This commit is contained in:
2025-08-15 10:30:27 +08:00
parent 9232704b8b
commit c4b282bd01
5 changed files with 26 additions and 27 deletions

View File

@@ -552,8 +552,8 @@
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -627,8 +627,8 @@
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -1036,8 +1036,8 @@
<!-- 视觉与音效 -->
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -1190,8 +1190,8 @@
<!-- 视觉与音效 -->
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -1465,8 +1465,8 @@
<!-- 视觉与音效 -->
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->

View File

@@ -47,12 +47,13 @@
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_AddQuest">
<quest>Wula_FE_Spiritualist_Quest_1</quest>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
<li Class="WulaFallenEmpire.Effect_AddQuest">
<quest>Wula_FE_Spiritualist_Quest_1</quest>
</li>
</optionEffects>
</li>
<li>

View File

@@ -72,8 +72,8 @@
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -151,8 +151,8 @@
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -221,8 +221,8 @@
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->
@@ -288,8 +288,8 @@
<!-- 视觉与音效 -->
<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
<!-- EMP 效果 -->

View File

@@ -20,8 +20,8 @@ namespace WulaFallenEmpire
public bool interceptNonHostileProjectiles = false;
public bool interceptAirProjectiles = true;
public SoundDef soundIntercept;
public SoundDef soundBreak;
public EffecterDef soundInterceptEffecter;
public EffecterDef soundBreakEffecter;
public EffecterDef reactivateEffect;
public Color color = new Color(0.5f, 0.5f, 0.9f);
@@ -174,8 +174,7 @@ namespace WulaFallenEmpire
lastInterceptAngle = projectile.ExactPosition.AngleToFlat(PawnOwner.TrueCenter());
lastInterceptTicks = Find.TickManager.TicksGame;
drawInterceptCone = true;
if (Props.soundIntercept != null) Props.soundIntercept.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
EffecterDefOf.Interceptor_BlockedProjectile.Spawn(PawnOwner.Position, PawnOwner.Map);
if (Props.soundInterceptEffecter != null) Props.soundInterceptEffecter.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
if (projectile.DamageDef == DamageDefOf.EMP && !Props.isImmuneToEMP)
{
@@ -232,8 +231,7 @@ namespace WulaFallenEmpire
{
if (PawnOwner.Spawned)
{
if (Props.soundBreak != null) Props.soundBreak.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
EffecterDefOf.Shield_Break.SpawnAttached(PawnOwner, PawnOwner.MapHeld, Props.radius);
if (Props.soundBreakEffecter != null) Props.soundBreakEffecter.SpawnAttached(PawnOwner, PawnOwner.MapHeld, Props.radius).Cleanup();
}
currentHitPoints = 0;
ticksToReset = Props.rechargeDelay;