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@@ -552,8 +552,8 @@
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<!-- 视觉与音效 -->
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<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -627,8 +627,8 @@
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<!-- 视觉与音效 -->
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<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -1036,8 +1036,8 @@
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<!-- 视觉与音效 -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -1190,8 +1190,8 @@
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<!-- 视觉与音效 -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -1465,8 +1465,8 @@
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<!-- 视觉与音效 -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -47,12 +47,13 @@
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<optionEffects>
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<li>
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<effects>
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<li Class="WulaFallenEmpire.Effect_AddQuest">
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<quest>Wula_FE_Spiritualist_Quest_1</quest>
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</li>
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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</effects>
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</li>
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<li Class="WulaFallenEmpire.Effect_AddQuest">
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<quest>Wula_FE_Spiritualist_Quest_1</quest>
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</li>
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</optionEffects>
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</li>
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<li>
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@@ -72,8 +72,8 @@
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<!-- 视觉与音效 -->
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<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -151,8 +151,8 @@
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<!-- 视觉与音效 -->
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<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -221,8 +221,8 @@
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<!-- 视觉与音效 -->
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<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -288,8 +288,8 @@
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<!-- 视觉与音效 -->
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<color>(0.5, 0.3, 0.9, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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<soundIntercept>Interceptor_BlockedProjectile</soundIntercept> <!-- 成功拦截时的音效 -->
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<soundBreak>Shield_Break</soundBreak> <!-- 护盾破裂时的音效 -->
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<soundInterceptEffecter>Interceptor_BlockedProjectile</soundInterceptEffecter> <!-- 成功拦截时的音效 -->
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<!-- EMP 效果 -->
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@@ -20,8 +20,8 @@ namespace WulaFallenEmpire
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public bool interceptNonHostileProjectiles = false;
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public bool interceptAirProjectiles = true;
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public SoundDef soundIntercept;
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public SoundDef soundBreak;
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public EffecterDef soundInterceptEffecter;
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public EffecterDef soundBreakEffecter;
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public EffecterDef reactivateEffect;
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public Color color = new Color(0.5f, 0.5f, 0.9f);
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@@ -174,8 +174,7 @@ namespace WulaFallenEmpire
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lastInterceptAngle = projectile.ExactPosition.AngleToFlat(PawnOwner.TrueCenter());
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lastInterceptTicks = Find.TickManager.TicksGame;
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drawInterceptCone = true;
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if (Props.soundIntercept != null) Props.soundIntercept.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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EffecterDefOf.Interceptor_BlockedProjectile.Spawn(PawnOwner.Position, PawnOwner.Map);
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if (Props.soundInterceptEffecter != null) Props.soundInterceptEffecter.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
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if (projectile.DamageDef == DamageDefOf.EMP && !Props.isImmuneToEMP)
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{
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@@ -232,8 +231,7 @@ namespace WulaFallenEmpire
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{
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if (PawnOwner.Spawned)
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{
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if (Props.soundBreak != null) Props.soundBreak.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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EffecterDefOf.Shield_Break.SpawnAttached(PawnOwner, PawnOwner.MapHeld, Props.radius);
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if (Props.soundBreakEffecter != null) Props.soundBreakEffecter.SpawnAttached(PawnOwner, PawnOwner.MapHeld, Props.radius).Cleanup();
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}
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currentHitPoints = 0;
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ticksToReset = Props.rechargeDelay;
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