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WulaFallenEmpireRW/1.6/1.6/Defs/DamageDefs/Damages_Wula.xml
2025-12-08 17:27:37 +08:00

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<DamageDef Name="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Dark_Matter_Beam</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>暗物质射流</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被暗物质射流穿透而死。</deathMessage>
<hediff>BeamWound</hediff>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<armorCategory>Sharp</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>true</makesAnimalsFlee>
<defaultDamage>50</defaultDamage>
<defaultArmorPenetration>0.85</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
<!-- <additionalHediffs>
<li>
<hediff>ToxicBuildup</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<victimSeverityScaling>ToxicResistance</victimSeverityScaling>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Dark_Matter_Beam_Huge</defName>
<defaultDamage>500</defaultDamage>
<defaultArmorPenetration>5</defaultArmorPenetration>
<buildingDamageFactorImpassable>5</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>5</buildingDamageFactorPassable>
</DamageDef>
<!-- 不要删掉这个伤害类有一个C#硬代码正在使用 -->
<DamageDef ParentName="Flame">
<defName>Wula_Dark_Matter_Flame</defName>
<label>暗物质湮灭</label>
<deathMessage>{0} 被暗物质湮灭带来的高能射流蒸发。</deathMessage>
<defaultDamage>15</defaultDamage>
<defaultArmorPenetration>2</defaultArmorPenetration>
<buildingDamageFactorImpassable>5</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>5</buildingDamageFactorPassable>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Firepower_Minigun_Strafe_Damage</defName>
<label>子弹</label>
<defaultDamage>25</defaultDamage>
<soundExplosion>Explosion_Bomb</soundExplosion>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_1_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>15</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>Bullet</damageDef>
<amount>15</amount>
<isPercentage>false</isPercentage>
<armorPenetration>0.5</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_2_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>30</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>WULA_Armour_Piercing_Projectile_1_Damage</damageDef>
<amount>30</amount>
<isPercentage>false</isPercentage>
<armorPenetration>1</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_3_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>50</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>WULA_Armour_Piercing_Projectile_2_Damage</damageDef>
<amount>50</amount>
<isPercentage>false</isPercentage>
<armorPenetration>1.5</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_4_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>100</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>WULA_Armour_Piercing_Projectile_3_Damage</damageDef>
<amount>100</amount>
<isPercentage>false</isPercentage>
<armorPenetration>2</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Psi_Damage</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>灵能灼烧</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被灵能灼烧而死。</deathMessage>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>false</makesAnimalsFlee>
<defaultDamage>20</defaultDamage>
<defaultArmorPenetration>1.5</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<!-- <soundExplosion>Explosion_Vaporize</soundExplosion> -->
<additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<!-- <victimSeverityScaling>PsychicSensitivity</victimSeverityScaling> -->
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
<!-- <additionalHediffs>
<li>
<hediff>WULA_Darkmatter_Explosion</hediff>
<severityPerDamageDealt>0.01</severityPerDamageDealt>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Bomb">
<defName>Wula_Psi_Bomb</defName>
<label>灵能爆燃</label>
<ignoreShields>true</ignoreShields>
<deathMessage>{0} 被灵能灼烧而死。</deathMessage>
<defaultDamage>50</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>1.5</defaultArmorPenetration>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<buildingDamageFactorImpassable>2</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>2</buildingDamageFactorPassable>
<soundExplosion>Pawn_Revenant_StartledScream</soundExplosion>
<additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<!-- <victimSeverityScaling>PsychicSensitivity</victimSeverityScaling> -->
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
</DamageDef>
<DamageDef>
<defName>Damage_WULA_Plasma</defName>
<label>等离子熔融</label>
<!-- <externalViolenceForMechanoids>true</externalViolenceForMechanoids> -->
<deathMessage>{0} 被等离子体引发的熔融爆炸炸死了。</deathMessage>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<!-- <isExplosive>true</isExplosive> -->
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<armorCategory>Heat</armorCategory>
<!-- <harmsHealth>false</harmsHealth> -->
<impactSoundType>Electric</impactSoundType>
<defaultDamage>20</defaultDamage>
<minDamageToFragment>5</minDamageToFragment>
<defaultStoppingPower>3</defaultStoppingPower>
<defaultArmorPenetration>0.75</defaultArmorPenetration>
<buildingDamageFactorImpassable>6</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>3</buildingDamageFactorPassable>
<plantDamageFactor>8</plantDamageFactor>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<!-- <explosionSnowMeltAmount>0</explosionSnowMeltAmount> -->
<explosionCellFleck>Blast_WULA_Plasma</explosionCellFleck>
<explosionColorCenter>(0.95, 0.6, 0.3)</explosionColorCenter>
<explosionColorEdge>(1, 0.5, 0.15)</explosionColorEdge>
<!-- <explosionInteriorFleck>ElectricalSpark_WULA_Plasma_Explosive</explosionInteriorFleck> -->
<soundExplosion>Explosion_EMP</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>
<DamageDef>
<defName>Damage_WULA_Plasma_Explosive</defName>
<label>熔融爆炸</label>
<!-- <externalViolenceForMechanoids>true</externalViolenceForMechanoids> -->
<deathMessage>{0} 被等离子体引发的熔融爆炸炸死了。</deathMessage>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<!-- <isExplosive>true</isExplosive> -->
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<armorCategory>Heat</armorCategory>
<!-- <harmsHealth>false</harmsHealth> -->
<impactSoundType>Electric</impactSoundType>
<defaultDamage>50</defaultDamage>
<minDamageToFragment>5</minDamageToFragment>
<defaultStoppingPower>3</defaultStoppingPower>
<defaultArmorPenetration>0.75</defaultArmorPenetration>
<buildingDamageFactorImpassable>6</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>3</buildingDamageFactorPassable>
<plantDamageFactor>8</plantDamageFactor>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<!-- <explosionSnowMeltAmount>0</explosionSnowMeltAmount> -->
<explosionCellFleck>Blast_WULA_Plasma_Explosive</explosionCellFleck>
<explosionColorCenter>(0.2, 0.8, 0.3)</explosionColorCenter>
<explosionColorEdge>(0.1, 0.9, 0.5)</explosionColorEdge>
<explosionInteriorFleck>ElectricalSpark_WULA_Plasma_Explosive</explosionInteriorFleck>
<soundExplosion>Explosion_EMP</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>
<DamageDef Name="Damage_WULA_Melta" ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Damage_WULA_Melta</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>热熔</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被热熔武器融化了。</deathMessage>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>false</makesAnimalsFlee>
<defaultDamage>150</defaultDamage>
<defaultArmorPenetration>1.2</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
<!-- <additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Damage_WULA_Melta">
<defName>Damage_WULA_Melta_Small</defName>
<defaultDamage>5</defaultDamage>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Shuttle_Autocannon_Bullet</defName>
<label>bullet</label>
<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
</DamageDef>
<DamageDef ParentName="Bomb">
<defName>WULA_Disturber_Turret_Bomb</defName>
<label>熔岩爆炸</label>
<!-- <workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass> -->
<workerClass>WulaFallenEmpire.DamageWorker_ExplosionWithTerrain</workerClass>
<defaultDamage>250</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>2</defaultArmorPenetration>
<explosionCellFleck>BlastEMP</explosionCellFleck>
<explosionColorEdge>(0.8, 0.8, 0.8, 0.8)</explosionColorEdge>
<explosionCenterEffecter>WULA_Disturber_Turret_Bomb_Shockwave</explosionCenterEffecter>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDefExtension_TerrainCover">
<terrainToSpawn>LavaShallow</terrainToSpawn>
</li>
<!-- <li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>EMP</damageDef>
<amount>60</amount>
<isPercentage>false</isPercentage>
<armorPenetration>2</armorPenetration>
</li>
</extraDamages>
</li> -->
</modExtensions>
</DamageDef>
<EffecterDef>
<defName>WULA_Disturber_Turret_Bomb_Shockwave</defName>
<children>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>Fleck_WULA_Disturber_Turret_Bomb_Shockwave</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>FlashMechBand</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>Mote_RedFlashStrong</moteDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<scale>24</scale>
</li>
</children>
</EffecterDef>
<FleckDef ParentName="FleckBase">
<defName>Fleck_WULA_Disturber_Turret_Bomb_Shockwave</defName>
<altitudeLayer>MoteOverheadLow</altitudeLayer>
<fadeInTime>0.04</fadeInTime>
<fadeOutTime>0.1</fadeOutTime>
<solidTime>0.8</solidTime>
<growthRate>1.5</growthRate>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<graphicClass>Graphic_FleckPulse</graphicClass>
<texPath>Things/Mote/Black</texPath>
<shaderType>MoteLargeDistortionWave</shaderType>
<color>(218,255,200,255)</color>
<shaderParameters>
<_DistortionTex>/Things/Mote/PsychicDistortionCurrents</_DistortionTex>
<_NoiseTex>/Things/Mote/PsycastNoise</_NoiseTex>
<_distortionIntensity>0.066</_distortionIntensity>
<_brightnessMultiplier>1.15</_brightnessMultiplier>
</shaderParameters>
<drawSize>15</drawSize>
</graphicData>
</FleckDef>
<DamageDef ParentName="Bomb">
<defName>WULA_DarkMatterBomb</defName>
<label>暗物质湮灭爆炸</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExplosionWithTerrain</workerClass>
<defaultDamage>550</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<explosionCenterEffecter>WULA_DarkMatterBomb_Shockwave</explosionCenterEffecter>
<explosionCellFleck>BlastEMP</explosionCellFleck>
<explosionColorEdge>(0.8, 0.8, 0.8, 0.8)</explosionColorEdge>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDefExtension_TerrainCover">
<terrainToSpawn>CooledLava</terrainToSpawn>
</li>
</modExtensions>
</DamageDef>
<EffecterDef>
<defName>WULA_DarkMatterBomb_Shockwave</defName>
<children>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>Fleck_WULA_DarkMatterBomb_Shockwave</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>Fleck_WULA_DarkMatterBomb_Line</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>FlashMechBand</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>Mote_RedFlashStrong</moteDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<scale>24</scale>
</li>
</children>
</EffecterDef>
<FleckDef ParentName="FleckBase">
<defName>Fleck_WULA_DarkMatterBomb_Shockwave</defName>
<altitudeLayer>MoteOverheadLow</altitudeLayer>
<fadeInTime>0.04</fadeInTime>
<fadeOutTime>0.1</fadeOutTime>
<solidTime>0.8</solidTime>
<growthRate>1.5</growthRate>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<graphicClass>Graphic_FleckPulse</graphicClass>
<texPath>Things/Mote/Black</texPath>
<shaderType>MoteLargeDistortionWave</shaderType>
<color>(218,255,200,255)</color>
<shaderParameters>
<_DistortionTex>/Things/Mote/PsychicDistortionCurrents</_DistortionTex>
<_NoiseTex>/Things/Mote/PsycastNoise</_NoiseTex>
<_distortionIntensity>0.066</_distortionIntensity>
<_brightnessMultiplier>1.15</_brightnessMultiplier>
</shaderParameters>
<drawSize>35</drawSize>
</graphicData>
</FleckDef>
<FleckDef ParentName="FleckBase_Thrown">
<defName>Fleck_WULA_DarkMatterBomb_Line</defName>
<altitudeLayer>LightingOverlay</altitudeLayer>
<fadeInTime>0.1</fadeInTime>
<fadeOutTime>0.58</fadeOutTime>
<solidTime>0.5</solidTime>
<growthRate>11</growthRate>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Things/Mote/RedLineGlow</texPath>
<graphicClass>Graphic_FleckPulse</graphicClass>
<shaderType>MoteMultiplyAddCircular</shaderType>
<shaderParameters>
<_DistortionTex>/Things/Mote/RadiationDistortion_A</_DistortionTex>
<_texAScale>0.5</_texAScale>
<_texBScale>2</_texBScale>
<_texAScrollSpeed>0</_texAScrollSpeed>
<_texBScrollSpeed>-0.4</_texBScrollSpeed>
<_Intensity>0.5</_Intensity>
<_InnerFadeAmount>0</_InnerFadeAmount>
<_DistortionIntensity>0.5</_DistortionIntensity>
<_TexAScaleDivisorPerProgress>1.5</_TexAScaleDivisorPerProgress>
</shaderParameters>
<drawSize>(4, 4)</drawSize>
</graphicData>
</FleckDef>
<DamageDef ParentName="StunBase">
<defName>WULA_Mech_Drop</defName>
<label>EMP</label>
<externalViolenceForMechanoids>true</externalViolenceForMechanoids>
<deathMessage>{0} has been EMPed to death.</deathMessage>
<harmsHealth>false</harmsHealth>
<impactSoundType>Electric</impactSoundType>
<defaultDamage>50</defaultDamage>
<explosionSnowMeltAmount>0</explosionSnowMeltAmount>
<!-- <explosionCellFleck>BlastEMP</explosionCellFleck> -->
<!-- <explosionColorEdge>(0.8, 0.8, 0.8, 0.8)</explosionColorEdge>
<explosionInteriorFleck>ElectricalSpark</explosionInteriorFleck> -->
<soundExplosion>Explosion_Vaporize</soundExplosion>
<combatLogRules>Damage_EMP</combatLogRules>
<causeStun>true</causeStun>
<stunResistStat MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly">EMPResistance</stunResistStat>
<stunAdaptationTicks>2200</stunAdaptationTicks>
<explosionCenterEffecter>GiantExplosion</explosionCenterEffecter>
</DamageDef>
<DamageDef ParentName="StunBase">
<defName>WULA_Mech_EMP_Drop</defName>
<label>EMP</label>
<externalViolenceForMechanoids>true</externalViolenceForMechanoids>
<deathMessage>{0} has been EMPed to death.</deathMessage>
<harmsHealth>false</harmsHealth>
<impactSoundType>Electric</impactSoundType>
<defaultDamage>50</defaultDamage>
<explosionSnowMeltAmount>0</explosionSnowMeltAmount>
<!-- <explosionCellFleck>BlastEMP</explosionCellFleck> -->
<!-- <explosionColorEdge>(0.8, 0.8, 0.8, 0.8)</explosionColorEdge>
<explosionInteriorFleck>ElectricalSpark</explosionInteriorFleck> -->
<soundExplosion>Explosion_Vaporize</soundExplosion>
<combatLogRules>Damage_EMP</combatLogRules>
<causeStun>true</causeStun>
<stunResistStat MayRequireAnyOf="Ludeon.RimWorld.Biotech,Ludeon.RimWorld.Anomaly">EMPResistance</stunResistStat>
<stunAdaptationTicks>2200</stunAdaptationTicks>
<explosionCenterEffecter>WULA_Mech_EMP_Drop_Shockwave</explosionCenterEffecter>
</DamageDef>
<EffecterDef>
<defName>WULA_Mech_EMP_Drop_Shockwave</defName>
<children>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>Fleck_BlastMechBandShockwave</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>Fleck_BlastMechBandRedLine</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>FlashMechBand</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>Mote_RedFlashStrong</moteDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<scale>24</scale>
</li>
</children>
</EffecterDef>
<DamageDef ParentName="Bullet">
<defName>Damage_WULA_RW_Unlimit_Penetrating_Beam_Cannon</defName>
<label>贯杀炮切割束</label>
<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
</DamageDef>
<DamageDef ParentName="Bomb">
<defName>WULA_GiantBomb</defName>
<label>大型爆炸</label>
<defaultDamage>150</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>1.30</defaultArmorPenetration>
<explosionCenterEffecter>WULA_GiantBomb_Explosion</explosionCenterEffecter>
</DamageDef>
<EffecterDef>
<defName>WULA_GiantBomb_Explosion</defName>
<children>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<fleckDef>Fleck_BlastMechBandShockwave</fleckDef>
<burstCount>1</burstCount>
<spawnLocType>OnSource</spawnLocType>
<absoluteAngle>true</absoluteAngle>
<rotation>0~0</rotation>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>Mote_GiantExplosion</moteDef>
<scale>1~1</scale>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>Mote_GiantExplosionInner</moteDef>
<scale>5~5</scale>
</li>
</children>
</EffecterDef>
</Defs>