Files
WulaFallenEmpireRW/1.6/1.6/Defs/DamageDefs/Damages_Wula.xml
2025-08-28 11:42:21 +08:00

246 lines
11 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Defs>
<DamageDef Name="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Dark_Matter_Beam</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>暗物质射流</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被暗物质射流穿透而死。</deathMessage>
<hediff>BeamWound</hediff>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<armorCategory>Sharp</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>true</makesAnimalsFlee>
<defaultDamage>50</defaultDamage>
<defaultArmorPenetration>0.85</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
<!-- <additionalHediffs>
<li>
<hediff>ToxicBuildup</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<victimSeverityScaling>ToxicResistance</victimSeverityScaling>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Dark_Matter_Beam_Huge</defName>
<defaultDamage>500</defaultDamage>
<defaultArmorPenetration>5</defaultArmorPenetration>
<buildingDamageFactorImpassable>5</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>5</buildingDamageFactorPassable>
</DamageDef>
<DamageDef ParentName="Flame">
<defName>Wula_Dark_Matter_Flame</defName>
<label>暗物质湮灭</label>
<deathMessage>{0} 由于暗物质湮灭爆炸而死。</deathMessage>
</DamageDef>
<DamageDef ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Psi_Damage</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>灵能灼烧</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被灵能灼烧而死。</deathMessage>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>false</makesAnimalsFlee>
<defaultDamage>20</defaultDamage>
<defaultArmorPenetration>1.5</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<!-- <soundExplosion>Explosion_Vaporize</soundExplosion> -->
<additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<!-- <victimSeverityScaling>PsychicSensitivity</victimSeverityScaling> -->
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
<!-- <additionalHediffs>
<li>
<hediff>WULA_Darkmatter_Explosion</hediff>
<severityPerDamageDealt>0.01</severityPerDamageDealt>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Bomb">
<defName>Wula_Psi_Bomb</defName>
<label>灵能爆燃</label>
<ignoreShields>true</ignoreShields>
<deathMessage>{0} 被灵能灼烧而死。</deathMessage>
<defaultDamage>50</defaultDamage>
<defaultStoppingPower>2.0</defaultStoppingPower>
<defaultArmorPenetration>1.5</defaultArmorPenetration>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<buildingDamageFactorImpassable>2</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>2</buildingDamageFactorPassable>
<soundExplosion>Pawn_Revenant_StartledScream</soundExplosion>
<additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<!-- <victimSeverityScaling>PsychicSensitivity</victimSeverityScaling> -->
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs>
</DamageDef>
<DamageDef>
<defName>WULA_SP_Live_Shelter_Heal</defName>
<label>灵能疗愈</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_Stab</workerClass>
<stabChanceOfForcedInternal>0</stabChanceOfForcedInternal>
<externalViolence>false</externalViolence>
<deathMessage>{0} 被本该治愈伤口的武器杀死了。</deathMessage>
<harmsHealth>false</harmsHealth>
<hediff>Burn</hediff>
<makesBlood>false</makesBlood>
<consideredHelpful>true</consideredHelpful>
<defaultDamage>1</defaultDamage>
<defaultStoppingPower>0</defaultStoppingPower>
<defaultArmorPenetration>5</defaultArmorPenetration>
<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
<additionalHediffs>
<li>
<hediff>WULA_Psi_Regeneration</hediff>
<severityPerDamageDealt>0.5</severityPerDamageDealt>
</li>
</additionalHediffs>
</DamageDef>
<DamageDef>
<defName>Damage_WULA_Plasma</defName>
<label>等离子熔融</label>
<!-- <externalViolenceForMechanoids>true</externalViolenceForMechanoids> -->
<deathMessage>{0} 被等离子体引发的熔融爆炸炸死了。</deathMessage>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<!-- <isExplosive>true</isExplosive> -->
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<armorCategory>Heat</armorCategory>
<!-- <harmsHealth>false</harmsHealth> -->
<impactSoundType>Electric</impactSoundType>
<defaultDamage>50</defaultDamage>
<minDamageToFragment>5</minDamageToFragment>
<defaultStoppingPower>3</defaultStoppingPower>
<defaultArmorPenetration>0.75</defaultArmorPenetration>
<buildingDamageFactorImpassable>6</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>3</buildingDamageFactorPassable>
<plantDamageFactor>8</plantDamageFactor>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<!-- <explosionSnowMeltAmount>0</explosionSnowMeltAmount> -->
<explosionCellFleck>Blast_WULA_Plasma_Explosive</explosionCellFleck>
<explosionColorCenter>(0.2, 0.8, 0.3)</explosionColorCenter>
<explosionColorEdge>(0.1, 0.9, 0.5)</explosionColorEdge>
<explosionInteriorFleck>ElectricalSpark_WULA_Plasma_Explosive</explosionInteriorFleck>
<soundExplosion>Explosion_EMP</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>
<DamageDef>
<defName>Damage_WULA_Plasma_Explosive</defName>
<label>熔融爆炸</label>
<!-- <externalViolenceForMechanoids>true</externalViolenceForMechanoids> -->
<deathMessage>{0} 被等离子体引发的熔融爆炸炸死了。</deathMessage>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<!-- <isExplosive>true</isExplosive> -->
<hediff>Shredded</hediff>
<hediffSolid>Crack</hediffSolid>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<armorCategory>Heat</armorCategory>
<!-- <harmsHealth>false</harmsHealth> -->
<impactSoundType>Electric</impactSoundType>
<defaultDamage>50</defaultDamage>
<minDamageToFragment>5</minDamageToFragment>
<defaultStoppingPower>3</defaultStoppingPower>
<defaultArmorPenetration>0.75</defaultArmorPenetration>
<buildingDamageFactorImpassable>6</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>3</buildingDamageFactorPassable>
<plantDamageFactor>8</plantDamageFactor>
<explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
<!-- <explosionSnowMeltAmount>0</explosionSnowMeltAmount> -->
<explosionCellFleck>Blast_WULA_Plasma_Explosive</explosionCellFleck>
<explosionColorCenter>(0.2, 0.8, 0.3)</explosionColorCenter>
<explosionColorEdge>(0.1, 0.9, 0.5)</explosionColorEdge>
<explosionInteriorFleck>ElectricalSpark_WULA_Plasma_Explosive</explosionInteriorFleck>
<soundExplosion>Explosion_EMP</soundExplosion>
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>
<DamageDef Name="Damage_WULA_Melta" ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Damage_WULA_Melta</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
<points>
<li>(0, 0)</li>
<li>(1, 0.5)</li>
</points>
</igniteChanceByTargetFlammability>
<label>热熔</label>
<ignoreShields>true</ignoreShields>
<workerClass>DamageWorker_AddInjury</workerClass>
<externalViolence>true</externalViolence>
<deathMessage>{0} 被热熔武器融化了。</deathMessage>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<impactSoundType>Bullet</impactSoundType>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
<isRanged>true</isRanged>
<makesAnimalsFlee>false</makesAnimalsFlee>
<defaultDamage>150</defaultDamage>
<defaultArmorPenetration>1.2</defaultArmorPenetration>
<buildingDamageFactorImpassable>1</buildingDamageFactorImpassable>
<buildingDamageFactorPassable>1</buildingDamageFactorPassable>
<soundExplosion>Explosion_Vaporize</soundExplosion>
<!-- <additionalHediffs>
<li>
<hediff>Wula_Psi_Damage_Hediff</hediff>
<severityPerDamageDealt>0.015</severityPerDamageDealt>
<inverseStatScaling>true</inverseStatScaling>
<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
</li>
</additionalHediffs> -->
</DamageDef>
<DamageDef ParentName="Damage_WULA_Melta">
<defName>Damage_WULA_Melta_Small</defName>
<defaultDamage>5</defaultDamage>
</DamageDef>
</Defs>