麻了先暂存
This commit is contained in:
@@ -10,7 +10,6 @@
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<aiCanUse>true</aiCanUse>
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<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
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<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
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<jobDef>CastAbilityOnThing</jobDef>
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<targetRequired>false</targetRequired>
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<canUseAoeToGetTargets>false</canUseAoeToGetTargets>
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<verbProperties>
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@@ -33,4 +32,4 @@
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</comps>
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</AbilityDef>
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</Defs>
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</Defs>
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@@ -146,6 +146,7 @@
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<aiCanUse>true</aiCanUse>
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<ai_IsOffensive>true</ai_IsOffensive>
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<targetRequired>false</targetRequired>
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<jobDef>CastAbilityOnThing</jobDef> <!-- 添加jobDef -->
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<statBases>
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<Ability_Duration>15</Ability_Duration>
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</statBases>
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@@ -245,8 +246,6 @@
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<stages>
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<li>
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<minSeverity>0</minSeverity>
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<capMods>
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</capMods>
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<statOffsets> <!-- StatOffset 是加法偏移量,正数增加,负数减少 -->
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<WulaEnergyMaxLevelOffset>0.5</WulaEnergyMaxLevelOffset>
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</statOffsets>
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@@ -0,0 +1,247 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<ThingDef ParentName="ApparelMakeableBase">
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<defName>WULA_ShieldBelt</defName>
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<label>乌拉护盾腰带</label>
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<description>乌拉帝国的个人护盾装置,可以产生动量排斥场来阻挡来袭的投射物。护盾可以通过能力按钮开关,并且具有可配置的护盾值和范围。</description>
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<techLevel>Ultra</techLevel>
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<recipeMaker>
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<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>50</Steel>
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<Plasteel>25</Plasteel>
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<ComponentSpacer>3</ComponentSpacer>
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<BroadshieldCore>1</BroadshieldCore>
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</costList>
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<statBases>
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<WorkToMake>12000</WorkToMake>
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<Mass>1.2</Mass>
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<Flammability>0.4</Flammability>
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</statBases>
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<thingCategories>
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<li>Apparel</li>
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</thingCategories>
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<apparel>
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<bodyPartGroups>
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<li>Waist</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
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<layers>
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<li>Belt</li>
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</layers>
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<tags>
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<li>BeltDefensePop</li>
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</tags>
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<defaultOutfitTags>
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<li>Soldier</li>
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</defaultOutfitTags>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
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<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
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<maxShieldHitPoints>200</maxShieldHitPoints>
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<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
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<shieldRadius>3.0</shieldRadius>
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<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
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<interceptAirProjectiles>false</interceptAirProjectiles>
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<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
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<interceptMeleeAttacks>false</interceptMeleeAttacks>
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<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
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<empImmune>false</empImmune>
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<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
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<shieldColor>(0.2, 0.6, 1.0)</shieldColor>
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<!-- 充能速率 - 护盾每秒恢复的生命值 -->
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<rechargeRate>5.0</rechargeRate>
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<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间(游戏刻数,60刻=1秒) -->
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<rechargeCooldownTicks>300</rechargeCooldownTicks>
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<!-- 激活音效 - 护盾运行时播放的环境音效 -->
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<activeSound>BulletShield_Ambience</activeSound>
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<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
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<startEnabled>false</startEnabled>
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<!-- 护盾模式 - true=有生命值模式(可被破坏),false=无生命值模式(类似低角护盾,只偏转) -->
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<useHitPointsMode>true</useHitPointsMode>
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</li>
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</comps>
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</ThingDef>
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<!-- 高级版本 -->
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<ThingDef ParentName="ApparelMakeableBase">
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<defName>WULA_ShieldBelt_Advanced</defName>
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<label>乌拉高级护盾腰带</label>
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<description>乌拉帝国的高级个人护盾装置,具有更强的护盾值、更大的范围,并且可以抵抗近战攻击和EMP伤害。</description>
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<techLevel>Ultra</techLevel>
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<recipeMaker>
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<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<skillRequirements>
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<Crafting>10</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>100</Steel>
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<Plasteel>50</Plasteel>
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<ComponentSpacer>6</ComponentSpacer>
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<BroadshieldCore>2</BroadshieldCore>
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<Uranium>10</Uranium>
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</costList>
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<statBases>
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<WorkToMake>20000</WorkToMake>
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<Mass>2.0</Mass>
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<Flammability>0.2</Flammability>
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</statBases>
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<thingCategories>
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<li>Apparel</li>
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</thingCategories>
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<apparel>
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<bodyPartGroups>
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<li>Waist</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
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<layers>
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<li>Belt</li>
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</layers>
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<tags>
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<li>BeltDefensePop</li>
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</tags>
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<defaultOutfitTags>
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<li>Soldier</li>
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</defaultOutfitTags>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
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<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
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<maxShieldHitPoints>400</maxShieldHitPoints>
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<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
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<shieldRadius>4.5</shieldRadius>
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<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
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<interceptAirProjectiles>true</interceptAirProjectiles>
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<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
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<interceptMeleeAttacks>true</interceptMeleeAttacks>
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<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
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<empImmune>true</empImmune>
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<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
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<shieldColor>(1.0, 0.6, 0.2)</shieldColor>
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<!-- 充能速率 - 护盾每秒恢复的生命值 -->
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<rechargeRate>8.0</rechargeRate>
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<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间(游戏刻数,60刻=1秒) -->
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<rechargeCooldownTicks>180</rechargeCooldownTicks>
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<!-- 激活音效 - 护盾运行时播放的环境音效 -->
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<activeSound>BulletShield_Ambience</activeSound>
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<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
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<startEnabled>false</startEnabled>
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<!-- 护盾模式 - true=有生命值模式(可被破坏),false=无生命值模式(类似低角护盾,只偏转) -->
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<useHitPointsMode>true</useHitPointsMode>
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</li>
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</comps>
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</ThingDef>
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<!-- 偏转型护盾腰带 - 无生命值模式示例 -->
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<ThingDef ParentName="ApparelMakeableBase">
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<defName>WULA_ShieldBelt_Deflector</defName>
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<label>乌拉偏转护盾腰带</label>
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<description>乌拉帝国的偏转型个人护盾装置,采用低角护盾技术,不会被破坏但只能偏转投射物。这种护盾永远不会过载,但也无法完全阻挡攻击。</description>
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<techLevel>Ultra</techLevel>
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<recipeMaker>
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<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<skillRequirements>
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<Crafting>6</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>30</Steel>
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<Plasteel>15</Plasteel>
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<ComponentSpacer>2</ComponentSpacer>
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<BroadshieldCore>1</BroadshieldCore>
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</costList>
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<statBases>
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<WorkToMake>8000</WorkToMake>
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<Mass>0.8</Mass>
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<Flammability>0.4</Flammability>
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</statBases>
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<thingCategories>
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<li>Apparel</li>
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</thingCategories>
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<apparel>
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<bodyPartGroups>
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<li>Waist</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
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<layers>
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<li>Belt</li>
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</layers>
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<tags>
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<li>BeltDefensePop</li>
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</tags>
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<defaultOutfitTags>
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<li>Soldier</li>
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</defaultOutfitTags>
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
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<!-- 护盾最大生命值 - 在偏转模式下此值不重要,但仍需设置 -->
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<maxShieldHitPoints>100</maxShieldHitPoints>
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<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
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<shieldRadius>2.5</shieldRadius>
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<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
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<interceptAirProjectiles>false</interceptAirProjectiles>
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<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
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<interceptMeleeAttacks>false</interceptMeleeAttacks>
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<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
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<empImmune>false</empImmune>
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<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
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<shieldColor>(0.6, 1.0, 0.6)</shieldColor>
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<!-- 充能速率 - 在偏转模式下此值不重要 -->
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<rechargeRate>0</rechargeRate>
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<!-- 充能冷却时间 - 在偏转模式下此值不重要 -->
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<rechargeCooldownTicks>0</rechargeCooldownTicks>
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<!-- 激活音效 - 护盾运行时播放的环境音效 -->
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<activeSound>BulletShield_Ambience</activeSound>
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<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
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<startEnabled>true</startEnabled>
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<!-- 护盾模式 - false=无生命值模式(类似低角护盾,只偏转,永不破坏) -->
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<useHitPointsMode>false</useHitPointsMode>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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Reference in New Issue
Block a user