458 lines
17 KiB
XML
458 lines
17 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- 能源炉 -->
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<ThingDef ParentName="BodyPartProstheticImperialBase">
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<defName>WULA_Energy_Furnace_Base</defName>
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<label>中央能源炉(基础)</label>
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<description>机械乌拉的核心部件之一,负责提供永不衰竭的澎湃机械动力,并代替各种内脏执行内循环的任务。</description>
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<!-- <descriptionHyperlinks><RecipeDef>InstallFieldHand</RecipeDef></descriptionHyperlinks> -->
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<!-- <thingSetMakerTags><li>RewardStandardLowFreq</li></thingSetMakerTags> -->
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<graphicData>
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<texPath>Things/Item/Health/HealthItem</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>40</Steel>
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<ComponentIndustrial>2</ComponentIndustrial>
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</costList>
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<recipeMaker>
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<researchPrerequisite>WULA_Base_Technology</researchPrerequisite>
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<recipeUsers>
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<li>WULA_Cube_Productor_BIO</li>
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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</recipeMaker>
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<!-- <techHediffsTags>
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<li>FieldHand</li>
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</techHediffsTags> -->
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</ThingDef>
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<!-- 天线 -->
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<ThingDef ParentName="BodyPartProstheticImperialBase">
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<defName>WULA_Addons_Antenna_Base</defName>
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<label>上行链路天线</label>
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<description>机械乌拉的核心部件之一,除了接收来自乌拉帝国人工智能网络“演算圆环”的信号外,还能兼职控制其他低级机械体。</description>
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<!-- <descriptionHyperlinks><RecipeDef>InstallFieldHand</RecipeDef></descriptionHyperlinks> -->
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<!-- <thingSetMakerTags><li>RewardStandardLowFreq</li></thingSetMakerTags> -->
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<graphicData>
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<texPath>Things/Item/Health/HealthItem</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<costList>
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<Steel>30</Steel>
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<ComponentIndustrial>2</ComponentIndustrial>
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</costList>
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<recipeMaker>
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<researchPrerequisite>WULA_Base_Technology</researchPrerequisite>
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<recipeUsers>
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<li>WULA_Cube_Productor_BIO</li>
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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</recipeMaker>
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</ThingDef>
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<HediffDef ParentName="ImplantHediffBase">
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<defName>WULA_Addons_Antenna_Hediff_Base</defName>
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<hediffClass>Hediff_Mechlink</hediffClass>
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<label>基础上线链路天线</label>
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<description>一对安装于乌拉帝国合成人脑袋两侧的天线,除了接收来自乌拉帝国人工智能网络“演算圆环”的信号外,还能兼职控制其他低级机械体。</description>
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<descriptionShort>一对安装于乌拉帝国合成人脑袋两侧的天线。</descriptionShort>
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<isBad>false</isBad>
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<duplicationAllowed>false</duplicationAllowed>
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<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
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<stages>
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<li>
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<statOffsets>
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<MechBandwidth>-4</MechBandwidth>
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<MechControlGroups>-1</MechControlGroups>
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</statOffsets>
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</li>
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</stages>
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<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
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<spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved>
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</HediffDef>
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<ThingDef ParentName="ControlSublinkBase">
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<defName>WULA_Addons_Antenna_Expansion</defName>
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<label>上行链路天线-扩容插件</label>
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<description>用于为上行链路天线进行带宽扩容的组件,支持更多的机械体带宽和机械组,以指挥更庞大的钢铁洪流。</description>
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<!-- <costList>
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<SignalChip>1</SignalChip>
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<ComponentIndustrial>4</ComponentIndustrial>
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</costList> -->
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<!-- <recipeMaker>
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<researchPrerequisite>StandardMechtech</researchPrerequisite>
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</recipeMaker> -->
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<comps>
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<li Class="CompProperties_Usable">
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<compClass>CompUsableImplant</compClass>
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<useJob>UseItem</useJob>
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<useLabel>安装上行链路天线扩容插件</useLabel>
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<userMustHaveHediff>WULA_Addons_Antenna_Hediff_Base</userMustHaveHediff>
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</li>
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<li Class="CompProperties_UseEffectInstallImplant">
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<hediffDef>WULA_Addons_Antenna_Hediff_Expansion</hediffDef>
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<bodyPart>WULA_Addons_Antenna_Bodypart</bodyPart>
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<canUpgrade>true</canUpgrade>
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<maxSeverity>3</maxSeverity>
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</li>
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</comps>
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</ThingDef>
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<HediffDef>
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<defName>WULA_Addons_Antenna_Hediff_Expansion</defName>
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<hediffClass>Hediff_Level</hediffClass>
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<label>扩容插件</label>
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<description>用于为上行链路天线进行带宽扩容的组件,支持更多的机械体带宽和机械组,以指挥更庞大的钢铁洪流。</description>
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<descriptionShort>用于为上行链路天线进行带宽扩容的组件。</descriptionShort>
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<defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor>
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<isBad>false</isBad>
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<priceImpact>true</priceImpact>
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<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
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<minSeverity>0</minSeverity>
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<maxSeverity>3</maxSeverity>
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<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
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<levelIsQuantity>true</levelIsQuantity>
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<duplicationAllowed>false</duplicationAllowed>
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<stages>
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<li>
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<minSeverity>1</minSeverity>
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<statOffsets>
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<MechBandwidth>4</MechBandwidth>
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<MechControlGroups>1</MechControlGroups>
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</statOffsets>
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</li>
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<li>
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<minSeverity>2</minSeverity>
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<statOffsets>
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<MechBandwidth>8</MechBandwidth>
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<MechControlGroups>1</MechControlGroups>
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</statOffsets>
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</li>
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<li>
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<minSeverity>3</minSeverity>
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<statOffsets>
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<MechBandwidth>12</MechBandwidth>
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<MechControlGroups>2</MechControlGroups>
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</statOffsets>
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</li>
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</stages>
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</HediffDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Fix_Hand_Base</defName>
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<label>修复手部</label>
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<description>将这个合成人的手部破损修复,并恢复该部位生命值。</description>
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<jobString>正在修复手部</jobString>
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<appliedOnFixedBodyParts>
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<li>Hand</li>
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</appliedOnFixedBodyParts>
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<uiIconThing>Steel</uiIconThing>
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<anesthetize>false</anesthetize>
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<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
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<addsHediff>WULA_Body_Fixed</addsHediff>
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<workAmount>1500</workAmount>
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<skillRequirements>
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<Medicine>3</Medicine>
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</skillRequirements>
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<workSkill>Medicine</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
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<researchPrerequisites>
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<li>WULA_Base_Technology</li>
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</researchPrerequisites>
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<ingredients Inherit="False">
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<li>
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<filter>
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<thingDefs>
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<li>Steel</li>
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</thingDefs>
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</filter>
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<count>1</count>
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</li>
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</ingredients>
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</RecipeDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Fix_Arm_Base</defName>
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<label>修复臂膀</label>
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<description>将这个合成人的手部、手臂和肩部的破损修复,并恢复该部位生命值。比起修复单个部位花费,时间、资源需求和技能等级要求更高。</description>
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<jobString>正在修复手部</jobString>
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<appliedOnFixedBodyParts>
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<li>Shoulder</li>
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</appliedOnFixedBodyParts>
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<uiIconThing>Steel</uiIconThing>
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<anesthetize>false</anesthetize>
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<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
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<addsHediff>WULA_Body_Fixed</addsHediff>
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<workAmount>3000</workAmount>
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<skillRequirements>
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<Medicine>7</Medicine>
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</skillRequirements>
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<workSkill>Medicine</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
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<researchPrerequisites>
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<li>WULA_Repair_Arm_Technology</li>
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</researchPrerequisites>
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<ingredients Inherit="False">
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<li>
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<filter>
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<thingDefs>
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<li>Steel</li>
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</thingDefs>
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</filter>
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<count>20</count>
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</li>
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</ingredients>
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</RecipeDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Fix_Leg_Base</defName>
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<label>修复腿部</label>
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<description>将这个合成人的腿部和足部破损修复,并恢复这些部位的生命值。比起修复单个部位花费,时间、资源需求和技能等级要求更高。</description>
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<jobString>正在修复腿部</jobString>
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<appliedOnFixedBodyParts>
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<li>Leg</li>
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</appliedOnFixedBodyParts>
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<uiIconThing>Steel</uiIconThing>
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<anesthetize>false</anesthetize>
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<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
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<addsHediff>WULA_Body_Fixed</addsHediff>
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<workAmount>3000</workAmount>
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<skillRequirements>
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<Medicine>7</Medicine>
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</skillRequirements>
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<workSkill>Medicine</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
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<researchPrerequisites>
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<li>WULA_Repair_Arm_Technology</li>
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</researchPrerequisites>
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<ingredients Inherit="False">
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<li>
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<filter>
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<thingDefs>
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<li>Steel</li>
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</thingDefs>
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</filter>
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<count>20</count>
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</li>
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</ingredients>
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</RecipeDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Fix_Foot_Base</defName>
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<label>修复足部</label>
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<description>将这个合成人的足部破损修复,并恢复这些部位的生命值。</description>
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<jobString>正在修复足部</jobString>
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<appliedOnFixedBodyParts>
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<li>Foot</li>
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</appliedOnFixedBodyParts>
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<uiIconThing>Steel</uiIconThing>
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<anesthetize>false</anesthetize>
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<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
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<addsHediff>WULA_Body_Fixed</addsHediff>
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<workAmount>1500</workAmount>
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<skillRequirements>
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<Medicine>3</Medicine>
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</skillRequirements>
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<workSkill>Medicine</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
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<researchPrerequisites>
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<li>WULA_Base_Technology</li>
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</researchPrerequisites>
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<ingredients Inherit="False">
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<li>
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<filter>
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<thingDefs>
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<li>Steel</li>
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</thingDefs>
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</filter>
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<count>1</count>
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</li>
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</ingredients>
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</RecipeDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Fix_Head_Base</defName>
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<label>修复头部</label>
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<description>将这个合成人的头部和颈部的破损修复,并恢复这些部位的生命值。</description>
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<jobString>正在修复头部</jobString>
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<appliedOnFixedBodyParts>
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<li>Neck</li>
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</appliedOnFixedBodyParts>
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<uiIconThing>Steel</uiIconThing>
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<anesthetize>false</anesthetize>
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<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
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<addsHediff>WULA_Body_Fixed</addsHediff>
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<workAmount>1500</workAmount>
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<skillRequirements>
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<Medicine>3</Medicine>
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</skillRequirements>
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<workSkill>Medicine</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
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<researchPrerequisites>
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<li>WULA_Repair_Arm_Technology</li>
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</researchPrerequisites>
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<ingredients Inherit="False">
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<li>
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<filter>
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<thingDefs>
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<li>Steel</li>
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</thingDefs>
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</filter>
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<count>20</count>
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</li>
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<li>
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<filter>
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<thingDefs>
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<li>ComponentIndustrial</li>
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</thingDefs>
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</filter>
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<count>1</count>
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</li>
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</ingredients>
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</RecipeDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Fix_Torso_Base</defName>
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<label>修复全身</label>
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<description>此项修复将修复这个合成人全身损伤,并恢复所有部位生命值。比起修复单个部位花费,时间、资源需求和技能等级要求更高。</description>
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<jobString>正在修复躯干</jobString>
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<appliedOnFixedBodyParts>
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<li>Torso</li>
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</appliedOnFixedBodyParts>
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<uiIconThing>Steel</uiIconThing>
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<anesthetize>false</anesthetize>
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<surgeryOutcomeEffect IsNull="True"/> <!-- Always succeeds -->
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<addsHediff>WULA_Body_Fixed</addsHediff>
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<workAmount>7000</workAmount>
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<researchPrerequisites>
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<li>WULA_Repair_All_Technology</li>
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</researchPrerequisites>
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<skillRequirements>
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<Medicine>10</Medicine>
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</skillRequirements>
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<workSkill>Medicine</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
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<ingredients Inherit="False">
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<li>
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<filter>
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<thingDefs>
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<li>Steel</li>
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</thingDefs>
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</filter>
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<count>50</count>
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</li>
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<li>
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<filter>
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<thingDefs>
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<li>ComponentIndustrial</li>
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</thingDefs>
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</filter>
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<count>3</count>
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</li>
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</ingredients>
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</RecipeDef>
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<HediffDef ParentName="ImplantHediffBase">
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<defName>WULA_Body_Fixed</defName>
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<hediffClass>Hediff_Implant</hediffClass>
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<label>已修复</label>
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<description>这个合成人的破损已被细致地修复。</description>
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<descriptionShort>这个合成人的破损已被细致地修复。</descriptionShort>
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<isBad>false</isBad>
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<duplicationAllowed>true</duplicationAllowed>
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<keepOnBodyPartRestoration>false</keepOnBodyPartRestoration> <!-- true -->
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</HediffDef>
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<ThingDef ParentName="ResourceBase">
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<defName>WULA_Soul_Wedge</defName>
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<label>魂楔</label>
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<description>一种通过特殊手段将生命体灵魂抽离封装得到的物品,是乌拉帝国灵能理论中“灵魂量化”的集中体现,可为各种乌拉帝国灵能法杖充能。</description>
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<graphicData>
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<texPath>Wula/Item/WULA_Soul_Wedge</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<resourceReadoutPriority>First</resourceReadoutPriority>
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<soundInteract>Silver_Drop</soundInteract>
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<soundDrop>Silver_Drop</soundDrop>
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<useHitPoints>false</useHitPoints>
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<healthAffectsPrice>false</healthAffectsPrice>
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<resourceReadoutAlwaysShow>true</resourceReadoutAlwaysShow>
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<statBases>
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<MarketValue>10</MarketValue>
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<Mass>0.001</Mass>
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</statBases>
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<stackLimit>500</stackLimit>
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<smallVolume>true</smallVolume>
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<deepCommonality>0.5</deepCommonality>
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<deepCountPerPortion>70</deepCountPerPortion>
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<deepLumpSizeRange>2~10</deepLumpSizeRange>
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<burnableByRecipe>false</burnableByRecipe>
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<smeltable>true</smeltable>
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<possessionCount>40</possessionCount>
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</ThingDef>
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<RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase">
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<defName>WULA_Extract_Soul_Wedge</defName>
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<label>提取魂楔</label>
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<description>从该目标体内提取10枚魂楔以供乌拉帝国灵能法杖充能,提取魂楔很可能会杀死目标。</description>
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<jobString>正在提取魂楔</jobString>
|
||
<workAmount>500</workAmount>
|
||
<hideBodyPartNames>true</hideBodyPartNames>
|
||
<targetsBodyPart>false</targetsBodyPart>
|
||
<isViolation>true</isViolation>
|
||
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
|
||
<descriptionHyperlinks>
|
||
<ThingDef>WULA_Soul_Wedge</ThingDef>
|
||
</descriptionHyperlinks>
|
||
<uiIconThing>WULA_Soul_Wedge</uiIconThing>
|
||
<anesthetize>false</anesthetize>
|
||
<workSkillLearnFactor>2</workSkillLearnFactor>
|
||
<products>
|
||
<WULA_Soul_Wedge>10</WULA_Soul_Wedge>
|
||
</products>
|
||
<addsHediff>WULA_Extract_Soul_Wedge_Hediff</addsHediff>
|
||
</RecipeDef>
|
||
<HediffDef ParentName="ImplantHediffBase">
|
||
<defName>WULA_Extract_Soul_Wedge_Hediff</defName>
|
||
<hediffClass>Hediff_Implant</hediffClass>
|
||
<label>灵魂抽离</label>
|
||
<description>该生物的灵魂被人为的分离了。</description>
|
||
<descriptionShort>该生物的灵魂被人为的分离了,现在这只是一具空躯壳。</descriptionShort>
|
||
<initialSeverity>1</initialSeverity>
|
||
<minSeverity>1</minSeverity>
|
||
<alwaysShowSeverity>true</alwaysShowSeverity>
|
||
<isBad>true</isBad>
|
||
<duplicationAllowed>true</duplicationAllowed>
|
||
<keepOnBodyPartRestoration>false</keepOnBodyPartRestoration> <!-- true -->
|
||
<stages>
|
||
<li>
|
||
<capMods>
|
||
<li>
|
||
<capacity>Consciousness</capacity>
|
||
<offset>-2</offset>
|
||
</li>
|
||
</capMods>
|
||
</li>
|
||
</stages>
|
||
<comps>
|
||
<li Class="HediffCompProperties_SeverityPerDay">
|
||
<severityPerDay>-0.2</severityPerDay>
|
||
</li>
|
||
</comps>
|
||
</HediffDef>
|
||
</Defs> |