有一点自私的护盾
This commit is contained in:
@@ -479,13 +479,31 @@
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</skillRequirements>
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</recipeMaker>
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<comps>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>3600</startingTicksToReset><!-- 1 mins -->
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<minDrawSize>2.5</minDrawSize>
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<maxDrawSize>2.8</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>2.5</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>500</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.8, 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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<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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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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</comps>
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</ThingDef>
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@@ -533,13 +551,31 @@
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<li>RewardStandardHighFreq</li>
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</thingSetMakerTags>
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<comps>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>3600</startingTicksToReset><!-- 1 mins -->
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<minDrawSize>2.5</minDrawSize>
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<maxDrawSize>2.8</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>2.5</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>500</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.8, 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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<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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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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</comps>
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</ThingDef>
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@@ -904,13 +940,31 @@
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<chargeNoun>炮弹</chargeNoun>
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<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
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</li>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>3600</startingTicksToReset><!-- 1 mins -->
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<minDrawSize>2.5</minDrawSize>
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<maxDrawSize>2.8</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>2.5</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>500</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.8, 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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<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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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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</comps>
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<verbs>
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@@ -1039,13 +1093,31 @@
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<chargeNoun>炮弹</chargeNoun>
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<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
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</li>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>3600</startingTicksToReset><!-- 1 mins -->
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<minDrawSize>2.5</minDrawSize>
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<maxDrawSize>2.8</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>2.5</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>500</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.8, 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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<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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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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<li Class="CompProperties_CauseHediff_Apparel">
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<hediff>WULA_Heavy_Infantry_PowerArmor_PowerFist</hediff>
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@@ -1290,13 +1362,31 @@
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<chargeNoun>梭镖</chargeNoun>
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<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
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</li>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>3600</startingTicksToReset><!-- 1 mins -->
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<minDrawSize>2.5</minDrawSize>
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<maxDrawSize>2.8</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>2.5</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>500</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.8, 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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<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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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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</comps>
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<verbs>
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@@ -1345,4 +1435,4 @@
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<label>盾牌</label>
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<drawOrder>275</drawOrder>
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</ApparelLayerDef>
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</Defs>
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</Defs>
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