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WulaFallenEmpireRW/1.6/1.6/Defs/ThingDefs/WULA_Item.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Alloy</defName>
<label>合金</label>
<description></description>
<graphicData>
<texPath>Wula/Item/WULA_Neutronium</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tradeability>None</tradeability>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>1</MarketValue>
<Mass>1</Mass>
<StuffPower_Armor_Sharp>3</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>3</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>1</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>2</SharpDamageMultiplier>
<BluntDamageMultiplier>3</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(63, 74, 70)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>0</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>5</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToMake>10</WorkToMake>
<WorkToBuild>10</WorkToBuild>
<DoorOpenSpeed>10</DoorOpenSpeed>
<MeleeWeapon_CooldownMultiplier>1.1</MeleeWeapon_CooldownMultiplier>
</statFactors>
</stuffProps>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<allowedArchonexusCount>200</allowedArchonexusCount>
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Dark_Matter_Item</defName>
<label>封装的暗物质</label>
<description>由乌拉帝国技术完成封装的一小块暗物质,这种神秘物质具有许多似乎可以打破所谓自然法则的性质。\n\n注意暗物质约束装置很脆弱受到冲击时将引发大范围湮灭反应</description>
<graphicData>
<texPath>Wula/Item/WULA_Dark_Matter_Item</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tickerType>Normal</tickerType>
<smeltable>false</smeltable>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>1000</MarketValue>
<Mass>0.01</Mass>
<MaxHitPoints>50</MaxHitPoints>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>1</possessionCount>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>30</explosiveRadius>
<explosiveDamageType>BombSuper</explosiveDamageType>
<explosiveExpandPerStackcount>1</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Bullet</li>
<li>Arrow</li>
<li>ArrowHighVelocity</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<!-- <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> -->
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>1</wickTicks>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Neutronium</defName>
<label>零素</label>
<description>零素也称中子元素,是中子星的主要构成成分,相比常规合金更适合作为装甲和近战武器的铸造材料,乌拉帝国通过以暗物质驱动的科技进行材料压缩,可以人为地制造这种强大材料。</description>
<graphicData>
<texPath>Wula/Item/WULA_Neutronium</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tradeability>None</tradeability>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MarketValue>1</MarketValue>
<Mass>1</Mass>
<StuffPower_Armor_Sharp>3</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>3</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>1</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>2</SharpDamageMultiplier>
<BluntDamageMultiplier>3</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(63, 74, 70)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>0</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>5</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToMake>10</WorkToMake>
<WorkToBuild>10</WorkToBuild>
<DoorOpenSpeed>10</DoorOpenSpeed>
<MeleeWeapon_CooldownMultiplier>1.1</MeleeWeapon_CooldownMultiplier>
</statFactors>
</stuffProps>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<allowedArchonexusCount>200</allowedArchonexusCount>
<possessionCount>50</possessionCount>
</ThingDef>
<ThingDef>
<defName>WULA_Charge_Cube</defName>
<label>乌拉帝国能源核心</label>
<description>被高度压缩的能源核心,是机械乌拉的能源系统唯一可接受的外部输入性能量来源。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<useHitPoints>true</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<selectable>true</selectable>
<graphicData>
<texPath>Wula/Item/WULA_Charge_Cube</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>30</stackLimit>
<statBases>
<Nutrition>1</Nutrition>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>0</Flammability>
<Beauty>0</Beauty>
<DeteriorationRate>0.01</DeteriorationRate>
<MarketValue>24</MarketValue>
<Mass>0.3</Mass>
<WorkToMake>450</WorkToMake>
</statBases>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Rare</tickerType>
<socialPropernessMatters>true</socialPropernessMatters>
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<alwaysHaulable>true</alwaysHaulable>
<pathCost>14</pathCost>
<ingestible>
<foodType>Liquor</foodType>
<maxNumToIngestAtOnce>1</maxNumToIngestAtOnce>
<defaultNumToIngestAtOnce>1</defaultNumToIngestAtOnce>
<optimalityOffsetHumanlikes>16</optimalityOffsetHumanlikes>
<baseIngestTicks>270</baseIngestTicks>
<preferability>NeverForNutrition</preferability>
<optimalityOffsetHumanlikes>-1000</optimalityOffsetHumanlikes>
<optimalityOffsetFeedingAnimals>-1000</optimalityOffsetFeedingAnimals>
<ingestEffect>EatVegetarian</ingestEffect>
<ingestSound>MechResurrectCast</ingestSound>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>WULA_ChargingHediff</hediffDef>
<severity>1.0</severity>
</li>
</outcomeDoers>
</ingestible>
<allowedArchonexusCount>200</allowedArchonexusCount>
<tradeability>None</tradeability>
<resourceReadoutPriority>Last</resourceReadoutPriority>
<drawGUIOverlay>true</drawGUIOverlay>
<uiIconForStackCount>1</uiIconForStackCount>
<comps>
<li Class="CompProperties_Forbiddable" />
<li Class="CompProperties_Usable">
<useJob>Ingest</useJob>
<useLabel>从能量核心中摄取能量</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
</comps>
<modExtensions>
<li Class="WulaFallenEmpire.ThingDefExtension_EnergySource">
<energyAmount>12.0</energyAmount> <!-- Amount of energy this item provides -->
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Charge_Cube_No_Power</defName>
<label>乌拉帝国能源核心(已使用)</label>
<description>被使用过的乌拉帝国能源核心,需要重新充能。</description>
<graphicData>
<texPath>Wula/Item/WULA_Charge_Cube_Without_Power</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>30</stackLimit>
<statBases>
<DeteriorationRate>0.01</DeteriorationRate>
<MarketValue>24</MarketValue>
<Mass>0.3</Mass>
<WorkToMake>450</WorkToMake>
</statBases>
<thingCategories>
<li>ItemsMisc</li>
</thingCategories>
<!-- <ingestible>
<baseIngestTicks>270</baseIngestTicks>
<preferability>MealSimple</preferability>
<optimalityOffsetHumanlikes>-1000</optimalityOffsetHumanlikes>
<optimalityOffsetFeedingAnimals>-1000</optimalityOffsetFeedingAnimals>
<ingestEffect>EatVegetarian</ingestEffect>
<ingestSound>MechResurrectCast</ingestSound>
<outcomeDoers>
<li Class="IngestionOutcomeDoer_GiveHediff">
<hediffDef>WULA_ChargingHediff</hediffDef>
<severity>1.0</severity>
</li>
</outcomeDoers>
</ingestible> -->
<allowedArchonexusCount>200</allowedArchonexusCount>
<tradeability>None</tradeability>
<!-- <modExtensions>
<li Class="WulaFallenEmpire.ThingDefExtension_EnergySource">
<energyAmount>12.0</energyAmount>
</li>
</modExtensions> -->
</ThingDef>
<ThingDef ParentName="ResourceBase">
<defName>WULA_Soul_Wedge</defName>
<label>魂楔</label>
<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,也可以直接作为金属成分加入锻造。</description>
<graphicData>
<texPath>Wula/Item/WULA_Soul_Wedge</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<genericMarketSellable>false</genericMarketSellable>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Metal_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<stackLimit>500</stackLimit>
<statBases>
<MarketValue>0.75</MarketValue>
<Mass>0.01</Mass>
<StuffPower_Armor_Sharp>1.5</StuffPower_Armor_Sharp>
<StuffPower_Armor_Blunt>1.5</StuffPower_Armor_Blunt>
<StuffPower_Armor_Heat>0.1</StuffPower_Armor_Heat>
<StuffPower_Insulation_Cold>0</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>0</StuffPower_Insulation_Heat>
<SharpDamageMultiplier>1.2</SharpDamageMultiplier>
<BluntDamageMultiplier>1.2</BluntDamageMultiplier>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<burnableByRecipe>false</burnableByRecipe>
<smeltable>true</smeltable>
<stuffProps>
<categories>
<li>Metallic</li>
</categories>
<appearance>Metal</appearance>
<commonality>0</commonality>
<allowedInStuffGeneration>false</allowedInStuffGeneration>
<constructEffect>ConstructMetal</constructEffect>
<color>(190, 120, 210)</color>
<soundImpactBullet>BulletImpact_Metal</soundImpactBullet>
<soundMeleeHitSharp>MeleeHit_Metal_Sharp</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Metal_Blunt</soundMeleeHitBlunt>
<soundImpactMelee>Pawn_Melee_Punch_HitBuilding_Metal</soundImpactMelee>
<statOffsets>
<Beauty>1</Beauty>
</statOffsets>
<statFactors>
<MaxHitPoints>0.75</MaxHitPoints>
<Beauty>0.5</Beauty>
<Flammability>0</Flammability>
<WorkToMake>2</WorkToMake>
<WorkToBuild>2</WorkToBuild>
<DoorOpenSpeed>1</DoorOpenSpeed>
<MeleeWeapon_CooldownMultiplier>0.8</MeleeWeapon_CooldownMultiplier>
</statFactors>
<statFactorsQuality>
<li>
<stat>PsychicSensitivityFactor</stat>
<awful>1.06</awful>
<poor>1.08</poor>
<normal>1.1</normal>
<good>1.13</good>
<excellent>1.15</excellent>
<masterwork>1.17</masterwork>
<legendary>1.20</legendary>
</li>
</statFactorsQuality>
<statOffsetsQuality>
<li MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech">
<stat>PsychicEntropyMaxOffset</stat>
<awful>4</awful>
<poor>6</poor>
<normal>8</normal>
<good>11</good>
<excellent>13</excellent>
<masterwork>15</masterwork>
<legendary>18</legendary>
</li>
<li MayRequireAnyOf="Ludeon.RimWorld.Royalty,Ludeon.RimWorld.Biotech">
<stat>PsychicEntropyRecoveryRateOffset</stat>
<awful>0.04</awful>
<poor>0.04</poor>
<normal>0.04</normal>
<good>0.04</good>
<excellent>0.04</excellent>
<masterwork>0.04</masterwork>
<legendary>0.04</legendary>
</li>
</statOffsetsQuality>
</stuffProps>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<allowedArchonexusCount>80</allowedArchonexusCount>
<possessionCount>50</possessionCount>
</ThingDef>
<!-- 制造有机物前体 -->
<ThingDef ParentName="ResourceBase">
<defName>Wula_Organic_Precursor</defName>
<label>有机物前体</label>
<description>一坨经过封包之后完全认不出原料的玩意,只能扔进乌拉帝国铸铁仪中加工为钢铁。</description>
<graphicData>
<texPath>Wula/Item/WULA_Dark_Matter_Item</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<tickerType>Rare</tickerType>
<smeltable>false</smeltable>
<genericMarketSellable>false</genericMarketSellable>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<DeteriorationRate>6</DeteriorationRate>
<MarketValue>1</MarketValue>
<Mass>0.1</Mass>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
</ThingDef>
<RecipeDef>
<defName>Make_Wula_Organic_Precursor</defName>
<label>制造有机物前体</label>
<description>制造有机物前体以供乌拉帝国铸铁仪器使用</description>
<jobString>正在制造有机物前体。</jobString>
<workAmount>450</workAmount>
<workSpeedStat>CookSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients>
<li>
<filter>
<customSummary>有机物</customSummary>
<categories>
<li>MeatRaw</li>
<li>AnimalProductRaw</li>
<li>PlantFoodRaw</li>
</categories>
<thingDefs>
<li>Hay</li>
<li>WoodLog</li>
</thingDefs>
</filter>
<count>30</count>
</li>
</ingredients>
<products>
<Wula_Organic_Precursor>30</Wula_Organic_Precursor>
</products>
<fixedIngredientFilter>
<categories>
<li>FoodRaw</li>
</categories>
<thingDefs>
<li>Hay</li>
<li>WoodLog</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<categories>
<li>Foods</li>
</categories>
<thingDefs>
<li>Hay</li>
</thingDefs>
</defaultIngredientFilter>
<workSkill>Cooking</workSkill>
</RecipeDef>
<ThingDef Abstract="True" Name="WULA_Syhth_Trainer">
<!-- <defName>WULA_Syhth_Trainer</defName>
<label>乌拉帝国技能预设</label> -->
<description>一个蕴含了提升特定技能所需知识的数据包,需要通过乌拉帝国合成人特有的神经接口接入,其他种族无法使用。\n\n机械乌拉的存储空间有限每一次使用数据包都会迫使其遗忘其他非目标技能并损失经验值没有热情的技能将更快被遗忘。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>NeurotrainersPsycast</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>5</MarketValue>
<DeteriorationRate>0.1</DeteriorationRate>
<WorkToMake>15000</WorkToMake>
</statBases>
<graphicData>
<texPath>Wula/Item/WULA_Syhth_Trainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<costList>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<displayPriority>650</displayPriority>
</recipeMaker>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_UseEffectDestroySelf" />
<!-- <li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>123</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Shooting</skill>
</li> -->
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Soothing</defName>
<label>乌拉帝国数据包(射击)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练射击技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Shooting</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>25000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Melee</defName>
<label>乌拉帝国数据包(格斗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练格斗技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Melee</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Animals</defName>
<label>乌拉帝国数据包(驯兽)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练驯兽技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Animals</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Artistic</defName>
<label>乌拉帝国数据包(艺术)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练艺术技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Artistic</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Construction</defName>
<label>乌拉帝国数据包(建造)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练建造技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Construction</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Cooking</defName>
<label>乌拉帝国数据包(烹饪)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练烹饪技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Cooking</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Crafting</defName>
<label>乌拉帝国数据包(手工)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练手工技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Crafting</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Intellectual</defName>
<label>乌拉帝国数据包(智识)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练智识技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Intellectual</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Medicine</defName>
<label>乌拉帝国数据包(医疗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练医疗技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Medicine</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Mining</defName>
<label>乌拉帝国数据包(采矿)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练采矿技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Mining</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Plants</defName>
<label>乌拉帝国数据包(种植)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练种植技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Plants</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="WULA_Syhth_Trainer">
<defName>WULA_Syhth_Trainer_Social</defName>
<label>乌拉帝国数据包(社交)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包训练社交技能</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_WulaSkillTrainer">
<skill>Social</skill>
<xpGainAmount>50000</xpGainAmount>
<baseLossAmount>10000</baseLossAmount>
<noPassionLossFactor>2.0</noPassionLossFactor>
<minorPassionLossFactor>1.5</minorPassionLossFactor>
</li>
</comps>
</ThingDef>
<!-- ==================== 热情训练器 ==================== -->
<ThingDef Abstract="True" Name="WULA_Syhth_Passion_Trainer">
<!-- <defName>WULA_Syhth_Trainer</defName>
<label>乌拉帝国技能预设</label> -->
<description>一个可以人为调整人格倾向的数据包,使得乌拉帝国合成人在特定领域激发热情,需要通过乌拉帝国合成人特有的神经接口接入,其他种族无法使用。\n\n机械乌拉的存储空间有限每一次使用数据包都会使得任意其他技能失去热情。</description>
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
<drawerType>MapMeshOnly</drawerType>
<techLevel>Archotech</techLevel>
<useHitPoints>true</useHitPoints>
<pathCost>14</pathCost>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<tickerType>Never</tickerType>
<alwaysHaulable>true</alwaysHaulable>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<thingCategories>
<li>NeurotrainersPsycast</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-4</Beauty>
<Mass>1</Mass>
<MarketValue>5</MarketValue>
<DeteriorationRate>0.1</DeteriorationRate>
<WorkToMake>30000</WorkToMake>
</statBases>
<graphicData>
<texPath>Wula/Item/WULA_Syhth_Passion_Trainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_2_Technology</li>
</researchPrerequisites>
<costList>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<recipeMaker>
<unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef>
<useIngredientsForColor>false</useIngredientsForColor>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<displayPriority>650</displayPriority>
</recipeMaker>
<tradeability>None</tradeability>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_UseEffectDestroySelf" />
<!-- <li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>123</useLabel>
<showUseGizmo>true</showUseGizmo>
</li>
<li Class="CompProperties_UseEffect_LearnSkill">
<skill>Shooting</skill>
</li> -->
</comps>
</ThingDef>
<!-- Melee -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Melee</defName>
<label>乌拉帝国兴趣度训练包(格斗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发格斗兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<!-- 指定要获得兴趣度的技能 -->
<skill>Melee</skill>
<!-- 指定获得的兴趣度等级。可以是 Minor (小火,官方翻译好奇) 或 Major (大火,官方翻译狂热) -->
<passionGained>Major</passionGained>
<!-- 指定随机失去兴趣度的技能数量范围。格式为 min~max -->
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Shooting -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Shooting</defName>
<label>乌拉帝国兴趣度训练包(射击)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发射击兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Shooting</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Construction -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Construction</defName>
<label>乌拉帝国兴趣度训练包(建造)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发建造兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Construction</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Mining -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Mining</defName>
<label>乌拉帝国兴趣度训练包(采矿)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发采矿兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Mining</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Cooking -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Cooking</defName>
<label>乌拉帝国兴趣度训练包(烹饪)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发烹饪兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Cooking</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Plants -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Plants</defName>
<label>乌拉帝国兴趣度训练包(种植)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发种植兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Plants</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Animals -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Animals</defName>
<label>乌拉帝国兴趣度训练包(驯兽)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发驯兽兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Animals</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Crafting -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Crafting</defName>
<label>乌拉帝国兴趣度训练包(手工)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发手工兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Crafting</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Artistic -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Artistic</defName>
<label>乌拉帝国兴趣度训练包(艺术)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发艺术兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Artistic</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Medicine -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Medicine</defName>
<label>乌拉帝国兴趣度训练包(医疗)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发医疗兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Medicine</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Social -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Social</defName>
<label>乌拉帝国兴趣度训练包(社交)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发社交兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Social</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- Intellectual -->
<ThingDef ParentName="WULA_Syhth_Passion_Trainer">
<defName>WULA_Syhth_Passion_Trainer_Intellectual</defName>
<label>乌拉帝国兴趣度训练包(智识)</label>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseNeurotrainer</useJob>
<useLabel>使用数据包激发智识兴趣</useLabel>
<showUseGizmo>true</showUseGizmo>
<userMustHaveHediff>Wula_Synth</userMustHaveHediff>
</li>
<li Class="WulaFallenEmpire.CompProperties_UseEffect_PassionTrainer">
<skill>Intellectual</skill>
<passionGained>Major</passionGained>
<passionsLostRange>1~1</passionsLostRange>
</li>
</comps>
</ThingDef>
<!-- 背景故事重置 -->
<ThingDef ParentName="BodyPartProstheticMakeableBase">
<defName>Wula_BackstoryRegeneratorImplant</defName>
<label>合成人人格数据包</label>
<description>从乌拉帝国上行链路下载的数据包,内含随机的人格数据,机械乌拉在使用后会改变其人格,这会重置它禁止的工作,但是不会重设其热情和特质。\n\n新的人格有可能和旧人格一模一样且必须保存游戏后重新加载才能起效</description>
<thingClass>ThingWithComps</thingClass>
<graphicData>
<texPath>Wula/Item/WULA_Syhth_Trainer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>1500</MarketValue>
<Mass>0.1</Mass>
</statBases>
<recipeMaker>
<researchPrerequisites Inherit="False">
<li>WULA_New_Synth_Skill_2_Technology</li>
</researchPrerequisites>
<researchPrerequisite Inherit="False"/>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<costList>
<Steel>50</Steel>
<ComponentSpacer>1</ComponentSpacer>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<comps>
<li Class="CompProperties_Usable">
<compClass>CompUsableImplant</compClass>
<useJob>UseItem</useJob>
<useLabel>使用 {0_label}</useLabel>
</li>
<li Class="CompProperties_UseEffectInstallImplant">
<hediffDef>Wula_RegenerateBackstory</hediffDef>
<bodyPart>Brain</bodyPart>
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
</comps>
</ThingDef>
<HediffDef ParentName="ImplantHediffBase">
<defName>Wula_RegenerateBackstory</defName>
<label>backstory regenerator</label>
<labelNoun>a backstory regenerator</labelNoun>
<description>A backstory regenerator is installed.</description>
<spawnThingOnRemoved>Wula_BackstoryRegeneratorImplant</spawnThingOnRemoved>
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_RegenerateBackstory">
<spawnCategories>
<li>Wula_Backstory_Categories</li>
</spawnCategories>
<regenerateChildhood>false</regenerateChildhood>
</li>
</comps>
</HediffDef>
</Defs>