752 lines
30 KiB
XML
752 lines
30 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<ThingDef ParentName="EtherealThingBase">
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<defName>WULA_MotherShip</defName>
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<label>乌拉帝国母舰</label>
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<thingClass>WulaFallenEmpire.FlyOver</thingClass>
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<tickerType>Normal</tickerType>
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<drawerType>RealtimeOnly</drawerType>
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<graphicData>
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<texPath>Wula/FlyoverThing/WULA_MotherShip_Shadow</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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<drawSize>(100,250)</drawSize>
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<color>(195,195,195,45)</color>
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</graphicData>
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<skyfaller>
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<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
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<shadowSize>(0, 0)</shadowSize>
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<motesPerCell>0</motesPerCell>
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<floatingSound>FlyOver/Flying</floatingSound>
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<!-- <impactSound>FlyOver/Landing</impactSound> -->
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</skyfaller>
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<modExtensions>
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<li Class="WulaFallenEmpire.FlyOverShadowExtension">
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<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
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<useCustomShadow>true</useCustomShadow>
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<shadowIntensity>0.8</shadowIntensity>
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<minShadowAlpha>0</minShadowAlpha>
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<maxShadowAlpha>0</maxShadowAlpha>
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<minShadowScale>0</minShadowScale>
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<maxShadowScale>0</maxShadowScale>
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<!-- 淡入淡出开关 -->
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<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
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<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
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<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
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<useApproachAnimation>true</useApproachAnimation>
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<approachDuration>1</approachDuration>
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<approachOffsetDistance>50</approachOffsetDistance>
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</li>
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</modExtensions>
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<seeThroughFog>true</seeThroughFog>
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<useHitPoints>false</useHitPoints>
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<selectable>false</selectable>
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<alwaysHaulable>false</alwaysHaulable>
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<altitudeLayer>MetaOverlays</altitudeLayer>
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<comps>
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<!-- 入场信封信息 -->
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<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
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<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
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<letterLabel>帝国母舰已抵达</letterLabel>
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<letterText>一艘帝国母舰响应请求抵达殖民地上空!</letterText>
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<letterDef>PositiveEvent</letterDef>
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<onlySendOnce>true</onlySendOnce>
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<requireOnMap>true</requireOnMap>
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<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
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</li>
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<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
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<availableFacilities>
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<li>BombardmentFacility</li>
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<li>HarborFacility</li>
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<li>FactoryFacility</li>
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<li>BuildingdropperFacility</li>
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</availableFacilities>
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</li>
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<!-- 新增冷却组件 -->
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<li Class="WulaFallenEmpire.CompProperties_FlyOverCooldown">
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<baseCooldownTicks>60000</baseCooldownTicks> <!-- 1天 -->
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="EtherealThingBase">
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<defName>WULA_BattleShip</defName>
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<label>乌拉帝国护航舰</label>
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<thingClass>WulaFallenEmpire.FlyOver</thingClass>
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<tickerType>Normal</tickerType>
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<drawerType>RealtimeOnly</drawerType>
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<graphicData>
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<texPath>Wula/FlyoverThing/WULA_BattleShip_Shadow</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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<drawSize>(70,100)</drawSize>
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<color>(195,195,195,45)</color>
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</graphicData>
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<skyfaller>
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<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
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<shadowSize>(0, 0)</shadowSize>
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<motesPerCell>0</motesPerCell>
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<floatingSound>FlyOver/Flying</floatingSound>
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<!-- <impactSound>FlyOver/Landing</impactSound> -->
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</skyfaller>
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<modExtensions>
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<li Class="WulaFallenEmpire.FlyOverShadowExtension">
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<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
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<useCustomShadow>true</useCustomShadow>
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<shadowIntensity>0.8</shadowIntensity>
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<minShadowAlpha>0</minShadowAlpha>
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<maxShadowAlpha>0</maxShadowAlpha>
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<minShadowScale>0</minShadowScale>
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<maxShadowScale>0</maxShadowScale>
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<!-- 淡入淡出开关 -->
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<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
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<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
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<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
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<useApproachAnimation>true</useApproachAnimation>
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<approachDuration>1</approachDuration>
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<approachOffsetDistance>50</approachOffsetDistance>
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</li>
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</modExtensions>
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<seeThroughFog>true</seeThroughFog>
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<useHitPoints>false</useHitPoints>
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<selectable>false</selectable>
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<alwaysHaulable>false</alwaysHaulable>
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<altitudeLayer>MetaOverlays</altitudeLayer>
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<comps>
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<!-- 入场信封信息 -->
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<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
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<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
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<letterLabel>帝国护航舰已抵达</letterLabel>
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<letterText>一艘帝国护航舰响应请求抵达殖民地上空!</letterText>
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<letterDef>PositiveEvent</letterDef>
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<onlySendOnce>true</onlySendOnce>
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<requireOnMap>true</requireOnMap>
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<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
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</li>
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<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
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<availableFacilities>
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<li>BombardmentFacility</li>
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</availableFacilities>
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</li>
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<!-- 新增冷却组件 -->
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<li Class="WulaFallenEmpire.CompProperties_FlyOverCooldown">
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<baseCooldownTicks>60000</baseCooldownTicks> <!-- 1天 -->
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="EtherealThingBase">
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<defName>WULA_ConstructionShip</defName>
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<label>乌拉帝国工程舰</label>
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<thingClass>WulaFallenEmpire.FlyOver</thingClass>
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<tickerType>Normal</tickerType>
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<drawerType>RealtimeOnly</drawerType>
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<graphicData>
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<texPath>Wula/FlyoverThing/WULA_ConstructionShip_Shadow</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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<drawSize>(70,200)</drawSize>
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<color>(195,195,195,45)</color>
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</graphicData>
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<skyfaller>
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<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
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<shadowSize>(0, 0)</shadowSize>
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<motesPerCell>0</motesPerCell>
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<floatingSound>FlyOver/Flying</floatingSound>
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<!-- <impactSound>FlyOver/Landing</impactSound> -->
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</skyfaller>
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<modExtensions>
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<li Class="WulaFallenEmpire.FlyOverShadowExtension">
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<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
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<useCustomShadow>true</useCustomShadow>
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<shadowIntensity>0.8</shadowIntensity>
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<minShadowAlpha>0</minShadowAlpha>
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<maxShadowAlpha>0</maxShadowAlpha>
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<minShadowScale>0</minShadowScale>
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<maxShadowScale>0</maxShadowScale>
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<!-- 淡入淡出开关 -->
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<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
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<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
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<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
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<useApproachAnimation>true</useApproachAnimation>
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<approachDuration>1</approachDuration>
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<approachOffsetDistance>50</approachOffsetDistance>
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</li>
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</modExtensions>
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<seeThroughFog>true</seeThroughFog>
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<useHitPoints>false</useHitPoints>
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<selectable>false</selectable>
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<alwaysHaulable>false</alwaysHaulable>
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<altitudeLayer>MetaOverlays</altitudeLayer>
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<comps>
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<!-- 入场信封信息 -->
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<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
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<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
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<letterLabel>帝国工程舰已抵达</letterLabel>
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<letterText>一艘帝国工程舰响应请求抵达殖民地上空!</letterText>
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<letterDef>PositiveEvent</letterDef>
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<onlySendOnce>true</onlySendOnce>
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<requireOnMap>true</requireOnMap>
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<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
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</li>
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<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
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<availableFacilities>
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<li>FactoryFacility</li>
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<li>BuildingdropperFacility</li>
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</availableFacilities>
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</li>
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</comps>
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</ThingDef>
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<!-- 战机 -->
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<ThingDef Name="WULA_Fighter_Drone_Base" ParentName="EtherealThingBase" Abstract="True">
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<thingClass>WulaFallenEmpire.FlyOver</thingClass>
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<tickerType>Normal</tickerType>
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<drawerType>RealtimeOnly</drawerType>
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<label>乌拉帝国蜂群无人机</label>
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<graphicData>
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<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
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<texPath>Wula/FlyoverThing/WULA_Fighter_Drone_Shadow</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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<drawSize>(3,3)</drawSize>
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</graphicData>
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<castEdgeShadows>false</castEdgeShadows>
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<staticSunShadowHeight>0</staticSunShadowHeight>
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<skyfaller>
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<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
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<shadowSize>(0, 0)</shadowSize>
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<motesPerCell>0</motesPerCell>
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<floatingSound>FlyOver/Flying</floatingSound>
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<!-- <impactSound>FlyOver/Landing</impactSound> -->
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</skyfaller>
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<modExtensions>
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<li Class="WulaFallenEmpire.FlyOverShadowExtension">
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<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
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<useCustomShadow>true</useCustomShadow>
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<shadowIntensity>0.8</shadowIntensity>
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<minShadowAlpha>0</minShadowAlpha>
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<maxShadowAlpha>0</maxShadowAlpha>
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<minShadowScale>0</minShadowScale>
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<maxShadowScale>0</maxShadowScale>
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<useApproachAnimation>true</useApproachAnimation>
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<approachDuration>1</approachDuration>
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<approachOffsetDistance>20</approachOffsetDistance>
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</li>
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</modExtensions>
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<seeThroughFog>true</seeThroughFog>
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<useHitPoints>false</useHitPoints>
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<selectable>false</selectable>
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<alwaysHaulable>false</alwaysHaulable>
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<altitudeLayer>MetaOverlays</altitudeLayer>
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</ThingDef>
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<ThingDef ParentName="WULA_Fighter_Drone_Base">
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<defName>WULA_Fighter_Drone_A</defName>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
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<projectileDef>Bullet_Beam_Fighter_Drone</projectileDef>
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<sectorAngle>20</sectorAngle> <!-- 扇形角度 -->
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<sectorRange>50</sectorRange> <!-- 射程 -->
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<shotCount>6</shotCount> <!-- 发射次数 -->
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<shotInterval>0.1</shotInterval> <!-- 发射间隔 -->
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<maxProjectiles>18</maxProjectiles><!-- 最大射弹数量限制-->
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<!-- 横向偏移配置(左右) -->
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<lateralOffsetDistance>2</lateralOffsetDistance>
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<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
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<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
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<lateralAngleIncrement>0</lateralAngleIncrement>
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<lateralOffsetMode>Alternating</lateralOffsetMode>
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<!-- 纵向偏移配置(前后) -->
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<longitudinalInitialOffset>0</longitudinalInitialOffset>
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<longitudinalMinOffset>0</longitudinalMinOffset>
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<longitudinalMaxOffset>0</longitudinalMaxOffset>
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<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
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<!-- 视觉效果 -->
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<spawnOffsetEffect>true</spawnOffsetEffect>
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<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>Bullet_Beam_Fighter_Drone</defName>
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<label>蜂群光束</label>
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<thingClass>Beam</thingClass>
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<graphicData>
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<texPath>Things/Projectile/Bullet_Small</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>Beam</damageDef>
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<damageAmountBase>5</damageAmountBase>
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<beamMoteDef>Mote_Beam_Fighter_Drone</beamMoteDef>
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<beamStartOffset>0.5</beamStartOffset>
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<armorPenetrationBase>0.5</armorPenetrationBase>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="MoteBase">
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<defName>Mote_Beam_Fighter_Drone</defName>
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<thingClass>MoteDualAttached</thingClass>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<mote>
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<fadeInTime>0.1</fadeInTime>
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<fadeOutTime>0.1</fadeOutTime>
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<solidTime>0.1</solidTime>
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<rotateTowardsTarget>True</rotateTowardsTarget>
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<scaleToConnectTargets>True</scaleToConnectTargets>
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</mote>
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<drawOffscreen>true</drawOffscreen>
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<graphicData>
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<texPath>Things/Mote/GraserBeam</texPath>
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<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
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<shaderType>MoteBeam</shaderType>
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<shaderParameters>
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<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
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<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
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<_ScrollSpeedA>0</_ScrollSpeedA>
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<_ScrollSpeedB>0</_ScrollSpeedB>
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<_Intensity>2</_Intensity>
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</shaderParameters>
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</graphicData>
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</ThingDef>
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<ThingDef ParentName="WULA_Fighter_Drone_Base">
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<defName>WULA_Fighter_Drone_B</defName>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
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<projectileDef>Bullet_Shell_Incendiary</projectileDef>
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<range>50</range>
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<!-- 横向偏移配置(左右) -->
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<lateralOffsetDistance>2</lateralOffsetDistance>
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<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
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<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
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<lateralAngleIncrement>0</lateralAngleIncrement>
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<lateralOffsetMode>Alternating</lateralOffsetMode>
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<!-- 纵向偏移配置(前后) -->
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<longitudinalInitialOffset>0</longitudinalInitialOffset>
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<longitudinalMinOffset>0</longitudinalMinOffset>
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<longitudinalMaxOffset>0</longitudinalMaxOffset>
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<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
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<!-- 视觉效果 -->
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<spawnOffsetEffect>true</spawnOffsetEffect>
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<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
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</li>
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</comps>
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</ThingDef>
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<ThingDef Name="WULA_Striker_Base" ParentName="EtherealThingBase" Abstract="True">
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<thingClass>WulaFallenEmpire.FlyOver</thingClass>
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<label>乌拉帝国攻击机</label>
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<tickerType>Normal</tickerType>
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<drawerType>RealtimeOnly</drawerType>
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<graphicData>
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<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
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<texPath>Wula/FlyoverThing/WULA_Fighter_Shadow</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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<drawSize>(30,15)</drawSize>
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<color>(255,255,255,170)</color>
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</graphicData>
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<castEdgeShadows>false</castEdgeShadows>
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<staticSunShadowHeight>0</staticSunShadowHeight>
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<skyfaller>
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<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
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<shadowSize>(0, 0)</shadowSize>
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<motesPerCell>0</motesPerCell>
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<floatingSound>FlyOver/Flying</floatingSound>
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<!-- <impactSound>FlyOver/Landing</impactSound> -->
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</skyfaller>
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<modExtensions>
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<li Class="WulaFallenEmpire.FlyOverShadowExtension">
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<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
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<useCustomShadow>true</useCustomShadow>
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<shadowIntensity>0.8</shadowIntensity>
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<minShadowAlpha>0</minShadowAlpha>
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<maxShadowAlpha>0</maxShadowAlpha>
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<minShadowScale>0</minShadowScale>
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<maxShadowScale>0</maxShadowScale>
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<useApproachAnimation>true</useApproachAnimation>
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<approachDuration>1</approachDuration>
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<approachOffsetDistance>20</approachOffsetDistance>
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</li>
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</modExtensions>
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<seeThroughFog>true</seeThroughFog>
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<useHitPoints>false</useHitPoints>
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<selectable>false</selectable>
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<alwaysHaulable>false</alwaysHaulable>
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<altitudeLayer>MetaOverlays</altitudeLayer>
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</ThingDef>
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<ThingDef ParentName="WULA_Striker_Base">
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<defName>WULA_Striker_A</defName>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_SectorSurveillance">
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<projectileDef>Bullet_WULA_Striker_A_Missile</projectileDef>
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<sectorAngle>60</sectorAngle> <!-- 扇形角度 -->
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<sectorRange>85</sectorRange> <!-- 射程 -->
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<shotCount>2</shotCount> <!-- 发射次数 -->
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<shotInterval>0.3</shotInterval> <!-- 发射间隔 -->
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<maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制-->
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<!-- 横向偏移配置(左右) -->
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<lateralOffsetDistance>13</lateralOffsetDistance>
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<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
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<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
|
|
<lateralAngleIncrement>0</lateralAngleIncrement>
|
|
<lateralOffsetMode>Alternating</lateralOffsetMode>
|
|
|
|
<!-- 纵向偏移配置(前后) -->
|
|
<longitudinalInitialOffset>13</longitudinalInitialOffset>
|
|
<longitudinalMinOffset>13</longitudinalMinOffset>
|
|
<longitudinalMaxOffset>13</longitudinalMaxOffset>
|
|
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
|
|
|
|
<!-- 视觉效果 -->
|
|
<spawnOffsetEffect>true</spawnOffsetEffect>
|
|
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
<ThingDef ParentName="BaseBullet">
|
|
<defName>Bullet_WULA_Striker_A_Missile</defName>
|
|
<label>攻击机对地导弹</label>
|
|
<graphicData>
|
|
<texPath>Wula/Projectile/WULA_Striker_Missile</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
<drawSize>(1.25,2.5)</drawSize>
|
|
</graphicData>
|
|
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
|
|
<projectile>
|
|
<damageDef>Bomb</damageDef>
|
|
<speed>180</speed>
|
|
<damageAmountBase>30</damageAmountBase>
|
|
<armorPenetrationBase>1</armorPenetrationBase>
|
|
<stoppingPower>2.0</stoppingPower>
|
|
<explosionRadius>3</explosionRadius>
|
|
<soundExplode>MortarBomb_Explode</soundExplode>
|
|
<screenShakeFactor>0.5</screenShakeFactor>
|
|
<flyOverhead>true</flyOverhead>
|
|
</projectile>
|
|
<modExtensions>
|
|
<li Class="WulaFallenEmpire.TrackingBulletDef">
|
|
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
|
|
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
|
|
</li>
|
|
</modExtensions>
|
|
</ThingDef>
|
|
<ThingDef ParentName="WULA_Striker_Base">
|
|
<defName>WULA_Striker_B</defName>
|
|
<comps>
|
|
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
|
|
<projectileDef>Bullet_WULA_Striker_B</projectileDef>
|
|
<range>85</range>
|
|
|
|
<!-- 横向偏移配置(左右) -->
|
|
<lateralOffsetDistance>11</lateralOffsetDistance>
|
|
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
|
|
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
|
|
<lateralAngleIncrement>0</lateralAngleIncrement>
|
|
<lateralOffsetMode>Alternating</lateralOffsetMode>
|
|
|
|
<!-- 纵向偏移配置(前后) -->
|
|
<longitudinalInitialOffset>2</longitudinalInitialOffset>
|
|
<longitudinalMinOffset>2</longitudinalMinOffset>
|
|
<longitudinalMaxOffset>2</longitudinalMaxOffset>
|
|
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
|
|
|
|
<!-- 视觉效果 -->
|
|
<spawnOffsetEffect>true</spawnOffsetEffect>
|
|
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
<ThingDef ParentName="BaseBullet">
|
|
<defName>Bullet_WULA_Striker_B</defName>
|
|
<label>攻击机机炮子弹</label>
|
|
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
|
|
<tickerType>Normal</tickerType>
|
|
<neverMultiSelect>True</neverMultiSelect>
|
|
<graphicData>
|
|
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
<shaderType>TransparentPostLight</shaderType>
|
|
<drawSize>5</drawSize>
|
|
</graphicData>
|
|
<projectile>
|
|
</projectile>
|
|
<projectile>
|
|
<damageDef>Bullet</damageDef>
|
|
<damageAmountBase>65</damageAmountBase>
|
|
<speed>220</speed>
|
|
<armorPenetrationBase>1</armorPenetrationBase>
|
|
<explosionRadius>2.5</explosionRadius>
|
|
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
|
|
<soundExplode>MortarBomb_Explode</soundExplode>
|
|
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
|
|
<soundAmbient>MortarRound_Ambient</soundAmbient>
|
|
<stoppingPower>10</stoppingPower>
|
|
</projectile>
|
|
<modExtensions>
|
|
<li Class="WulaFallenEmpire.TrackingBulletDef">
|
|
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
|
|
<fleckMakeFleckTickMax>5</fleckMakeFleckTickMax>
|
|
</li>
|
|
</modExtensions>
|
|
</ThingDef>
|
|
<ThingDef ParentName="WULA_Striker_Base">
|
|
<defName>WULA_Striker_C</defName>
|
|
<comps>
|
|
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
|
|
<projectileDef>Bullet_Shell_EMP</projectileDef>
|
|
<range>20</range>
|
|
|
|
<!-- 横向偏移配置(左右) -->
|
|
<lateralOffsetDistance>11</lateralOffsetDistance>
|
|
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
|
|
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
|
|
<lateralAngleIncrement>0</lateralAngleIncrement>
|
|
<lateralOffsetMode>Alternating</lateralOffsetMode>
|
|
|
|
<!-- 纵向偏移配置(前后) -->
|
|
<longitudinalInitialOffset>2</longitudinalInitialOffset>
|
|
<longitudinalMinOffset>2</longitudinalMinOffset>
|
|
<longitudinalMaxOffset>2</longitudinalMaxOffset>
|
|
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
|
|
|
|
<!-- 视觉效果 -->
|
|
<spawnOffsetEffect>true</spawnOffsetEffect>
|
|
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<ThingDef Name="WULA_Bomber_Base" ParentName="EtherealThingBase" Abstract="True">
|
|
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
|
|
<label>乌拉帝国轰炸机</label>
|
|
<tickerType>Normal</tickerType>
|
|
<drawerType>RealtimeOnly</drawerType>
|
|
<graphicData>
|
|
<!-- <texPath>ArachnaeSwarm/Weapon/ARA_Weapon_Empty</texPath> -->
|
|
<texPath>Wula/FlyoverThing/WULA_Bomber_Shadow</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
<shaderType>TransparentPostLight</shaderType>
|
|
<drawSize>(50,35)</drawSize>
|
|
<color>(255,255,255,120)</color>
|
|
</graphicData>
|
|
<castEdgeShadows>false</castEdgeShadows>
|
|
<staticSunShadowHeight>0</staticSunShadowHeight>
|
|
<skyfaller>
|
|
<shadow>Wula/Weapon/WULA_Weapon_Empty</shadow>
|
|
<shadowSize>(0, 0)</shadowSize>
|
|
<motesPerCell>0</motesPerCell>
|
|
<floatingSound>FlyOver/Flying</floatingSound>
|
|
<!-- <impactSound>FlyOver/Landing</impactSound> -->
|
|
</skyfaller>
|
|
<modExtensions>
|
|
<li Class="WulaFallenEmpire.FlyOverShadowExtension">
|
|
<customShadowPath>Wula/Weapon/WULA_Weapon_Empty</customShadowPath>
|
|
<useCustomShadow>true</useCustomShadow>
|
|
<shadowIntensity>0.8</shadowIntensity>
|
|
<minShadowAlpha>0</minShadowAlpha>
|
|
<maxShadowAlpha>0</maxShadowAlpha>
|
|
<minShadowScale>0</minShadowScale>
|
|
<maxShadowScale>0</maxShadowScale>
|
|
|
|
<useApproachAnimation>true</useApproachAnimation>
|
|
<approachDuration>1</approachDuration>
|
|
<approachOffsetDistance>20</approachOffsetDistance>
|
|
</li>
|
|
</modExtensions>
|
|
<seeThroughFog>true</seeThroughFog>
|
|
<useHitPoints>false</useHitPoints>
|
|
<selectable>false</selectable>
|
|
<alwaysHaulable>false</alwaysHaulable>
|
|
<altitudeLayer>MetaOverlays</altitudeLayer>
|
|
</ThingDef>
|
|
<ThingDef ParentName="WULA_Bomber_Base">
|
|
<defName>WULA_Bomber_A</defName>
|
|
<comps>
|
|
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
|
|
<projectileDef>Bullet_WULA_Bomber_A_Bomb</projectileDef>
|
|
<range>35</range>
|
|
|
|
<!-- 横向偏移配置(左右) -->
|
|
<lateralOffsetDistance>11</lateralOffsetDistance>
|
|
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
|
|
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
|
|
<lateralAngleIncrement>0</lateralAngleIncrement>
|
|
<lateralOffsetMode>Alternating</lateralOffsetMode>
|
|
|
|
<!-- 纵向偏移配置(前后) -->
|
|
<longitudinalInitialOffset>2</longitudinalInitialOffset>
|
|
<longitudinalMinOffset>2</longitudinalMinOffset>
|
|
<longitudinalMaxOffset>2</longitudinalMaxOffset>
|
|
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
|
|
|
|
<!-- 视觉效果 -->
|
|
<spawnOffsetEffect>true</spawnOffsetEffect>
|
|
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
<ThingDef ParentName="BaseBullet">
|
|
<defName>Bullet_WULA_Bomber_A_Bomb</defName>
|
|
<label>轰炸机炸弹</label>
|
|
<graphicData>
|
|
<texPath>Wula/Projectile/WULA_Shrapnel</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
<drawSize>(2,2.5)</drawSize>
|
|
</graphicData>
|
|
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
|
|
<projectile>
|
|
<damageDef>Bomb</damageDef>
|
|
<speed>25</speed>
|
|
<damageAmountBase>180</damageAmountBase>
|
|
<armorPenetrationBase>2</armorPenetrationBase>
|
|
<stoppingPower>2.0</stoppingPower>
|
|
<explosionRadius>8</explosionRadius>
|
|
<soundExplode>MortarBomb_Explode</soundExplode>
|
|
<screenShakeFactor>0.5</screenShakeFactor>
|
|
<flyOverhead>true</flyOverhead>
|
|
</projectile>
|
|
<modExtensions>
|
|
<li Class="WulaFallenEmpire.TrackingBulletDef">
|
|
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
|
|
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
|
|
</li>
|
|
</modExtensions>
|
|
</ThingDef>
|
|
<ThingDef ParentName="WULA_Bomber_Base">
|
|
<defName>WULA_Bomber_B</defName>
|
|
<comps>
|
|
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
|
|
<projectileDef>Bullet_Shell_Smoke</projectileDef>
|
|
<range>35</range>
|
|
|
|
<!-- 横向偏移配置(左右) -->
|
|
<lateralOffsetDistance>11</lateralOffsetDistance>
|
|
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
|
|
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
|
|
<lateralAngleIncrement>0</lateralAngleIncrement>
|
|
<lateralOffsetMode>Alternating</lateralOffsetMode>
|
|
|
|
<!-- 纵向偏移配置(前后) -->
|
|
<longitudinalInitialOffset>2</longitudinalInitialOffset>
|
|
<longitudinalMinOffset>2</longitudinalMinOffset>
|
|
<longitudinalMaxOffset>2</longitudinalMaxOffset>
|
|
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
|
|
|
|
<!-- 视觉效果 -->
|
|
<spawnOffsetEffect>true</spawnOffsetEffect>
|
|
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
<ThingDef ParentName="WULA_Bomber_Base">
|
|
<defName>WULA_Bomber_C</defName>
|
|
<comps>
|
|
<li Class="WulaFallenEmpire.CompProperties_GroundStrafing">
|
|
<projectileDef>Bullet_WULA_Bomber_C_DrakMatterBomb</projectileDef>
|
|
<range>35</range>
|
|
|
|
<!-- 横向偏移配置(左右) -->
|
|
<lateralOffsetDistance>11</lateralOffsetDistance>
|
|
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
|
|
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
|
|
<lateralAngleIncrement>0</lateralAngleIncrement>
|
|
<lateralOffsetMode>Alternating</lateralOffsetMode>
|
|
|
|
<!-- 纵向偏移配置(前后) -->
|
|
<longitudinalInitialOffset>2</longitudinalInitialOffset>
|
|
<longitudinalMinOffset>2</longitudinalMinOffset>
|
|
<longitudinalMaxOffset>2</longitudinalMaxOffset>
|
|
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
|
|
|
|
<!-- 视觉效果 -->
|
|
<spawnOffsetEffect>true</spawnOffsetEffect>
|
|
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
<ThingDef ParentName="BaseBullet">
|
|
<defName>Bullet_WULA_Bomber_C_DrakMatterBomb</defName>
|
|
<label>暗物质导弹</label>
|
|
<graphicData>
|
|
<texPath>Wula/Projectile/WULA_Striker_Missile</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
<drawSize>(3,5)</drawSize>
|
|
</graphicData>
|
|
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
|
|
<projectile>
|
|
<damageDef>BombSuper</damageDef>
|
|
<speed>15</speed>
|
|
<damageAmountBase>1200</damageAmountBase>
|
|
<armorPenetrationBase>2</armorPenetrationBase>
|
|
<stoppingPower>2.0</stoppingPower>
|
|
<explosionRadius>32</explosionRadius>
|
|
<soundExplode>Explosion_GiantBomb</soundExplode>
|
|
<explosionDamageFalloff>false</explosionDamageFalloff>
|
|
<screenShakeFactor>0.5</screenShakeFactor>
|
|
<flyOverhead>true</flyOverhead>
|
|
<explosionEffect>GiantExplosion</explosionEffect>
|
|
<preExplosionSpawnSingleThingDef>CraterLarge</preExplosionSpawnSingleThingDef>
|
|
</projectile>
|
|
<modExtensions>
|
|
<li Class="WulaFallenEmpire.TrackingBulletDef">
|
|
<tailFleckDef>WULA_Smoke_Tail</tailFleckDef>
|
|
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
|
|
</li>
|
|
</modExtensions>
|
|
</ThingDef>
|
|
|
|
<!-- 炮击 -->
|
|
<ThingDef ParentName="SkyfallerBase">
|
|
<defName>WULA_Firepower_Minigun_Strafe_Skyfaller</defName>
|
|
<label>链炮子弹</label>
|
|
<size>(1, 1)</size>
|
|
<graphicData>
|
|
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
<shaderType>MoteGlow</shaderType>
|
|
<drawSize>5</drawSize>
|
|
</graphicData>
|
|
<skyfaller>
|
|
<movementType>Accelerate</movementType>
|
|
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
|
|
<shadowSize>(1, 1)</shadowSize>
|
|
<anticipationSound>DropPod_Fall</anticipationSound>
|
|
<anticipationSoundTicks>100</anticipationSoundTicks>
|
|
<impactSound>Explosion_Bomb</impactSound>
|
|
<moteSpawnTime>0.05</moteSpawnTime>
|
|
<motesPerCell>1</motesPerCell>
|
|
<cameraShake>1</cameraShake>
|
|
<rotationCurve>
|
|
<points>
|
|
<li>(0,180)</li>
|
|
<li>(1, 181)</li>
|
|
</points>
|
|
</rotationCurve>
|
|
<angleCurve>
|
|
<points>
|
|
<li>(0,0)</li>
|
|
<li>(1, 1)</li>
|
|
</points>
|
|
</angleCurve>
|
|
<explosionRadius>4</explosionRadius>
|
|
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
|
|
<explosionDamageFactor>1</explosionDamageFactor>
|
|
</skyfaller>
|
|
</ThingDef>
|
|
<DamageDef ParentName="Bullet">
|
|
<defName>WULA_Firepower_Minigun_Strafe_Damage</defName>
|
|
<label>子弹</label>
|
|
<defaultDamage>25</defaultDamage>
|
|
<soundExplosion>Explosion_Bomb</soundExplosion>
|
|
</DamageDef>
|
|
</Defs> |