This commit is contained in:
2025-07-07 17:28:25 +08:00
parent 418008b14b
commit fd04102797
6 changed files with 267 additions and 9 deletions

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@@ -31,13 +31,13 @@
<MarketValue>2</MarketValue>
<Beauty>1</Beauty>
<MaxHitPoints>10000</MaxHitPoints>
<WorkToBuild>500</WorkToBuild>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costList>
<Steel>1</Steel>
<Steel>10</Steel>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
@@ -67,7 +67,7 @@
<ai_chillDestination>false</ai_chillDestination>
<supportsWallAttachments>true</supportsWallAttachments>
<blueprintGraphicData>
<texPath>Wula/Building/Linked/SRAWall_Blueprint</texPath>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_Blueprint</texPath>
</blueprintGraphicData>
<relatedBuildCommands>
<li>Door</li>
@@ -98,4 +98,59 @@
</li>
</damageMultipliers>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>WulaDoor</defName>
<label>乌拉帝国大门</label>
<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>
<thingClass>Building_MultiTileDoor</thingClass>
<statBases>
<WorkToBuild>15000</WorkToBuild>
<MaxHitPoints>15000</MaxHitPoints>
<Beauty>10</Beauty>
</statBases>
<graphicData>
<texPath>Things/Building/OrnateDoor/OrnateDoor2x1_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<uiIconPath>Things/Building/OrnateDoor/OrnateDoor_MenuIcon_south</uiIconPath>
<useBlueprintGraphicAsGhost>true</useBlueprintGraphicAsGhost>
<size>(2, 1)</size>
<rotatable>true</rotatable>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costStuffCount>75</costStuffCount>
<costList>
<Steel>50</Steel>
</costList>
<building>
<blueprintClass>Blueprint_Build</blueprintClass>
<blueprintGraphicData>
<texPath>Things/Building/OrnateDoor/OrnateDoor_MenuIcon</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>EdgeDetect</shaderType>
<drawSize>(2.6, 3.1)</drawSize>
</blueprintGraphicData>
<doorTopGraphic>
<texPath>Things/Building/OrnateDoor/OrnateDoor2x1_Top</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3.1, 2.3)</drawSize>
</doorTopGraphic>
<doorSupportGraphic>
<texPath>Things/Building/OrnateDoor/OrnateDoor2x1_Support</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3.1, 2.3)</drawSize>
</doorSupportGraphic>
</building>
<researchPrerequisites>
<li>ComplexFurniture</li>
</researchPrerequisites>
<designationHotKey>Misc3</designationHotKey>
<placeWorkers>
<li>PlaceWorker_MultiCellDoor</li>
</placeWorkers>
</ThingDef>
</Defs>

View File

@@ -174,8 +174,8 @@
<RecipeDef ParentName="LightMechanoidRecipe">
<defName>WULA_Build_Wula_Synth</defName>
<label>建造Ura-00"机械乌拉"</label>
<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>
<label>建造URa-00"机械乌拉"</label>
<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>
<ingredients Inherit="False">
<li>
<filter>

View File

@@ -17,6 +17,17 @@
<li>Electricity</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Structure_Technology</defName>
<label>结构构件套件</label>
<description>获取构建乌拉帝国堡垒结构的知识,包括墙、门和地板。</description>
<baseCost>1200</baseCost>
<researchViewX>0.00</researchViewX>
<researchViewY>3.20</researchViewY>
<prerequisites>
<li>WULA_Base_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Repair_Arm_Technology</defName>
<label>高级维修套件</label>

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@@ -122,4 +122,4 @@
</parts>
</scenario>
</ScenarioDef>
</Defs>
</Defs>

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@@ -0,0 +1,190 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<StorytellerDef ParentName="BaseStoryteller">
<defName>WULA_Anisia</defName>
<label>URa-1138「艾妮西娅」</label>
<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>
<portraitLarge>SRA/Storyteller/SRA_Rocivia</portraitLarge>
<portraitTiny>SRA/Storyteller/SRA_Rocivia_TINY</portraitTiny>
<listOrder>20</listOrder>
<comps>
<!-- Intro -->
<!-- <li Class="StorytellerCompProperties_ClassicIntro"/> -->
<!-- 袭击生成器 -->
<li Class="StorytellerCompProperties_OnOffCycle">
<category>ThreatBig</category> <!-- 大型袭击 -->
<minDaysPassed>15.0</minDaysPassed> <!-- 最低在15日后开始生成 -->
<onDays>2</onDays> <!-- 每个周期(12天)有多少天允许生成袭击 -->
<offDays>9</offDays> <!-- 每个周期(12天)有多少天不生成袭击 -->
<minSpacingDays>0.25</minSpacingDays> <!-- 事件最小间隔 -->
<numIncidentsRange>2~3</numIncidentsRange> <!-- 事件点数 -->
<!-- <forceRaidEnemyBeforeDaysPassed>20</forceRaidEnemyBeforeDaysPassed> -->
<disallowedTargetTags>
<li>Map_RaidBeacon</li>
</disallowedTargetTags>
</li>
<!-- <li Class="StorytellerCompProperties_OnOffCycle">
<category>ThreatSmall</category>
<minDaysPassed>11.0</minDaysPassed>
<onDays>4.6</onDays>
<offDays>6.0</offDays>
<numIncidentsRange>0.2~1</numIncidentsRange>
<acceptPercentFactorPerThreatPointsCurve>
<points>
<li>(800, 1)</li>
<li>(2800, 0)</li>
</points>
</acceptPercentFactorPerThreatPointsCurve>
</li> -->
<li Class="StorytellerCompProperties_ThreatsGenerator">
<allowedTargetTags>
<li>Map_RaidBeacon</li>
</allowedTargetTags>
<parms>
<allowedThreats>Raids</allowedThreats>
<onDays>1.0</onDays>
<offDays>0.5</offDays>
<minSpacingDays>0.04</minSpacingDays>
<numIncidentsRange>1~2</numIncidentsRange>
<minThreatPoints>500</minThreatPoints>
</parms>
</li>
<!-- Home misc incidents-->
<li Class="StorytellerCompProperties_CategoryMTB">
<category>Misc</category>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
<minDaysPassed>5</minDaysPassed>
<mtbDays>4.8</mtbDays>
</li>
<li Class="StorytellerCompProperties_ShipChunkDrop"/>
<li Class="StorytellerCompProperties_Disease">
<category>DiseaseHuman</category>
<minDaysPassed>9</minDaysPassed>
</li>
<li Class="StorytellerCompProperties_Disease">
<category>DiseaseAnimal</category>
<minDaysPassed>9</minDaysPassed>
</li>
<!-- Ally/neutral interaction -->
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>RaidFriendly</incident>
<baseIncidentsPerYear>15</baseIncidentsPerYear>
<minSpacingDays>0.4</minSpacingDays>
<fullAlliesOnly>true</fullAlliesOnly>
<minDanger>High</minDanger>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TraderCaravanArrival</incident>
<minDaysPassed>5</minDaysPassed>
<baseIncidentsPerYear>5</baseIncidentsPerYear>
<minSpacingDays>6</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>VisitorGroup</incident>
<minDaysPassed>3</minDaysPassed>
<baseIncidentsPerYear>4</baseIncidentsPerYear>
<minSpacingDays>5</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_FactionInteraction">
<incident>TravelerGroup</incident>
<minDaysPassed>1</minDaysPassed>
<baseIncidentsPerYear>6</baseIncidentsPerYear>
<minSpacingDays>1</minSpacingDays>
<allowedTargetTags>
<li>Map_PlayerHome</li>
</allowedTargetTags>
</li>
<!-- Caravan / temp map -->
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>Misc</category>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>ThreatSmall</category>
<applyCaravanVisibility>true</applyCaravanVisibility>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<li Class="StorytellerCompProperties_CategoryIndividualMTBByBiome">
<category>ThreatBig</category>
<applyCaravanVisibility>true</applyCaravanVisibility>
<allowedTargetTags>
<li>Caravan</li>
<li>Map_TempIncident</li>
</allowedTargetTags>
</li>
<!-- Quests - non-Royalty -->
<li Class="StorytellerCompProperties_RandomQuest">
<category>GiveQuest</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<onDays>10</onDays>
<numIncidentsRange>1</numIncidentsRange>
<acceptFractionByDaysPassedCurve>
<points>
<li>(8, 0)</li>
<li>(15, 1)</li>
</points>
</acceptFractionByDaysPassedCurve>
<minSpacingDays>3</minSpacingDays>
<disableIfAnyModActive>
<li>Ludeon.RimWorld.Royalty</li>
</disableIfAnyModActive>
</li>
<!-- Quests - Royalty -->
<li Class="StorytellerCompProperties_RandomQuest">
<category>GiveQuest</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<onDays>12</onDays>
<numIncidentsRange>2</numIncidentsRange>
<acceptFractionByDaysPassedCurve>
<points>
<li>(8, 0)</li>
<li>(15, 1)</li>
</points>
</acceptFractionByDaysPassedCurve>
<minSpacingDays>3</minSpacingDays>
<enableIfAnyModActive>
<li>Ludeon.RimWorld.Royalty</li>
</enableIfAnyModActive>
</li>
<!-- World misc incidents-->
<li Class="StorytellerCompProperties_CategoryMTB">
<category>Misc</category>
<allowedTargetTags>
<li>World</li>
</allowedTargetTags>
<minDaysPassed>15</minDaysPassed>
<mtbDays>15</mtbDays>
</li>
<!-- Orbital trader -->
<li Class="StorytellerCompProperties_OnOffCycle">
<incident>OrbitalTraderArrival</incident>
<onDays>7</onDays>
<offDays>8</offDays>
<numIncidentsRange>1</numIncidentsRange>
</li>
<!-- Triggered -->
<li Class="StorytellerCompProperties_Triggered">
<incident>StrangerInBlackJoin</incident>
<delayTicks>180</delayTicks>
</li>
</comps>
</StorytellerDef>
</Defs>

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@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 服务器 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Synth_Server</defName>
<label>乌拉帝国服务器系统</label>
@@ -49,7 +50,7 @@
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>300</basePowerConsumption>
<basePowerConsumption>100</basePowerConsumption>
</li>
</comps>
<placeWorkers>
@@ -60,7 +61,7 @@
</building>
</ThingDef>
<!-- 能源核心制造机 -->
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>乌拉帝国编织体(生物能)</label>
@@ -201,6 +202,7 @@
</building>
</ThingDef>
<!---->
<ThingDef ParentName="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<label>合成人修复站</label>
@@ -262,7 +264,7 @@
</comps>
</ThingDef>
<!-- 大型生产器 -->
<!-- 机械工厂 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Large_Mechine_proudctor</defName>
<label>乌拉帝国机械工厂</label>