- 将 Building_WULA_ArmedShuttleWithPocket 和 Building_WULA_Shuttle 的拦截器半径从 9 调整为 6 - 在 Buildings_Structure.xml 中添加了 WulaWall_Indoor 定义,作为 WulaWall 的子类 - 修改了 WulaWall 的定义,设置了 Name 属性以区分其为父类
287 lines
11 KiB
XML
287 lines
11 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_ArmedShuttleWithPocket</defName>
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<label>乌拉武装运输机</label>
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<description>An advanced chemfuel-powered shuttle with integrated pocket space technology. Equipped with a defensive turret and internal storage dimension that doesn't require hacking to access. Perfect for long-distance exploration and mobile operations.</description>
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<thingClass>WulaFallenEmpire.Building_ArmedShuttleWithPocket</thingClass>
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<preventDroppingThingsOn>true</preventDroppingThingsOn>
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<altitudeLayer>Building</altitudeLayer>
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<pathCost>50</pathCost>
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<blockWind>true</blockWind>
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<passability>PassThroughOnly</passability>
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<fillPercent>0.5</fillPercent>
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<size>(3,5)</size>
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<drawHighlight>true</drawHighlight>
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<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
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<uiIconScale>1</uiIconScale>
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<graphicData>
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<graphicClass>Graphic_Multi</graphicClass>
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<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
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<shaderType>CutoutComplex</shaderType>
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<drawSize>(3,5)</drawSize>
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<shadowData>
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<volume>(1.8, 1.0, 4.1)</volume>
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<offset>(-0.1, 0, 0)</offset>
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</shadowData>
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</graphicData>
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<statBases>
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<MaxHitPoints>6000</MaxHitPoints>
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<Flammability>0.5</Flammability>
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<WorkToBuild>40000</WorkToBuild>
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<Mass>150</Mass>
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<Comfort>0.65</Comfort>
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</statBases>
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<tickerType>Normal</tickerType>
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<designationCategory>Odyssey</designationCategory>
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<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
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<costList>
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<Steel>300</Steel>
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<Plasteel>200</Plasteel>
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<ComponentIndustrial>8</ComponentIndustrial>
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<ComponentSpacer>2</ComponentSpacer>
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<ShuttleEngine>1</ShuttleEngine>
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</costList>
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<canOverlapZones>true</canOverlapZones>
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<killedLeavings>
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<Steel>60</Steel>
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<Plasteel>60</Plasteel>
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<ChunkSlagSteel>5</ChunkSlagSteel>
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<ComponentIndustrial>4</ComponentIndustrial>
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</killedLeavings>
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<rotatable>true</rotatable>
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<hasInteractionCell>true</hasInteractionCell>
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<interactionCellOffset>(2, 0, 0)</interactionCellOffset>
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<defaultPlacingRot>East</defaultPlacingRot>
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<selectable>true</selectable>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
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<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
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<drawerType>RealtimeOnly</drawerType>
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<repairEffect>ConstructMetal</repairEffect>
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<forceDebugSpawnable>true</forceDebugSpawnable>
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<building>
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<claimable>false</claimable>
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<destroySound>BuildingDestroyed_Metal_Big</destroySound>
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<paintable>true</paintable>
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<isInert>true</isInert>
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<forcedCostLeavings>
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<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
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</forcedCostLeavings>
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<turretGunDef>WULA_WM_Panzer_Turret</turretGunDef>
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<turretBurstCooldownTime>5.5</turretBurstCooldownTime>
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<turretTopDrawSize>1.75</turretTopDrawSize>
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<turretTopOffset>(0, 0.05)</turretTopOffset>
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</building>
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<inspectorTabs>
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<li>ITab_ContentsTransporter</li>
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<li>ITab_Shells</li>
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</inspectorTabs>
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<researchPrerequisites>
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<li>Shuttles</li>
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</researchPrerequisites>
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<comps>
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<li Class="CompProperties_Shuttle">
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<shipDef>Ship_ArmedShuttleWithPocket</shipDef>
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</li>
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<li Class="CompProperties_Launchable">
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<fuelPerTile>2.5</fuelPerTile>
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<minFuelCost>40</minFuelCost>
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<skyfallerLeaving>ArmedShuttleWithPocketLeaving_WULA</skyfallerLeaving>
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<worldObjectDef>PassengerShuttle</worldObjectDef>
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<cooldownTicks>3000</cooldownTicks> <!-- 1.25 hours -->
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<fixedLaunchDistanceMax>75</fixedLaunchDistanceMax>
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<cooldownEndedMessage>{0} is ready to launch again.</cooldownEndedMessage>
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</li>
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<li Class="CompProperties_Transporter">
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<massCapacity>750</massCapacity>
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<max1PerGroup>true</max1PerGroup>
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<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
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<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
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<pawnExitSound>Shuttle_PawnExit</pawnExitSound>
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<showMassInInspectString>true</showMassInInspectString>
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</li>
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<li Class="CompProperties_Refuelable">
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<fuelCapacity>500</fuelCapacity>
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<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
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<initialConfigurableTargetFuelLevel>500</initialConfigurableTargetFuelLevel>
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<fuelFilter>
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<thingDefs>
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<li>Chemfuel</li>
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</thingDefs>
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</fuelFilter>
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<fuelLabel>Chemfuel</fuelLabel>
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<fuelGizmoLabel>Chemfuel</fuelGizmoLabel>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<autoRefuelPercent>1</autoRefuelPercent>
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<showFuelGizmo>true</showFuelGizmo>
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<drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
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<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
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<canEjectFuel>true</canEjectFuel>
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</li>
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<li Class="CompProperties_Power">
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<compClass>CompPowerPlant</compClass>
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<basePowerConsumption>-400</basePowerConsumption>
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<transmitsPower>true</transmitsPower>
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</li>
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<li Class="CompProperties_AmbientSound">
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<sound>ShuttleIdle_Ambience</sound>
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</li>
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<li Class="CompProperties_ProjectileInterceptor">
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<radius>6</radius>
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<interceptGroundProjectiles>true</interceptGroundProjectiles>
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<color>(0.5, 0.3, 0.9, 0.5)</color>
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
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<activeSound>BulletShield_Ambience</activeSound>
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<disarmedByEmpForTicks>1080</disarmedByEmpForTicks>
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<chargeIntervalTicks>-1</chargeIntervalTicks>
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<chargeDurationTicks>0</chargeDurationTicks>
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</li>
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</comps>
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<modExtensions>
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<li Class="WulaFallenEmpire.PocketMapProperties">
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<pocketMapGenerator>WULA_PocketSpace_Small</pocketMapGenerator>
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<exitDef>WULA_PocketMapExit</exitDef>
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<pocketMapSize>(13, 13)</pocketMapSize>
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<allowDirectAccess>true</allowDirectAccess>
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</li>
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</modExtensions>
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<placeWorkers>
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<li>PlaceWorker_NotUnderRoof</li>
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<li>PlaceWorker_TurretTop</li>
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</placeWorkers>
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<uiOrder>2601</uiOrder>
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</ThingDef>
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<!-- 到达天降物 -->
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<ThingDef ParentName="ShuttleSkyfallerBase">
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<defName>ArmedShuttleWithPocketIncoming_WULA</defName>
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<label>armed shuttle with pocket space (incoming)</label>
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<thingClass>ShuttleIncoming</thingClass>
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<graphicData>
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<graphicClass>Graphic_Multi</graphicClass>
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<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
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<shaderType>CutoutComplex</shaderType>
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<color>(0.85, 0.9, 1.0)</color>
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<drawSize>(3,5)</drawSize>
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</graphicData>
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<size>(3,5)</size>
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<skyfaller>
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<anticipationSound>Shuttle_Landing</anticipationSound>
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<anticipationSoundTicks>250</anticipationSoundTicks>
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<ticksToImpactRange>200~250</ticksToImpactRange>
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<shadowSize>(3.5,5.5)</shadowSize>
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<rotationCurve>
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<points>
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<li>(0,30)</li>
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<li>(0.5,5)</li>
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<li>(0.9,-5)</li>
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<li>(0.95,0)</li>
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</points>
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</rotationCurve>
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<zPositionCurve>
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<points>
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<li>(0.95,2.5)</li>
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<li>(1,0)</li>
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</points>
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</zPositionCurve>
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<speedCurve>
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<points>
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<li>(0.6,0.6)</li>
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<li>(0.95,0.1)</li>
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</points>
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</speedCurve>
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</skyfaller>
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</ThingDef>
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<!-- 离开天降物 -->
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<ThingDef ParentName="ShuttleSkyfallerBase">
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<defName>ArmedShuttleWithPocketLeaving_WULA</defName>
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<label>armed shuttle with pocket space (leaving)</label>
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<thingClass>PassengerShuttleLeaving</thingClass>
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<rotatable>true</rotatable>
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<graphicData>
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<graphicClass>Graphic_Multi</graphicClass>
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<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
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<shaderType>CutoutComplex</shaderType>
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<color>(0.85, 0.9, 1.0)</color>
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<drawSize>(3,5)</drawSize>
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</graphicData>
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<size>(3,5)</size>
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<skyfaller>
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<reversed>true</reversed>
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<anticipationSound>Shuttle_Leaving</anticipationSound>
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<anticipationSoundTicks>-10</anticipationSoundTicks>
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<ticksToImpactRange>-40~-15</ticksToImpactRange>
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<moteSpawnTime>0.05</moteSpawnTime>
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<shadow>Things/Skyfaller/SkyfallerShadowRectangle</shadow>
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<shadowSize>(3.5,5.5)</shadowSize>
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<motesPerCell>1</motesPerCell>
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<rotationCurve>
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<points>
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<li>(0,0)</li>
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<li>(0.15,10)</li>
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<li>(0.5,-5)</li>
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</points>
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</rotationCurve>
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<zPositionCurve>
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<points>
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<li>(0,0)</li>
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<li>(0.08,2)</li>
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</points>
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</zPositionCurve>
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<speedCurve>
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<points>
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<li>(0,0.2)</li>
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<li>(0.4,0.7)</li>
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</points>
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</speedCurve>
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</skyfaller>
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</ThingDef>
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<!-- 运输船定义 -->
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<TransportShipDef>
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<defName>Ship_ArmedShuttleWithPocket</defName>
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<label>armed shuttle with pocket space</label>
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<shipThing>WULA_ArmedShuttleWithPocket</shipThing>
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<arrivingSkyfaller>ArmedShuttleWithPocketIncoming_WULA</arrivingSkyfaller>
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<leavingSkyfaller>ArmedShuttleWithPocketLeaving_WULA</leavingSkyfaller>
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<worldObject>PassengerShuttle</worldObject>
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<playerShuttle>true</playerShuttle>
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</TransportShipDef>
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<!-- 口袋空间退出点定义 -->
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<ThingDef ParentName="PocketMapExit">
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<defName>WULA_PocketMapExit</defName>
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<label>运输机升降平台</label>
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<description>An exit portal that allows return from the pocket space to the main map.</description>
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<thingClass>WulaFallenEmpire.Building_PocketMapExit</thingClass>
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<size>(3,3)</size>
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<drawerType>MapMeshAndRealTime</drawerType>
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<graphicData>
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<texPath>Wula/Building/WULA_War_Machine_Recharger</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(3,3)</drawSize>
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</graphicData>
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<interactionCellOffset>(0,0,0)</interactionCellOffset>
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<passability>Standable</passability>
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<statBases>
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<Flammability>0</Flammability>
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</statBases>
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<comps>
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<li Class="CompProperties_Glower">
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<glowRadius>10</glowRadius>
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<glowColor>(140,160,184,0)</glowColor>
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</li>
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<li Class="CompProperties_Effecter">
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<effecterDef>UndercaveMapExitLightshafts</effecterDef>
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</li>
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<li Class="CompProperties_Power">
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<compClass>CompPowerPlant</compClass>
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<basePowerConsumption>-400</basePowerConsumption>
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<transmitsPower>true</transmitsPower>
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</li>
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</comps>
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</ThingDef>
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</Defs> |