108 lines
4.5 KiB
XML
108 lines
4.5 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BaseHumanMakeableGun">
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<defName>WULA_RW_MeltBeam_Cannon_Example</defName>
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<label>铋晶Melt射线炮 (示例)</label>
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<description>一个使用Verb_ShootMeltBeam的示例武器。它会扫射出两条弯曲的能量光束,并造成范围爆炸。</description>
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<techLevel>Ultra</techLevel>
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<graphicData>
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<texPath>Wula/Weapon/WULA_RW_DM_Cannon</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>1.5</drawSize>
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</graphicData>
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<weaponTags>
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<li>Wula_Ranged_Weapon_T4</li>
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</weaponTags>
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<uiIconScale>0.8</uiIconScale>
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<soundInteract>Interact_ChargeRifle</soundInteract>
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<recipeMaker>
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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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<researchPrerequisite>WULA_Synth_Weapon_4_DM_Base_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
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</recipeMaker>
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<costList Inherit="False">
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<Steel>500</Steel>
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<Plasteel>300</Plasteel>
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<WULA_Dark_Matter_Item>6</WULA_Dark_Matter_Item>
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</costList>
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<statBases>
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<WorkToMake>50000</WorkToMake>
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<Mass>10</Mass>
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<AccuracyTouch>0.6</AccuracyTouch>
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<AccuracyShort>0.6</AccuracyShort>
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<AccuracyMedium>0.6</AccuracyMedium>
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<AccuracyLong>0.6</AccuracyLong>
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<RangedWeapon_Cooldown>3</RangedWeapon_Cooldown>
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</statBases>
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<verbs>
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<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
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<!-- 这里是我们新创建的 Verb Class -->
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<verbClass>WulaFallenEmpire.Verb_ShootMeltBeam</verbClass>
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<!-- 基础射线参数 -->
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>1.5</warmupTime>
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<range>25</range>
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<burstShotCount>20</burstShotCount>
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<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
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<beamDamageDef>Wula_Dark_Matter_Beam</beamDamageDef>
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<!-- 核心光束塑形参数 -->
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<beamFullWidthRange>12</beamFullWidthRange> <!-- 光束达到最大宽度的距离 -->
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<beamWidth>5</beamWidth> <!-- 光束的最大宽度 -->
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<beamMaxDeviation>0.8</beamMaxDeviation> <!-- 光束路径的随机偏移量 -->
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<beamCurvature>0.7</beamCurvature> <!-- 光束的弯曲程度 -->
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<beamStartOffset>0.5</beamStartOffset> <!-- 光束起始点距离发射者的偏移 -->
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<!-- 视觉和音效 -->
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<muzzleFlashScale>0</muzzleFlashScale>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamMoteDef>Mote_Wula_Dark_Matter_Beam</beamMoteDef>
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<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
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<beamLineFleckDef>Fleck_ShotGlow</beamLineFleckDef> <!-- 沿光束路径产生的粒子效果 -->
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<beamLineFleckChanceCurve>
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<points>
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<li>(0, 0)</li>
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<li>(0.65, 0.4)</li>
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<li>(1, 0.75)</li>
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</points>
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</beamLineFleckChanceCurve>
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<!-- 火焰效果 -->
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<beamSetsGroundOnFire>true</beamSetsGroundOnFire> <!-- 光束是否点燃地面 -->
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<beamChanceToStartFire>0.5</beamChanceToStartFire>
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<beamChanceToAttachFire>0.5</beamChanceToAttachFire>
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<beamFireSizeRange>0.2~0.4</beamFireSizeRange> <!-- 火焰大小范围 -->
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<!-- 其他射线属性 -->
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<stopBurstWithoutLos>false</stopBurstWithoutLos> <!-- 即使失去视野也继续扫射 -->
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<!-- 攻击目标设置 -->
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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<!-- 爆炸参数 -->
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<enableExplosion>true</enableExplosion>
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<explosionShotInterval>3</explosionShotInterval> <!-- 每3次射击判定一次爆炸 -->
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<explosionRadius>2.5</explosionRadius>
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<explosionDamageDef>Wula_Dark_Matter_Flame</explosionDamageDef>
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<explosionDamage>20</explosionDamage>
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<explosionSound>Explosion_Bomb</explosionSound>
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<chanceToStartFire>0.6</chanceToStartFire>
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<screenShakeFactor>0.3</screenShakeFactor> <!-- 爆炸时的屏幕震动 -->
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</li>
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</verbs>
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<tradeability>None</tradeability>
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<thingSetMakerTags>
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<li>RewardStandardQualitySuper</li>
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</thingSetMakerTags>
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</ThingDef>
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</Defs> |