2025-7-7
This commit is contained in:
@@ -31,13 +31,13 @@
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<MarketValue>2</MarketValue>
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<Beauty>1</Beauty>
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<MaxHitPoints>10000</MaxHitPoints>
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<WorkToBuild>500</WorkToBuild>
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<WorkToBuild>2500</WorkToBuild>
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<Flammability>0</Flammability>
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<MeditationFocusStrength>0.22</MeditationFocusStrength>
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<Cleanliness>0.1</Cleanliness>
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</statBases>
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<costList>
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<Steel>1</Steel>
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<Steel>10</Steel>
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</costList>
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<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
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<filthLeaving>Filth_RubbleBuilding</filthLeaving>
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@@ -67,7 +67,7 @@
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<ai_chillDestination>false</ai_chillDestination>
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<supportsWallAttachments>true</supportsWallAttachments>
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<blueprintGraphicData>
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<texPath>Wula/Building/Linked/SRAWall_Blueprint</texPath>
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<texPath>Wula/Building/Linked/WULA_Fortress_Wall_Blueprint</texPath>
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</blueprintGraphicData>
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<relatedBuildCommands>
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<li>Door</li>
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@@ -98,4 +98,59 @@
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</li>
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</damageMultipliers>
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</ThingDef>
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<ThingDef ParentName="DoorBase">
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<defName>WulaDoor</defName>
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<label>乌拉帝国大门</label>
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<description>乌拉帝国堡垒的大门,相当厚实,能够抵御大量爆炸和震荡伤害。</description>
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<thingClass>Building_MultiTileDoor</thingClass>
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<statBases>
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<WorkToBuild>15000</WorkToBuild>
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<MaxHitPoints>15000</MaxHitPoints>
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<Beauty>10</Beauty>
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</statBases>
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<graphicData>
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<texPath>Things/Building/OrnateDoor/OrnateDoor2x1_Mover</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<damageData>
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<enabled>false</enabled>
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</damageData>
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</graphicData>
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<uiIconPath>Things/Building/OrnateDoor/OrnateDoor_MenuIcon_south</uiIconPath>
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<useBlueprintGraphicAsGhost>true</useBlueprintGraphicAsGhost>
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<size>(2, 1)</size>
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<rotatable>true</rotatable>
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<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
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<costStuffCount>75</costStuffCount>
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<costList>
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<Steel>50</Steel>
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</costList>
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<building>
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<blueprintClass>Blueprint_Build</blueprintClass>
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<blueprintGraphicData>
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<texPath>Things/Building/OrnateDoor/OrnateDoor_MenuIcon</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<shaderType>EdgeDetect</shaderType>
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<drawSize>(2.6, 3.1)</drawSize>
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</blueprintGraphicData>
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<doorTopGraphic>
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<texPath>Things/Building/OrnateDoor/OrnateDoor2x1_Top</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(3.1, 2.3)</drawSize>
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</doorTopGraphic>
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<doorSupportGraphic>
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<texPath>Things/Building/OrnateDoor/OrnateDoor2x1_Support</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(3.1, 2.3)</drawSize>
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</doorSupportGraphic>
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</building>
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<researchPrerequisites>
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<li>ComplexFurniture</li>
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</researchPrerequisites>
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<designationHotKey>Misc3</designationHotKey>
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<placeWorkers>
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<li>PlaceWorker_MultiCellDoor</li>
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</placeWorkers>
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</ThingDef>
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</Defs>
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@@ -174,8 +174,8 @@
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<RecipeDef ParentName="LightMechanoidRecipe">
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<defName>WULA_Build_Wula_Synth</defName>
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<label>建造Ura-00"机械乌拉"</label>
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<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>
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<label>建造URa-00"机械乌拉"</label>
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<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>
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<ingredients Inherit="False">
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<li>
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<filter>
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@@ -17,6 +17,17 @@
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<li>Electricity</li>
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</prerequisites>
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</ResearchProjectDef>
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<ResearchProjectDef ParentName="WULAtechBase">
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<defName>WULA_Structure_Technology</defName>
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<label>结构构件套件</label>
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<description>获取构建乌拉帝国堡垒结构的知识,包括墙、门和地板。</description>
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<baseCost>1200</baseCost>
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<researchViewX>0.00</researchViewX>
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<researchViewY>3.20</researchViewY>
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<prerequisites>
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<li>WULA_Base_Technology</li>
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</prerequisites>
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</ResearchProjectDef>
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<ResearchProjectDef ParentName="WULAtechBase">
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<defName>WULA_Repair_Arm_Technology</defName>
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<label>高级维修套件</label>
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@@ -122,4 +122,4 @@
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</parts>
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</scenario>
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</ScenarioDef>
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</Defs>
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</Defs>
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190
1.5/Defs/StoryTellers/WULA_Storytellers.xml
Normal file
190
1.5/Defs/StoryTellers/WULA_Storytellers.xml
Normal file
@@ -0,0 +1,190 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<StorytellerDef ParentName="BaseStoryteller">
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<defName>WULA_Anisia</defName>
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<label>URa-1138「艾妮西娅」</label>
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<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>
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<portraitLarge>SRA/Storyteller/SRA_Rocivia</portraitLarge>
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<portraitTiny>SRA/Storyteller/SRA_Rocivia_TINY</portraitTiny>
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<listOrder>20</listOrder>
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<comps>
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<!-- Intro -->
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<!-- <li Class="StorytellerCompProperties_ClassicIntro"/> -->
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<!-- 袭击生成器 -->
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<li Class="StorytellerCompProperties_OnOffCycle">
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<category>ThreatBig</category> <!-- 大型袭击 -->
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<minDaysPassed>15.0</minDaysPassed> <!-- 最低在15日后开始生成 -->
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<onDays>2</onDays> <!-- 每个周期(12天)有多少天允许生成袭击 -->
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<offDays>9</offDays> <!-- 每个周期(12天)有多少天不生成袭击 -->
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<minSpacingDays>0.25</minSpacingDays> <!-- 事件最小间隔 -->
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<numIncidentsRange>2~3</numIncidentsRange> <!-- 事件点数 -->
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<!-- <forceRaidEnemyBeforeDaysPassed>20</forceRaidEnemyBeforeDaysPassed> -->
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<disallowedTargetTags>
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<li>Map_RaidBeacon</li>
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</disallowedTargetTags>
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</li>
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<!-- <li Class="StorytellerCompProperties_OnOffCycle">
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<category>ThreatSmall</category>
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<minDaysPassed>11.0</minDaysPassed>
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<onDays>4.6</onDays>
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<offDays>6.0</offDays>
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<numIncidentsRange>0.2~1</numIncidentsRange>
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<acceptPercentFactorPerThreatPointsCurve>
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<points>
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<li>(800, 1)</li>
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<li>(2800, 0)</li>
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</points>
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</acceptPercentFactorPerThreatPointsCurve>
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</li> -->
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<li Class="StorytellerCompProperties_ThreatsGenerator">
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<allowedTargetTags>
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<li>Map_RaidBeacon</li>
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</allowedTargetTags>
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<parms>
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<allowedThreats>Raids</allowedThreats>
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<onDays>1.0</onDays>
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<offDays>0.5</offDays>
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<minSpacingDays>0.04</minSpacingDays>
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<numIncidentsRange>1~2</numIncidentsRange>
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<minThreatPoints>500</minThreatPoints>
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</parms>
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</li>
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<!-- Home misc incidents-->
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<li Class="StorytellerCompProperties_CategoryMTB">
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<category>Misc</category>
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<allowedTargetTags>
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<li>Map_PlayerHome</li>
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</allowedTargetTags>
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<minDaysPassed>5</minDaysPassed>
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<mtbDays>4.8</mtbDays>
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</li>
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<li Class="StorytellerCompProperties_ShipChunkDrop"/>
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<li Class="StorytellerCompProperties_Disease">
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<category>DiseaseHuman</category>
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<minDaysPassed>9</minDaysPassed>
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</li>
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<li Class="StorytellerCompProperties_Disease">
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<category>DiseaseAnimal</category>
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<minDaysPassed>9</minDaysPassed>
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</li>
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<!-- Ally/neutral interaction -->
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<li Class="StorytellerCompProperties_FactionInteraction">
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<incident>RaidFriendly</incident>
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<baseIncidentsPerYear>15</baseIncidentsPerYear>
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<minSpacingDays>0.4</minSpacingDays>
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<fullAlliesOnly>true</fullAlliesOnly>
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<minDanger>High</minDanger>
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</li>
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<li Class="StorytellerCompProperties_FactionInteraction">
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<incident>TraderCaravanArrival</incident>
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<minDaysPassed>5</minDaysPassed>
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<baseIncidentsPerYear>5</baseIncidentsPerYear>
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<minSpacingDays>6</minSpacingDays>
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<allowedTargetTags>
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<li>Map_PlayerHome</li>
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</allowedTargetTags>
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</li>
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<li Class="StorytellerCompProperties_FactionInteraction">
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<incident>VisitorGroup</incident>
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<minDaysPassed>3</minDaysPassed>
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<baseIncidentsPerYear>4</baseIncidentsPerYear>
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<minSpacingDays>5</minSpacingDays>
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<allowedTargetTags>
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<li>Map_PlayerHome</li>
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</allowedTargetTags>
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</li>
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<li Class="StorytellerCompProperties_FactionInteraction">
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<incident>TravelerGroup</incident>
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<minDaysPassed>1</minDaysPassed>
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<baseIncidentsPerYear>6</baseIncidentsPerYear>
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<minSpacingDays>1</minSpacingDays>
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<allowedTargetTags>
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<li>Map_PlayerHome</li>
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</allowedTargetTags>
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</li>
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<!-- Caravan / temp map -->
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<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
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<category>Misc</category>
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<allowedTargetTags>
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<li>Caravan</li>
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<li>Map_TempIncident</li>
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</allowedTargetTags>
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</li>
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<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
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<category>ThreatSmall</category>
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<applyCaravanVisibility>true</applyCaravanVisibility>
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<allowedTargetTags>
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<li>Caravan</li>
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<li>Map_TempIncident</li>
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</allowedTargetTags>
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</li>
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<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
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<category>ThreatBig</category>
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<applyCaravanVisibility>true</applyCaravanVisibility>
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<allowedTargetTags>
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<li>Caravan</li>
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<li>Map_TempIncident</li>
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</allowedTargetTags>
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</li>
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<!-- Quests - non-Royalty -->
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<li Class="StorytellerCompProperties_RandomQuest">
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<category>GiveQuest</category>
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<allowedTargetTags>
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<li>World</li>
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</allowedTargetTags>
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<onDays>10</onDays>
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<numIncidentsRange>1</numIncidentsRange>
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<acceptFractionByDaysPassedCurve>
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<points>
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<li>(8, 0)</li>
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<li>(15, 1)</li>
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</points>
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</acceptFractionByDaysPassedCurve>
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<minSpacingDays>3</minSpacingDays>
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<disableIfAnyModActive>
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<li>Ludeon.RimWorld.Royalty</li>
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</disableIfAnyModActive>
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</li>
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<!-- Quests - Royalty -->
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<li Class="StorytellerCompProperties_RandomQuest">
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<category>GiveQuest</category>
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<allowedTargetTags>
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<li>World</li>
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</allowedTargetTags>
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<onDays>12</onDays>
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<numIncidentsRange>2</numIncidentsRange>
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<acceptFractionByDaysPassedCurve>
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<points>
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<li>(8, 0)</li>
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<li>(15, 1)</li>
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</points>
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</acceptFractionByDaysPassedCurve>
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<minSpacingDays>3</minSpacingDays>
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<enableIfAnyModActive>
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<li>Ludeon.RimWorld.Royalty</li>
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</enableIfAnyModActive>
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</li>
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<!-- World misc incidents-->
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<li Class="StorytellerCompProperties_CategoryMTB">
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<category>Misc</category>
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<allowedTargetTags>
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<li>World</li>
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</allowedTargetTags>
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<minDaysPassed>15</minDaysPassed>
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<mtbDays>15</mtbDays>
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</li>
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<!-- Orbital trader -->
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<li Class="StorytellerCompProperties_OnOffCycle">
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<incident>OrbitalTraderArrival</incident>
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<onDays>7</onDays>
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<offDays>8</offDays>
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<numIncidentsRange>1</numIncidentsRange>
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</li>
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<!-- Triggered -->
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<li Class="StorytellerCompProperties_Triggered">
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<incident>StrangerInBlackJoin</incident>
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<delayTicks>180</delayTicks>
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</li>
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</comps>
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</StorytellerDef>
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</Defs>
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@@ -1,5 +1,6 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- 服务器 -->
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<ThingDef ParentName="BenchBase">
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<defName>WULA_Synth_Server</defName>
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<label>乌拉帝国服务器系统</label>
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@@ -49,7 +50,7 @@
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<comps>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>300</basePowerConsumption>
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<basePowerConsumption>100</basePowerConsumption>
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</li>
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</comps>
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<placeWorkers>
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@@ -60,7 +61,7 @@
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</building>
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</ThingDef>
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<!-- 能源核心制造机 -->
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<!-- 制造机 -->
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<ThingDef ParentName="BenchBase">
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<defName>WULA_Cube_Productor_BIO</defName>
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<label>乌拉帝国编织体(生物能)</label>
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@@ -201,6 +202,7 @@
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</building>
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</ThingDef>
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<!-- 床 -->
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<ThingDef ParentName="BasicBedBase">
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<defName>WULA_Charging_Station_Synth</defName>
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<label>合成人修复站</label>
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@@ -262,7 +264,7 @@
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</comps>
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</ThingDef>
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<!-- 大型生产器 -->
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<!-- 机械工厂 -->
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_Large_Mechine_proudctor</defName>
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<label>乌拉帝国机械工厂</label>
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||||
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