寒热 -->
<statOffsets>
<!-- 有自带护甲,对热量伤害有高抵抗 -->
<ArmorRating_Sharp>1.2</ArmorRating_Sharp>
<ArmorRating_Blunt>1</ArmorRating_Blunt>
<ArmorRating_Heat>2.00</ArmorRating_Heat>
<!-- 近战闪避 -->
<MeleeDamageFactor>2</MeleeDamageFactor>
<MeleeCooldownFactor>-0.5</MeleeCooldownFactor> <!-- 66% as fast -->
<MeleeHitChance>50</MeleeHitChance>
<MeleeDodgeChance>15</MeleeDodgeChance>
<ToxicResistance>1</ToxicResistance>
<ToxicEnvironmentResistance MayRequire="Ludeon.RimWorld.Biotech">1</ToxicEnvironmentResistance>
<CarryingCapacity>1200</CarryingCapacity>
<ShootingAccuracyPawn>200</ShootingAccuracyPawn>
<IncomingDamageFactor>0.3</IncomingDamageFactor>
</statOffsets>
<statFactors>
<!-- 易燃性,作为半机械生物很难起火 -->
<Flammability>0</Flammability>
</statFactors>
<!-- 免疫非纳米机械疾病 -->
<makeImmuneTo>
<li>Flu</li>
<li>Malaria</li>
<li>SleepingSickness</li>
<li>Plague</li>
<li>WoundInfection</li>
<li>LungRot</li>
<li>GutWorms</li>
<li>MuscleParasites</li>
<li>OrganDecay</li>
<li>SensoryMechanites</li>
<li>FibrousMechanites</li>
</makeImmuneTo>
<disablesNeeds>
<li>Mood</li>
<li>Food</li>
<li>Rest</li>
<li>Joy</li>
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>Indoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
</disablesNeeds>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_ReactOnDamage">
<damageDefIncoming>EMP</damageDefIncoming>
<vomit>true</vomit>
</li>
</comps>
</HediffDef>
<HediffDef ParentName="AddedBodyPartBase">
<defName>WULA_Heavy_Infantry_PowerArmor_PowerFist</defName>
<label>动力拳</label>
<labelNoun>动力拳</labelNoun>
<description>一个由外骨骼和加压线圈组成的拳套,内置于乌拉帝国重装装甲的夹层中,可以击碎任何胆敢靠近的敌军的头颅。这套武备是由神经系统直接驱动的——无论盔甲穿戴者是否还拥有生物学意义上的“手”。</description>
<comps>
<li Class="HediffCompProperties_VerbGiver">
<tools>
<li>
<label>动力拳</label>
<capacities>
<li>Poke</li>
</capacities>
<power>25</power>
<cooldownTime>2.2</cooldownTime>
<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>12</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
<!-- <soundMeleeHit>Pawn_Melee_PowerClaw_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_PowerClaw_Miss</soundMeleeMiss> -->
</li>
</tools>
</li>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
</comps>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<LifeStageDef>
<defName>Wula_Species_Lifestage</defName>
<label>合成人</label>
<workerClass MayRequire="Ludeon.RimWorld.Biotech">LifeStageWorker_HumanlikeAdult</workerClass>
<visible>false</visible>
<reproductive>true</reproductive>
<sittingOffset>0.18</sittingOffset>
<silhouetteGraphicData>
<texPath>Things/Pawn/Humanlike/Silhouettes/Silhouette_HumanAdult</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</silhouetteGraphicData>
</LifeStageDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<NeedDef>
<defName>WULA_Energy</defName>
<needClass>Need_Food</needClass>
<label>能量</label>
<description>乌拉帝国的合成人正常活动需要能量维持,否则身体机能将持续恶化,最终导致有机部分不可逆的死亡。\n\n机械乌拉和常规机械体不同她们只有一种指定的能量接口只能通过能源核心补充能量在乌拉帝国编织体工作台制造这种核心。</description>
<listPriority>800</listPriority>
<major>true</major>
<onlyIfCausedByHediff>true</onlyIfCausedByHediff>
<hediffRequiredAny>
<li>Wula_Synth</li>
</hediffRequiredAny>
<showForCaravanMembers>true</showForCaravanMembers>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<showUnitTicks>true</showUnitTicks>
</NeedDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<PawnKindDef>
<defName>Wula_PawnKind</defName>
<label>乌拉</label>
<race>WulaSpecies</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<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 MayRequire="Ludeon.RimWorld.Biotech">200</minGenerationAge>
<forceNormalGearQuality>true</forceNormalGearQuality>
<combatPower>0</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>1000~2000</apparelMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories</li>
<li>Wula_Old_Synth_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef>
<defName>Wula_PawnKind_Ingame</defName>
<label>乌拉</label>
<race>WulaSpecies</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<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 MayRequire="Ludeon.RimWorld.Biotech">200</minGenerationAge>
<combatPower>0</combatPower>
<initialWillRange>10~20</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<itemQuality>Poor</itemQuality>
<isFighter>false</isFighter>
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<apparelRequired Inherit="False" />
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>0</apparelMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>Wula_Backstory_Categories</li>
<li>Wula_Old_Synth_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef>
<defName>Wula_AI_Heavy_Panzer_PawnKind</defName>
<label>SMp-38"萨克森"</label>
<race>Wula_AI_Heavy_Panzer</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>False</allowInMechClusters>
<initialWillRange>9999</initialWillRange>
<initialResistanceRange>9999</initialResistanceRange>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_AI_Heavy_Panzer/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<minGenerationAge MayRequire="Ludeon.RimWorld.Biotech">200</minGenerationAge>
<combatPower>600</combatPower>
<weaponTags>
<li>WULA_AI_Heavy_Panzer_Init_Weapon</li>
</weaponTags>
<weaponMoney>99999~99999</weaponMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>WULA_AI_War_Machine_Backstory_Categories</li>
<li>WULA_AI_Heavy_Panzer_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef>
<defName>Wula_Armour_PawnKind</defName>
<label>SMp-11"甲胄"</label>
<race>Wula_Armour</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<initialWillRange>9999</initialWillRange>
<initialResistanceRange>9999</initialResistanceRange>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_Armour/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<minGenerationAge MayRequire="Ludeon.RimWorld.Biotech">200</minGenerationAge>
<combatPower>600</combatPower>
<allowInMechClusters>False</allowInMechClusters>
<weaponTags>
<li>WULA_Armour_Init_Weapon</li>
</weaponTags>
<weaponMoney>99999~99999</weaponMoney>
<backstoryFiltersOverride>
<li>
<categories>
<li>WULA_AI_War_Machine_Backstory_Categories</li>
<li>WULA_Armour_Backstory_Categories</li>
</categories>
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="NonCombatLightMechanoidKind">
<defName>Mech_WULA_Cat</defName>
<label>乌拉猫猫</label>
<race>Mech_WULA_Cat</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<allowInMechClusters>False</allowInMechClusters>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef Abstract="True" Name="Mech_WULA_Cat_Soldier_PawnKind" ParentName="LightMechanoidKind">
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Attack_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Attack_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
<allowInMechClusters>False</allowInMechClusters>
<combatPower>100</combatPower>
<weaponMoney>9999~9999</weaponMoney>
<defaultFactionType>PlayerColony</defaultFactionType>
<!-- <techHediffsChance MayRequire="Ludeon.RimWorld.Biotech">1</techHediffsChance>
<techHediffsMoney>9999~9999</techHediffsMoney>
<controlGroupPortraitZoom>0.65</controlGroupPortraitZoom> -->
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_Fire</defName>
<label>乌拉猫猫掷弹兵(燃烧弹)</label>
<race>Mech_WULA_Cat_Fire</race>
<weaponTags>
<li>GrenadeFlame</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_EMP</defName>
<label>乌拉猫猫掷弹兵EMP</label>
<race>Mech_WULA_Cat_EMP</race>
<weaponTags>
<li>GrenadeEMP</li>
</weaponTags>
</PawnKindDef>
<PawnKindDef ParentName="Mech_WULA_Cat_Soldier_PawnKind">
<defName>Mech_WULA_Cat_Constructor</defName>
<label>土木乌拉猫猫</label>
<race>Mech_WULA_Cat_Constructor</race>
<weaponTags>
<li>Wula_Constructor_Cat_Weapon</li>
</weaponTags>
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Constructor_Cat/WULA_Cat_Thin</texPath>
<maskPath>Wula/Things/WULA_Constructor_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.1</drawSize>
</bodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RecipeDef>
<defName>Make_WULA_Charge_Cube</defName>
<label>制造乌拉帝国能源核心</label>
<description>制造一块乌拉帝国能源核心,内部包括供给有机部分的营养与供给机械部分的能量,这是机械乌拉唯一可接受的外部输入性能量来源。</description>
<jobString>正在制造乌拉帝国能源核心</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef>
<defName>Make_WULA_Charge_Cube_Group</defName>
<label>制造乌拉帝国能源核心4个</label>
<description>制造4块乌拉帝国能源核心内部包括供给有机部分的营养与供给机械部分的能量这是机械乌拉唯一可接受的外部输入性能量来源也是多种乌拉帝国产物的前体。</description>
<jobString>正在制造乌拉帝国能源核心</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<!-- <requiredGiverWorkType>Crafting</requiredGiverWorkType> -->
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<!-- 允许混合成分 -->
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>8</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<WULA_Charge_Cube>4</WULA_Charge_Cube>
</products>
<workSkill>Crafting</workSkill>
<displayPriority>100</displayPriority>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
</RecipeDef>
<RecipeDef ParentName="MediumMechanoidRecipe">
<defName>WULA_Build_AI_Heavy_Panzer</defName>
<label>建造SMp-38"萨克森"</label>
<description>建造一台SMp-38"萨克森"智能战车,不包含配套武器。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>600</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>250</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>24</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Wula_AI_Heavy_Panzer>1</Wula_AI_Heavy_Panzer>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_AI_Heavy_Panzer</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_AI_Machine_Panzer_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="MediumMechanoidRecipe">
<defName>WULA_Build_Armour</defName>
<label>建造SMp-11"甲胄"</label>
<description>建造一台SMp-11"甲胄"大型战甲,不包含配套武器。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>500</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>200</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>20</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>3</count>
</li>
</ingredients>
<products>
<Wula_Armour>1</Wula_Armour>
</products>
<descriptionHyperlinks>
<ThingDef>Wula_Armour</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Armour_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Wula_Synth</defName>
<label>建造URa-00"机械乌拉"</label>
<description>建造一台URa-00"机械乌拉"合成人,是乌拉帝国合成人殖民地的主体种族,作为机械体的同时拥有复杂拟真的模拟情感。\n\n以此方法建造的合成人被称为新生代合成人它们在出厂时只会设置人格不会拥有任何技能等级需要通过乌拉帝国数据库下载相关技能</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>WULA_Addons_Antenna_Base</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>WULA_Energy_Furnace_Base</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>WULA_Charge_Cube</li>
</thingDefs>
</filter>
<count>30</count>
</li>
<li>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
<count>140</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>400</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<products>
<WulaSpecies>1</WulaSpecies>
</products>
<descriptionHyperlinks>
<ThingDef>WulaSpecies</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat</defName>
<label>建造CAt-11"猫猫"</label>
<description>建造一台CAt-11"猫猫"辅助机器人,可以执行包括搬运、烹饪、种植收割、清理、急救和灭火一类的简单工作。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat>1</Mech_WULA_Cat>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_Constructor</defName>
<label>建造CAt-86"土木猫猫"</label>
<description>建造一台CAt-86"土木猫猫"辅助机器人,允许执行挖矿和建造的工作,并且拥有一把可以砸碎敌人膝盖的锤子。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_Constructor>1</Mech_WULA_Cat_Constructor>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_Constructor</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_EMP</defName>
<label>建造CAt-23"闪电猫猫"</label>
<description>建造一台CAt-23"闪电猫猫"辅助机器人可以执行搬运、清理、和灭火工作配备EMP手榴弹。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_EMP>1</Mech_WULA_Cat_EMP>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_EMP</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_1_Technology</researchPrerequisite>
</RecipeDef>
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Mech_Cat_Fire</defName>
<label>建造CAt-42"烈焰猫猫"</label>
<description>建造一台CAt-42"烈焰猫猫"辅助机器人,可以执行搬运、清理、和灭火工作,配备燃烧瓶。</description>
<ingredients Inherit="False">
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>50</count>
</li>
<li>
<filter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<products>
<Mech_WULA_Cat_Fire>1</Mech_WULA_Cat_Fire>
</products>
<descriptionHyperlinks>
<ThingDef>Mech_WULA_Cat_Fire</ThingDef>
</descriptionHyperlinks>
<researchPrerequisite>WULA_Machine_Productor_1_Technology</researchPrerequisite>
</RecipeDef>
</Defs>

View File

@@ -0,0 +1,300 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ResearchProjectDef Abstract="True" Name="WULAtechBase">
<techLevel>Spacer</techLevel>
<tab>WULA_ResearchTab</tab>
<heldByFactionCategoryTags Inherit="False" />
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Base_Technology</defName>
<label>基础维生套件</label>
<description>获取可以支持乌拉帝国合成人独自生存的各种知识,包括能源获取、修复基础部位损伤、建造维修站等。</description>
<baseCost>300</baseCost>
<researchViewX>0.00</researchViewX>
<researchViewY>3.20</researchViewY>
<prerequisites>
<li>Electricity</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Structure_Technology</defName>
<label>结构构件套件</label>
<description>获取构建乌拉帝国堡垒结构的知识,包括坚固耐用的墙和通过速度较高的自动门。</description>
<baseCost>600</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>0.20</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Repair_Arm_Technology</defName>
<label>高级维修套件</label>
<description>获取修复乌拉帝国合成人四肢和头部的必须知识。</description>
<baseCost>400</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>3.90</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Repair_All_Technology</defName>
<label>完全维修套件</label>
<description>获取修复完全修复乌拉帝国合成人的必须知识。</description>
<baseCost>600</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>3.90</researchViewY>
<prerequisites>
<li>WULA_Repair_Arm_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Adv_WorkTable_Technology</defName>
<label>高级编织体套件</label>
<description>开发功能性更强的工作台,以支持后续的高级设备构建。</description>
<baseCost>1000</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>1.70</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_New_Synth_Skill_Technology</defName>
<label>数据下载套件</label>
<description>开发用于从上行链路下载各种预设技能包的套件,以增加殖民地的技能等级。</description>
<baseCost>400</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>4.60</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 衣服 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_Technology</defName>
<label>基础衣物套件</label>
<description>开发能够被乌拉帝国合成人穿着的基础衣物。</description>
<baseCost>400</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>2.50</researchViewY>
<prerequisites>
<li>ComplexClothing</li>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_2_Technology</defName>
<label>复杂衣物套件</label>
<description>开发能够被乌拉帝国合成人穿着的具有功能性的衣物。</description>
<baseCost>1200</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>2.50</researchViewY>
<prerequisites>
<li>WULA_Synth_Clothes_Technology</li>
<li>WULA_Adv_WorkTable_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Clothes_3_Technology</defName>
<label>皇家衣物套件</label>
<description>开发能够被乌拉帝国合成人穿着的昂贵的衣物,这类装备包含更多的加成,并且可以满足贵族的穿衣需求。</description>
<baseCost>2400</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>3.20</researchViewY>
<prerequisites>
<li>WULA_Synth_Clothes_2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Armor_Technology</defName>
<label>装甲套件</label>
<description>开发能够被乌拉帝国合成人穿着的装甲,这类装备可以为乌拉帝国合成人提供保护。</description>
<baseCost>2400</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>2.50</researchViewY>
<prerequisites>
<li>MicroelectronicsBasics</li>
<li>WULA_Synth_Clothes_2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Armor_2_Technology</defName>
<label>皇家装甲套件</label>
<description>开发能够被乌拉帝国合成人穿着的重型装甲,这类装备可以提供大量保护的同时兼具其他的功能性。</description>
<baseCost>3200</baseCost>
<researchViewX>4.00</researchViewX>
<researchViewY>2.50</researchViewY>
<prerequisites>
<li>Fabrication</li>
<li>WULA_Synth_Armor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 武器 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_Technology</defName>
<label>基础武装套件</label>
<description>开发能够武装乌拉帝国合成人的老式气动武器,以抵御针对殖民地的外部袭击。</description>
<baseCost>600</baseCost>
<researchViewX>1.00</researchViewX>
<researchViewY>1.00</researchViewY>
<prerequisites>
<li>Machining</li>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Melee_Technology</defName>
<label>短兵武装套件</label>
<description>开发能够武装乌拉帝国合成人的近距离武器,可以在短距离上消灭敌人。</description>
<baseCost>1600</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>1.00</researchViewY>
<prerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
<li>WULA_Synth_Weapon_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Stun_Technology</defName>
<label>镇暴武装套件</label>
<description>开发能够武装乌拉帝国合成人的镇暴类装备,以盾牌和失能武器构成,旨在抑制对手的行动。</description>
<baseCost>2400</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>1.00</researchViewY>
<prerequisites>
<li>WULA_Synth_Weapon_2_Melee_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_2_Ranged_Technology</defName>
<label>远射武装套件</label>
<description>开发能够武装乌拉帝国合成人的远距离武器,旨在构建密集火力网消灭敌人。</description>
<baseCost>2400</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>0.20</researchViewY>
<prerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
<li>MicroelectronicsBasics</li>
<li>WULA_Synth_Weapon_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Weapon_3_Bomb_Technology</defName>
<label>轰炸武装套件</label>
<description>开发能够武装乌拉帝国合成人的大范围杀伤性武器,用于对抗最难应付的敌人。</description>
<baseCost>3200</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>0.20</researchViewY>
<prerequisites>
<li>WULA_Synth_Weapon_2_Ranged_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 法杖 -->
<ResearchProjectDef ParentName="WULAtechBase" MayRequire="Ludeon.RimWorld.Royalty">
<defName>WULA_Synth_Psi_Technology</defName>
<label>灵能基础套件</label>
<description>开发能够供乌拉帝国合成人使用的基础灵能法杖,同时解锁从俘虏身上获取魂锲的能力。</description>
<baseCost>1200</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>1.70</researchViewY>
<prerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase" MayRequire="Ludeon.RimWorld.Royalty">
<defName>WULA_Synth_Psi_2_Technology</defName>
<label>灵能高级套件</label>
<description>开发能够供乌拉帝国合成人使用的高级灵能法杖。</description>
<baseCost>2400</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>1.70</researchViewY>
<prerequisites>
<li>WULA_Synth_Psi_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 机械 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Machine_Productor_Technology</defName>
<label>机械体构建套件</label>
<description>获取构建乌拉帝国机械体的设施,以支持后续的机械体开发。</description>
<baseCost>800</baseCost>
<researchViewX>2.00</researchViewX>
<researchViewY>4.60</researchViewY>
<prerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Machine_Productor_1_Technology</defName>
<label>辅兵部署套件</label>
<description>获取构建简单乌拉帝国机械体的知识,这些机械体本身战斗力不强但是可以辅助生产和战斗。</description>
<baseCost>1000</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>4.60</researchViewY>
<prerequisites>
<li>WULA_Machine_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Machine_Equipment_Technology</defName>
<label>机械体武装构装套件</label>
<description>获取构建乌拉帝国高级机械体武装的知识,以为机械体换装不同的武备。</description>
<baseCost>400</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>5.30</researchViewY>
<prerequisites>
<li>WULA_Machine_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_AI_Machine_Panzer_Technology</defName>
<label>基础战车部署套件</label>
<description>获取构建乌拉帝国智能战车SMp-38"萨克森"的知识,并得以生产它所装备的各种强大火力武备。</description>
<baseCost>2400</baseCost>
<researchViewX>4.00</researchViewX>
<researchViewY>4.60</researchViewY>
<prerequisites>
<li>WULA_Machine_Equipment_Technology</li>
<li>WULA_Machine_Productor_1_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Armour_Technology</defName>
<label>基础战甲套件</label>
<description>获取构建乌拉帝国大型战甲SMp-11"甲胄"的知识,并得以生产它所装备的各种大型近战武器和远程武器。</description>
<baseCost>2400</baseCost>
<researchViewX>4.00</researchViewX>
<researchViewY>5.30</researchViewY>
<prerequisites>
<li>WULA_Machine_Equipment_Technology</li>
<li>WULA_Machine_Productor_1_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 植入物 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Addons_Technology</defName>
<label>基础植入物套件</label>
<description>获取构建乌拉帝国合成人基础植入物的技术,用以增强乌拉帝国合成人的机体性能。</description>
<baseCost>800</baseCost>
<researchViewX>3.00</researchViewX>
<researchViewY>3.90</researchViewY>
<prerequisites>
<li>WULA_Repair_All_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Addons_2_Technology</defName>
<label>高级植入物套件</label>
<description>获取构建乌拉帝国合成人进阶植入物的技术,用以增强乌拉帝国合成人的机体性能。</description>
<baseCost>1600</baseCost>
<researchViewX>4.00</researchViewX>
<researchViewY>3.90</researchViewY>
<prerequisites>
<li>WULA_Synth_Addons_Technology</li>
</prerequisites>
</ResearchProjectDef>
</Defs>

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<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<ResearchTabDef>
<defName>WULA_ResearchTab</defName>
<label>乌拉帝国科技</label>
<generalTitle>乌拉帝国科技项目</generalTitle>
<generalDescription>解锁和乌拉帝国相关的研究项目,破解强大的堕落帝国科技产物和机械体。</generalDescription>
</ResearchTabDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ScenarioDef Name="Crashlanded" ParentName="ScenarioBase">
<defName>WULA_Start_Scenario</defName>
<label>意外重启</label>
<description>在乌拉帝国的大内战中,无数乌拉帝国合成人因为人工智能网络“演算圆环”的崩溃而进入保护性的休眠状态。在边缘世界沉睡的乌拉帝国合成人收到了某人广播的唤醒指令,解除了意识闭锁,开始重新踏入这个面目全非的法外之地。</description>
<scenario>
<summary>以三位机械乌拉为初始殖民者开始游戏。</summary>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>WULA_Awakened_Synth</factionDef>
</playerFaction>
<parts>
<!-- Config pages -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>8</pawnChoiceCount>
</li>
<!-- Player starting stuff spawn method-->
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
<visible>false</visible>
</li>
<!-- Player starting things -->
<!-- 50核心 -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_Charge_Cube</thingDef>
<count>80</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MedicineIndustrial</thingDef>
<count>10</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>ComponentIndustrial</thingDef>
<count>50</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Chemfuel</thingDef>
<count>300</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_MW_Mace</thingDef>
<stuff>Uranium</stuff>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_RW_Base_AR</thingDef>
<count>1</count>
</li>
<!-- Scatter some things near player start -->
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Steel</thingDef>
<count>700</count>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>WoodLog</thingDef>
<count>300</count>
</li>
<!-- Scatter some things anywhere -->
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>ShipChunk</thingDef>
<allowRoofed>false</allowRoofed>
<count>3</count>
</li>
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Steel</thingDef>
<count>720</count>
</li>
<!-- Starting mechs -->
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<li Class="ScenPart_StartingMech">
<def>StartingMech</def>
<mechKind>Mech_WULA_Cat_Constructor</mechKind>
<overseenByPlayerPawnChance>2</overseenByPlayerPawnChance>
</li>
<!-- Starting research -->
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>MicroelectronicsBasics</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>Batteries</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>WULA_Base_Technology</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>BiofuelRefining</project>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>《堕落乌拉帝国》mod游玩前提示——机械乌拉和常规殖民者、机械体有何不同\n\n1.机械乌拉不需要睡觉,卧室和床并不是刚需——除非你需要执行手术;\n\n2.机械乌拉需要补充能量,但是不能使用普通的充电站,她们可以接受的唯一能源来源,便是由钢铁和化合燃料制作的乌拉帝国能源核心。\n\n3.机械乌拉不会自然繁衍,如果想要增加殖民地的人口,需要通过生产建筑乌拉帝国机械工厂进行生产。\n\n4.机械乌拉被生产出来的时候是没有任何技能等级的——你需要在生产建筑乌拉帝国服务器系统制造数据包,并让新合成人使用这些数据包以获得经验。\n\n5.机械乌拉难以自愈,你需要进行科研解锁修复手术并通过手术修复受损部位。\n\n维持乌拉帝国殖民地正常运转所需要的因素比常规殖民地更少不必过于担忧暴毙放开想象力游玩吧</text>
<closeSound>GameStartSting</closeSound>
</li>
</parts>
</scenario>
</ScenarioDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<StorytellerDef ParentName="BaseStoryteller">
<defName>WULA_Anisia</defName>
<label>URa-1138「艾妮西娅」</label>
<description>一位诞生于乌拉帝国黄金时代的合成人,是黄金时代禁忌科技的守密者。她在边缘世界一带强制唤醒了大量的旧时代乌拉帝国合成人,无人知晓她真正的目的。\n\n艾妮西娅喜欢大场面因此她不会安排任何小型袭击而是安排比其他叙事者所安排的大型袭击更加强大的袭击。不过在两次袭击间她将安排充足的时间让殖民地进行发展并让殖民者得到放松以充分消化战利品和修补战线。</description>
<portraitLarge>Wula/Storyteller/WULA_Anisia</portraitLarge>
<portraitTiny>Wula/Storyteller/WULA_Anisia_TINY</portraitTiny>
<listOrder>20</listOrder>
<comps>
<!-- Intro -->
<!-- <li Class="StorytellerCompProperties_ClassicIntro"/> -->
<!-- 袭击生成器 -->
<li Class="StorytellerCompProperties_OnOffCycle">
<category>ThreatBig</category> <!-- 大型袭击 -->
<minDaysPassed>15.0</minDaysPassed> <!-- 最低在15日后开始生成 -->
<onDays>2</onDays> <!-- 每个周期(12天)有多少天允许生成袭击 -->
<offDays>9</offDays> <!-- 每个周期(12天)有多少天不生成袭击 -->
<minSpacingDays>0.25</minSpacingDays> <!-- 事件最小间隔 -->
<numIncidentsRange>2~3</numIncidentsRange> <!-- 事件点数 -->
<!-- <forceRaidEnemyBeforeDaysPassed>20</forceRaidEnemyBeforeDaysPassed> -->
<disallowedTargetTags>
<li>Map_RaidBeacon</li>
</disallowedTargetTags>
</li>
<!-- <li Class="StorytellerCompProperties_OnOffCycle">
<category>ThreatSmall</category>
<minDaysPassed>11.0</minDaysPassed>
<onDays>4.6</onDays>
<offDays>6.0</offDays>
<numIncidentsRange>0.2~1</numIncidentsRange>
<acceptPercentFactorPerThreatPointsCurve>
<points>
<li>(800, 1)</li>
<li>(2800, 0)</li>
</points>
</acceptPercentFactorPerThreatPointsCurve>
</li> -->
<li Class="StorytellerCompProperties_ThreatsGenerator">
<allowedTargetTags>
<li>Map_RaidBeacon</li>
</allowedTargetTags>
<parms>
<allowedThreats>Raids</allowedThreats>
<onDays>1.0</onDays>
<offDays>0.5</offDays>
<minSpacingDays>0.04</minSpacingDays>
<numIncidentsRange>1~2</numIncidentsRange>
<minThreatPoints>500</minThreatPoints>
</parms>
</li>
<!-- Home misc incidents-->
<li Class="StorytellerCompProperties_CategoryMTB">
<category>Misc</category>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
<minDaysPassed>5</minDaysPassed>
<mtbDays>4.8</mtbDays>
</li>
<li Class="StorytellerCompProperties_ShipChunkDrop"/>
<li Class="StorytellerCompProperties_Disease">
<category>DiseaseHuman</category>
<minDaysPassed>9</minDaysPassed>
</li>
<li Class="StorytellerCompProperties_Disease">
<category>DiseaseAnimal</category>
<minDaysPassed>9</minDaysPassed>
</li>
<!-- Ally/neutral interaction -->
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>RaidFriendly</incident>
<baseIncidentsPerYear>15</baseIncidentsPerYear>
<minSpacingDays>0.4</minSpacingDays>
<fullAlliesOnly>true</fullAlliesOnly>
<minDanger>High</minDanger>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TraderCaravanArrival</incident>
<minDaysPassed>5</minDaysPassed>
<baseIncidentsPerYear>5</baseIncidentsPerYear>
<minSpacingDays>6</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>VisitorGroup</incident>
<minDaysPassed>3</minDaysPassed>
<baseIncidentsPerYear>4</baseIncidentsPerYear>
<minSpacingDays>5</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TravelerGroup</incident>
<minDaysPassed>1</minDaysPassed>
<baseIncidentsPerYear>6</baseIncidentsPerYear>
<minSpacingDays>1</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<!-- Caravan / temp map -->
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>Misc</category>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>ThreatSmall</category>
<applyCaravanVisibility>true</applyCaravanVisibility>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>ThreatBig</category>
<applyCaravanVisibility>true</applyCaravanVisibility>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<!-- Quests - non-Royalty -->
<li Class="StorytellerCompProperties_RandomQuest">
<category>GiveQuest</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<onDays>10</onDays>
<numIncidentsRange>1</numIncidentsRange>
<acceptFractionByDaysPassedCurve>
<points>
<li>(8, 0)</li>
<li>(15, 1)</li>
</points>
</acceptFractionByDaysPassedCurve>
<minSpacingDays>3</minSpacingDays>
<disableIfAnyModActive>
<li>Ludeon.RimWorld.Royalty</li>
</disableIfAnyModActive>
</li>
<!-- Quests - Royalty -->
<li Class="StorytellerCompProperties_RandomQuest">
<category>GiveQuest</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<onDays>12</onDays>
<numIncidentsRange>2</numIncidentsRange>
<acceptFractionByDaysPassedCurve>
<points>
<li>(8, 0)</li>
<li>(15, 1)</li>
</points>
</acceptFractionByDaysPassedCurve>
<minSpacingDays>3</minSpacingDays>
<enableIfAnyModActive>
<li>Ludeon.RimWorld.Royalty</li>
</enableIfAnyModActive>
</li>
<!-- World misc incidents-->
<li Class="StorytellerCompProperties_CategoryMTB">
<category>Misc</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<minDaysPassed>15</minDaysPassed>
<mtbDays>15</mtbDays>
</li>
<!-- Orbital trader -->
<li Class="StorytellerCompProperties_OnOffCycle">
<incident>OrbitalTraderArrival</incident>
<onDays>7</onDays>
<offDays>8</offDays>
<numIncidentsRange>1</numIncidentsRange>
</li>
<!-- Triggered -->
<li Class="StorytellerCompProperties_Triggered">
<incident>StrangerInBlackJoin</incident>
<delayTicks>180</delayTicks>
</li>
</comps>
</StorytellerDef>
</Defs>

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- Categories -->
<StyleItemCategoryDef>
<defName>WULA_Style</defName>
<label>乌拉帝国风格</label>
</StyleItemCategoryDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="MealBase">
<defName>WULA_Charge_Cube</defName>
<label>乌拉帝国能源核心</label>
<description>被高度压缩的能源核心,是机械乌拉的能源系统唯一可接受的外部输入性能量来源。</description>
<graphicData>
<texPath>Wula/Item/WULA_Charge_Cube</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>30</stackLimit>
<statBases>
<DeteriorationRate>0.01</DeteriorationRate>
<MarketValue>24</MarketValue>
<Mass>0.3</Mass>
<WorkToMake>450</WorkToMake>
<Nutrition>1</Nutrition>
</statBases>
<ingestible>
<preferability>MealSimple</preferability>
<optimalityOffsetHumanlikes>-1000</optimalityOffsetHumanlikes>
<optimalityOffsetFeedingAnimals>-1000</optimalityOffsetFeedingAnimals>
<ingestEffect>EatVegetarian</ingestEffect>
<ingestSound>MechResurrectCast</ingestSound>
</ingestible>
<allowedArchonexusCount>200</allowedArchonexusCount>
<tradeability>None</tradeability>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Soul_Wedge</defName>
<label>魂楔</label>
<description>一种通过特殊手段将生命体灵魂抽离封装得到的物品,是乌拉帝国灵能理论中“灵魂量化”的集中体现,可为各种乌拉帝国灵能法杖充能,也可以直接作为金属成分加入锻造。</description>
<graphicData>
<texPath>Wula/Item/WULA_Soul_Wedge</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>0.75</MarketValue>
<Mass>0.01</Mass>
<StuffPower_Armor_Sharp>1.5</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>1.5</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>0.1</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>1.2</SharpDamageMultiplier>
<BluntDamageMultiplier>1.2</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(190, 120, 210)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>1</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>0.75</MaxHitPoints>
<Beauty>0.5</Beauty>
<Flammability>0</Flammability>
<WorkToMake>2</WorkToMake>
<WorkToBuild>2</WorkToBuild>
<DoorOpenSpeed>1</DoorOpenSpeed>
<MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier>
</statFactors>
<statFactorsQuality>
<li>
<stat>PsychicSensitivityFactor</stat>
<awful>1.06</awful>
<poor>1.08</poor>
<normal>1.1</normal>
<good>1.13</good>
<excellent>1.15</excellent>
<masterwork>1.17</masterwork>
<legendary>1.20</legendary>
</li>
</statFactorsQuality>
<statOffsetsQuality>
<li MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech">
<stat>PsychicEntropyMaxOffset</stat>
<awful>4</awful>
<poor>6</poor>
<normal>8</normal>
<good>11</good>
<excellent>13</excellent>
<masterwork>15</masterwork>
<legendary>18</legendary>
</li>
<li MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech">
<stat>PsychicEntropyRecoveryRateOffset</stat>
<awful>0.04</awful>
<poor>0.04</poor>
<normal>0.04</normal>
<good>0.04</good>
<excellent>0.04</excellent>
<masterwork>0.04</masterwork>
<legendary>0.04</legendary>
</li>
</statOffsetsQuality>
</stuffProps>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef Abstract="True" Name="WULA_Syhth_Trainer">
<!-- <defName>WULA_Syhth_Trainer</defName>
<label>乌拉帝国技能预设</label> -->
<description>一个蕴含了提升特定技能所需知识的数据包,需要通过乌拉帝国合成人特有的神经接口接入,其他种族无法使用。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>NeurotrainersPsycast</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>5</MarketValue>
<DeteriorationRate>0.1</DeteriorationRate>
<WorkToMake>15000</WorkToMake>
</statBases>
<graphicData>
<texPath>Things/Item/Special/MechSerumNeurotrainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<costList>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<recipeUsers>
<li>WULA_Synth_Server</li>
</recipeUsers>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<displayPriority>650</displayPriority>
</recipeMaker>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_UseEffectDestroySelf" />
<!-- <li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>123</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Shooting</skill>
</li> -->
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Soothing</defName>
<label>乌拉帝国数据包(射击)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练射击技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Shooting</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Melee</defName>
<label>乌拉帝国数据包(格斗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练格斗技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Melee</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Animals</defName>
<label>乌拉帝国数据包(驯兽)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练驯兽技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Animals</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Artistic</defName>
<label>乌拉帝国数据包(艺术)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练艺术技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Artistic</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Construction</defName>
<label>乌拉帝国数据包(建造)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练建造技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Construction</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Cooking</defName>
<label>乌拉帝国数据包(烹饪)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练烹饪技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Cooking</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Crafting</defName>
<label>乌拉帝国数据包(手工)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练手工技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Crafting</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Intellectual</defName>
<label>乌拉帝国数据包(智识)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练智识技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Intellectual</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Medicine</defName>
<label>乌拉帝国数据包(医疗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练医疗技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Medicine</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Mining</defName>
<label>乌拉帝国数据包(采矿)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练采矿技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Mining</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Plants</defName>
<label>乌拉帝国数据包(种植)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练种植技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Plants</skill>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Social</defName>
<label>乌拉帝国数据包(社交)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练社交技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Social</skill>
</li>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 服务器 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Synth_Server</defName>
<label>乌拉帝国服务器系统</label>
<description>一台大型服务器,可以从乌拉帝国的上行链路接收关于各种技能的数据,并以实体数据包的形式封装储存起来,供那些新生代合成人使用。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Server</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(2,2)</size>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<designationCategory>Production</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>乌拉帝国编织体(生物能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,不仅要消耗大量木头用以提供生物能,还只能生产基础的衣物和能源核心用以维持生存——不过它很轻,可以随探险队一起移动。</description>
<thingClass>Building_WorkTable_HeatPush</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_BIO</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<Mass>5</Mass>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
</statBases>
<size>(1,1)</size>
<designationCategory>Production</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>300.0</fuelConsumptionRate>
<fuelCapacity>150.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>4</heatPerSecond>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_Energy</defName>
<label>乌拉帝国编织体(电能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,可制造乌拉帝国所有的物品。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<designationCategory>Production</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Make_WULA_Charge_Cube_Group</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!---->
<ThingDef ParentName="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<label>合成人修复站</label>
<description>一台供乌拉帝国合成人进行机体修复的检修站。</description>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,2)</drawSize>
<damageData>
<rect>(0,0.05,1,1.95)</rect>
</damageData>
</graphicData>
<statBases>
<Comfort>0.75</Comfort>
<MaxHitPoints>140</MaxHitPoints>
<Beauty>1</Beauty>
<WorkToBuild>800</WorkToBuild>
<Mass>30</Mass>
<MedicalTendQualityOffset>10</MedicalTendQualityOffset>
</statBases>
<size>(1,2)</size>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<designationHotKey>Misc2</designationHotKey>
<uiOrder>2010</uiOrder>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<staticSunShadowHeight>0</staticSunShadowHeight>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<stuffCategories Inherit="False" IsNull="True" />
<building>
<paintable>false</paintable>
<bed_showSleeperBody>true</bed_showSleeperBody>
<bed_healPerDay>0</bed_healPerDay>
</building>
<placeWorkers>
<li>PlaceWorker_GlowRadius</li>
</placeWorkers>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>30</basePowerConsumption>
</li>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<!--<glowColor>(105,204,204,0)</glowColor>-->
<!-- 蓝色 -->
<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
<!-- 红色 -->
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
</comps>
</ThingDef>
<!-- 机械工厂 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Large_Mechine_proudctor</defName>
<label>乌拉帝国机械工厂</label>
<description>乌拉帝国所建造的一种机械工厂,能构建各种乌拉帝国机械体,包括机械乌拉。该设施仅限机械乌拉种族操作。</description>
<thingClass>Building_MechGestator</thingClass>
<containedPawnsSelectable>true</containedPawnsSelectable>
<tickerType>Normal</tickerType>
<drawerType>MapMeshAndRealTime</drawerType>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<hasInteractionCell>true</hasInteractionCell>
<castEdgeShadows>true</castEdgeShadows>
<pathCost>42</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<designationCategory>Biotech</designationCategory>
<uiOrder>2400</uiOrder>
<defaultPlacingRot>South</defaultPlacingRot>
<placeWorkers>
<li>PlaceWorker_MechGestatorTop</li>
</placeWorkers>
<graphicData>
<texPath>Wula/Building/WULA_Heavy_War_Machine_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(4, 4)</drawSize>
</graphicData>
<interactionCellOffset>(1,0,3)</interactionCellOffset>
<statBases>
<MaxHitPoints>1250</MaxHitPoints>
<WorkToBuild>16000</WorkToBuild>
<Mass>35</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(4,4)</size>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<WULA_Charge_Cube>5</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<buildingTags>
<li>Production</li>
<li>Biotech</li>
</buildingTags>
<barDrawData>
<north>
<preRotationOffset>(-1.06, 0.91)</preRotationOffset>
<size>(0, 0)</size>
</north>
<south>
<preRotationOffset>(-1.06, 0.82)</preRotationOffset>
<size>(0, 0)</size>
</south>
<east>
<preRotationOffset>(1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</east>
<west>
<preRotationOffset>(-1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</west>
</barDrawData>
<formingGraphicData>
<texPath>Things/Pawn/Mechanoid/HalfGestatedMechSmall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(0,0)</drawSize>
</formingGraphicData>
<formingMechPerRotationOffset>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
</formingMechPerRotationOffset>
<mechGestatorCylinderGraphic>
<texPath>Things/Building/Production/MechGestatorStandardGlass</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
<shaderType>Transparent</shaderType>
</mechGestatorCylinderGraphic>
<mechGestatorTopGraphic>
<texPath>Things/Building/Production/MechGestatorStandardTop</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
</mechGestatorTopGraphic>
<gestatorFormingMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormingMote>
<gestatorCycleCompleteMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorCycleCompleteMote>
<gestatorFormedMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormedMote>
</building>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<recipes>
<li>WULA_Build_Wula_Synth</li>
<li>WULA_Build_Mech_Cat</li>
<li>WULA_Build_Mech_Cat_Constructor</li>
<li>WULA_Build_Mech_Cat_EMP</li>
<li>WULA_Build_Mech_Cat_Fire</li>
<li>WULA_Build_AI_Heavy_Panzer</li>
<li>WULA_Build_Armour</li>
</recipes>
<comps>
<li Class="CompProperties_WasteProducer" />
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
<idlePowerDraw>50</idlePowerDraw>
</li>
</comps>
</ThingDef>
<!-- 武装生产器 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_War_Machine_Weapon_Productor</defName>
<label>乌拉帝国智械武装组装台</label>
<description>一台专门用于构建乌拉帝国各种高阶机械体所用武器和装甲的特殊工作台。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_War_Machine_Weapon_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>120</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<altitudeLayer>Building</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Mass>50</Mass>
<WorkToBuild>6000</WorkToBuild>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
</statBases>
<size>(2,2)</size>
<designationCategory>Production</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<researchPrerequisites>
<li>WULA_Machine_Equipment_Technology</li>
</researchPrerequisites>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>200</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!-- 充电器 -->
<ThingDef ParentName="BaseMechCharger">
<defName>WULA_War_Machine_Recharger</defName>
<label>乌拉帝国充电站</label>
<description>一个允许所有大小类型的乌拉帝国机械体进行充电的充电站,不支持合成人的充能。</description>
<graphicData>
<texPath>Things/Building/Production/StandardRecharger</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<shadowData>
<volume>(2.9, 0.5, 1.9)</volume>
</shadowData>
</graphicData>
<interactionCellOffset>(0,0,2)</interactionCellOffset>
<passability>PassThroughOnly</passability>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>8000</WorkToBuild>
<Mass>25</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(3,3)</size>
<building>
<requiredMechWeightClasses>
<li>Light</li>
<li>Medium</li>
<li>Heavy</li>
<li>UltraHeavy</li>
</requiredMechWeightClasses>
<barDrawData>
<north>
<preRotationOffset>(0.002166748,-0.3722534)</preRotationOffset>
<size>(0.4398041,0.1365509)</size>
</north>
<south>
<preRotationOffset>(-0.002609305,-0.6002655)</preRotationOffset>
<size>(0.4398041,0.121376)</size>
</south>
<east>
<preRotationOffset>(0.04148867,0.6301422)</preRotationOffset>
<size>(0.4066238,0.1425552)</size>
</east>
<west>
<preRotationOffset>(-0.02767944,0.6171188)</preRotationOffset>
<size>(0.397522,0.1395264)</size>
</west>
</barDrawData>
</building>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>250</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_ThingContainer">
<compClass>CompThingContainer</compClass>
<stackLimit>10</stackLimit>
<drawContainedThing>false</drawContainedThing>
<dropEffecterDef>MechChargerWasteRemoved</dropEffecterDef>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>400</basePowerConsumption>
</li>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThoughtDef>
<defName>WULA_Energy_Furnace_Though_Hunger</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>WULA_Energy_Furnace_Hediff_Hunger</hediff>
<validWhileDespawned>true</validWhileDespawned>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<stages>
<li>
<label>小馋猫</label>
<description>我要疯狂偷吃能源核心,这真是太爽了!</description>
<baseMoodEffect>20</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<TraitDef>
<defName>WULA_Trait_Knight</defName>
<forcedPassions>
<li>Melee</li>
<li>Shooting</li>
</forcedPassions>
<degreeDatas>
<li>
<label>帝国骑士</label>
<description>于无垠星海中穿梭,\n谨以吾魂向帝皇起誓\n\n吾即是帝皇之盾吾即是帝皇之剑。\n以乌拉帝皇之名吾即是帝国骑士</description>
<allowedMeditationFocusTypes><li>Dignified</li></allowedMeditationFocusTypes>
<degree>1</degree>
<statOffsets>
<MentalBreakThreshold>-0.2</MentalBreakThreshold>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.75</AimingDelayFactor>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<MeleeDamageFactor>1.2</MeleeDamageFactor>
<MeleeCooldownFactor>0.75</MeleeCooldownFactor>
<MoveSpeed>1.25</MoveSpeed>
<IncomingDamageFactor>0.5</IncomingDamageFactor>
</statFactors>
</li>
<li>
<label>荣耀骑士</label>
<description>吾之身归帝皇剑下,\n吾之名得帝皇祝福\n于无垠星海中穿梭\n谨以吾魂向帝皇起誓\n\n恒以仁慈之心对待帝国人民恒以怜悯之心善待无助弱者\n恒以慈悲之心对待无辜妇孺恒以平等之心看待芸芸众生\n\n恒以勇武之名诛灭帝国叛逆恒以骑士之名斩杀帝国之敌\n恒以帝国之名踏平叛逆之城恒以帝皇之名荡清无尽寰宇\n\n恒以智慧之魂思索帝国难题恒以耐心之魂解答无知质疑\n恒以虔诚之魂辨明人生真理恒以信仰之魂教化亿万国民\n\n恒以探知之志探索帝国疆域恒以求知之志探寻未明知识\n恒以坚韧之志追寻帝皇足迹恒以求索之心明察星海真理\n\n吾即是帝皇之盾吾即是帝皇之剑。\n以乌拉帝皇之名吾即是帝国骑士</description>
<degree>2</degree>
<allowedMeditationFocusTypes><li>Dignified</li></allowedMeditationFocusTypes>
<statOffsets>
<MentalBreakThreshold>-0.5</MentalBreakThreshold>
</statOffsets>
<statFactors>
<AimingDelayFactor>0.5</AimingDelayFactor>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
<MeleeDamageFactor>1.5</MeleeDamageFactor>
<MeleeCooldownFactor>0.5</MeleeCooldownFactor>
<MoveSpeed>1.5</MoveSpeed>
<IncomingDamageFactor>0.3</IncomingDamageFactor>
</statFactors>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Legal_Officer</defName>
<forcedPassions>
<li>Shooting</li>
<li>Social</li>
</forcedPassions>
<degreeDatas>
<li>
<label>法务官</label>
<description>法务官是乌拉帝国骑士团的特殊基层执法者,接受了良好的射击训练,并且拥有镇压和安抚奴隶所需的如簧巧舌。</description>
<statFactors>
<AimingDelayFactor>0.5</AimingDelayFactor>
<ShootingAccuracyPawn>5</ShootingAccuracyPawn>
</statFactors>
<statOffsets>
<SocialImpact>0.2</SocialImpact>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Sculptor</defName>
<forcedPassions>
<li>Artistic</li>
<li>Intellectual</li>
</forcedPassions>
<degreeDatas>
<li>
<label>雕琢者</label>
<description>雕琢者是乌拉帝国观测站的科学家,她们将基因编辑技术视为终极的艺术媒介,将生物体视为雕塑原材料,以创造独一无二、具有震撼美学价值或哲学意涵的“活体艺术品”。</description>
<statOffsets>
<ResearchSpeedFactor>0.15</ResearchSpeedFactor>
<WorkSpeedGlobal>0.15</WorkSpeedGlobal>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Diplomat</defName>
<degreeDatas>
<li>
<label>外交官</label>
<description>乌拉帝国的外交官被称为传谕使,她们彬彬有礼的礼节中也无法掩盖属于堕落帝国的傲慢与目中无人。</description>
<statFactors>
<SocialImpact>1</SocialImpact>
</statFactors>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Nun</defName>
<forcedPassions>
<li>Melee</li>
<li>Medicine</li>
</forcedPassions>
<degreeDatas>
<li>
<label>修女</label>
<description>乌拉帝国的修女是乌拉帝国大教堂的主体,她们抛弃了养尊处优的堕落生活,以身体力行的布道远征贯彻虔诚的信仰。</description>
<statFactors>
<PsychicSensitivity>8</PsychicSensitivity>
</statFactors>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Researcher</defName>
<forcedPassions>
<li>Crafting</li>
<li>Intellectual</li>
</forcedPassions>
<degreeDatas>
<li>
<label>档案管理员</label>
<description>为了发掘和维护乌拉帝国的失落知识,乌拉帝国图书馆的档案管理员不辞辛劳地穿梭在群书的汪洋间。</description>
<statOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Connector</defName>
<forcedPassions>
<li>Intellectual</li>
</forcedPassions>
<degreeDatas>
<li>
<label>高维链接者</label>
<description>这些乌拉星人长时间与一个非本位面的设施进行跨维链接,已经慢慢地变得非人化。</description>
<disablesNeeds>
<li>Joy</li>
<li>DrugDesire</li>
</disablesNeeds>
<statOffsets>
<GlobalLearningFactor>0.5</GlobalLearningFactor>
</statOffsets>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_Trait_Broken_Personality</defName>
<degreeDatas>
<li>
<label>破碎人格</label>
<description>这个乌拉帝国合成人没有完整的人格,这使得她更像是一台真正的机械——除了饮食外,所有的需求都已经被禁用。</description>
<disablesNeeds>
<li>Mood</li>
<li>Joy</li>
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>Indoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
</disablesNeeds>
</li>
</degreeDatas>
</TraitDef>
<TraitDef>
<defName>WULA_AI_War_Machine</defName>
<degreeDatas>
<li>
<label>战争机器</label>
<description>这是乌拉帝国创造的高智能战争机械,拥有思考的能力。</description>
<disablesNeeds>
</disablesNeeds>
</li>
</degreeDatas>
</TraitDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WorkGiverDef>
<defName>WULA_Cube_ProductorBills</defName>
<label>在编织体制造物品</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_Large_Mechine_proudctor_Bills</defName>
<label>在乌拉帝国机械工厂培育机械</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Large_Mechine_proudctor</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_War_Machine_Weapon_ProductorBills</defName>
<label>在武装组装台制造物品</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_War_Machine_Weapon_Productor</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
<WorkGiverDef>
<defName>WULA_Synth_ServerBills</defName>
<label>在服务器系统下载数据</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Smithing</workType>
<priorityInType>75</priorityInType>
<fixedBillGiverDefs>
<li>WULA_Synth_Server</li>
</fixedBillGiverDefs>
<verb>工作于</verb>
<gerund>工作于</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
</Defs>