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WulaFallenEmpireRW/1.6/1.6/Defs/ThingDefs_Races/WULA_Mechunit_Race.xml
Tourswen efa7c88e9c 1
2026-03-02 00:08:41 +08:00

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BasePawn" Name="Wula_MechunitBase" Abstract="True">
<!-- 重要这个新的thingclass代表其是一台机甲如果遗漏接下来的内容都无法生效 -->
<thingClass>WulaFallenEmpire.Wulamechunit</thingClass>
<defaultPlacingRot>North</defaultPlacingRot>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<altitudeLayer>Pawn</altitudeLayer>
<tradeability>None</tradeability>
<statBases>
<StaggerDurationFactor>0</StaggerDurationFactor>
<ComfyTemperatureMin>-99999</ComfyTemperatureMin>
<ComfyTemperatureMax>99999</ComfyTemperatureMax>
<Wildness>0</Wildness>
<FilthRate>0</FilthRate>
<CrawlSpeed>0</CrawlSpeed>
<LeatherAmount>0</LeatherAmount>
<MeatAmount>0</MeatAmount>
<Flammability>0</Flammability>
<ToxicResistance>1</ToxicResistance>
<PsychicSensitivity>0</PsychicSensitivity>
<InjuryHealingFactor>0</InjuryHealingFactor>
<ToxicEnvironmentResistance>1</ToxicEnvironmentResistance>
<VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">1</VacuumResistance>
</statBases>
<race>
<trainability>None</trainability>
<fleshType>Wula_Mechunit_Fleshtype</fleshType>
<intelligence>ToolUser</intelligence>
<hasCorpse>true</hasCorpse>
<needsRest>false</needsRest>
<hasGenders>false</hasGenders>
<nameGenerator MayRequire="Ludeon.RimWorld.Biotech">NamerMech</nameGenerator>
<isImmuneToInfections>true</isImmuneToInfections>
<lifeStageAges>
<li>
<def>Wula_Mechunit_LifeStage</def>
<minAge>0</minAge>
<!-- <soundWounded>Pawn_Spelopede_Pain</soundWounded> -->
<!-- <soundDeath>Pawn_Spelopede_Death</soundDeath> -->
<!-- <soundCall>Pawn_Spelopede_Call</soundCall> -->
<!-- <soundAngry>Pawn_Spelopede_Angry</soundAngry> -->
</li>
</lifeStageAges>
<ageGenerationCurve Inherit="False" IsNull="True"/>
</race>
<tools>
<li>
<label>hoof</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>8</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>Legs</linkedBodyPartsGroup>
<chanceFactor>0.1</chanceFactor>
</li>
</tools>
<inspectorTabs Inherit="false">
<li>WulaFallenEmpire.ITab_MechSkills</li>
<li>ITab_Pawn_Health</li>
<li>ITab_Pawn_Needs</li>
<li>ITab_Pawn_Gear</li>
<li>ITab_Pawn_Log</li>
</inspectorTabs>
</ThingDef>
<ThingDef ParentName="Wula_MechunitBase">
<defName>Wula_AI_Heavy_Panzer</defName>
<label>HAp-6"战车"</label>
<description>乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,使用破坏力巨大的自动炮和车体臼炮打击敌方,是乌拉帝国前锋部队的中流砥柱。</description>
<statBases>
<MoveSpeed>2</MoveSpeed>
<EnergyShieldEnergyMax>2</EnergyShieldEnergyMax>
<StaggerDurationFactor>0</StaggerDurationFactor>
<MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown>
<ArmorRating_Sharp>1</ArmorRating_Sharp>
<ArmorRating_Blunt>1</ArmorRating_Blunt>
<ArmorRating_Heat>2</ArmorRating_Heat>
</statBases>
<costList Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<butcherProducts Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
</butcherProducts>
<race>
<body>WULA_AI_Heavy_Panzer_Body</body>
<baseBodySize>20</baseBodySize>
<thinkTreeMain>Wula_Battle_Mech_With_1_Pilot</thinkTreeMain>
<baseHealthScale>10</baseHealthScale>
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
</race>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>360</power>
<cooldownTime>8</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>0</ID>
<turretDef>Wula_AI_Heavy_Panzer_Turret_Weapon</turretDef>
<traverseSpeed>20</traverseSpeed>
<aimTicks>0</aimTicks>
<idleRotationSpeed>3</idleRotationSpeed>
<smoothRotation>true</smoothRotation>
<resetCooldownTime>7</resetCooldownTime>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(8, 8)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
<!-- 飞行触发条件:仅在征召时飞行 -->
<flightCondition>DraftedAndMove</flightCondition>
<!-- 链接到我们刚刚创建的 AnimationDef -->
<flyingAnimationNorth>WULA_Hover_FlyNorth</flyingAnimationNorth>
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>
<pilotWorkTag>MechPilot</pilotWorkTag>
<ejectPilotHealthPercentThreshold>0.1</ejectPilotHealthPercentThreshold>
<summonPilotIcon>Wula/UI/Commands/WULA_Enter_Mech</summonPilotIcon>
<ejectPilotIcon>Wula/UI/Commands/WULA_Exit_Mech</ejectPilotIcon>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_MechCrewHolder">
<maxCrew>6</maxCrew>
<boardingRadius>10</boardingRadius>
<maxPawnSize>2.5</maxPawnSize>
<allowMechanoids>true</allowMechanoids>
<draftOnExit>true</draftOnExit>
<boardCrewIcon>Wula/UI/Commands/WULA_BoardCrew</boardCrewIcon>
<exitCrewIcon>Wula/UI/Commands/WULA_ExitCrew</exitCrewIcon>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_MechFuel">
<fuelType>Chemfuel</fuelType>
<fuelCapacity>70</fuelCapacity>
<dailyFuelConsumption>35</dailyFuelConsumption>
<refuelSpeedFactor>1</refuelSpeedFactor>
<refuelDuration>240</refuelDuration>
<fuelBarColor>(0.6, 0.5, 0.4)</fuelBarColor>
<allowAutoRefuel>true</allowAutoRefuel>
<autoRefuelThreshold>1</autoRefuelThreshold>
<shutdownWhenEmpty>true</shutdownWhenEmpty>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechRepairable">
<allowAutoRepair>true</allowAutoRepair>
<healthPercentThreshold>1</healthPercentThreshold>
<repairAmountPerCycle>10</repairAmountPerCycle>
<repairSound></repairSound>
<repairEffect>ConstructMetal</repairEffect>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechInherentWeapon">
<weaponDef>Wula_AI_Heavy_Panzer_Main_Weapon</weaponDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechDefaultPilot">
<enableForNonPlayerFaction>true</enableForNonPlayerFaction>
<enableForPlayerFaction>false</enableForPlayerFaction>
<defaultPilotChance>1.0</defaultPilotChance>
<spawnOnlyIfNoPilot>true</spawnOnlyIfNoPilot>
<replaceExistingPilots>false</replaceExistingPilots>
<maxDefaultPilots>3</maxDefaultPilots>
<defaultPilots>
<li>
<pawnKind>Wula_PIA_Light_Unit</pawnKind>
<weight>1</weight>
<required>false</required>
</li>
</defaultPilots>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechSkillInheritance">
<baseSkillLevelWhenNoPilot>0</baseSkillLevelWhenNoPilot>
<skillMultiplierForPilots>1</skillMultiplierForPilots>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(0.85,0,2.25)</offset>
</li>
<li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(-0.85,0,2.25)</offset>
</li> -->
<!-- <li Class="WulaFallenEmpire.CompProperties_MechMovementSound">
<movementSound>WULA_DHM70_Rampart_Mech_Moving_Sound</movementSound>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_MechSelfDestruct">
<healthPercentThreshold>0.1</healthPercentThreshold>
<wickTicks>120~180</wickTicks>
<drawWick>true</drawWick>
<explosiveRadius>11.5</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<damageAmountBase>5</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<chanceToStartFire>0.25</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<doVisualEffects>true</doVisualEffects>
<doSoundEffects>true</doSoundEffects>
<propagationSpeed>1</propagationSpeed>
<explosionSound>Explosion_Bomb</explosionSound>
<triggerOnDeath>true</triggerOnDeath>
<triggerOnHealthThreshold>true</triggerOnHealthThreshold>
<chanceNeverExplode>0</chanceNeverExplode>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_HediffGiverByKind">
<debugMode>false</debugMode>
<defaultHediffs>
</defaultHediffs>
<defaultAddChance>1</defaultAddChance>
<defaultAllowDuplicates>false</defaultAllowDuplicates>
<pawnKindHediffs>
<li>
<pawnKind>WULA_DHM70_Rampart_Mech_Prototype</pawnKind>
<hediffs>
<li>WULA_MechPrototype</li>
</hediffs>
<addChance>1.0</addChance>
<allowDuplicates>false</allowDuplicates>
</li>
</pawnKindHediffs>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_HighSpeedCollision">
<!-- 速度阈值 -->
<minSpeedForStage1>1.0</minSpeedForStage1>
<minSpeedForStage2>2.0</minSpeedForStage2>
<speedHistoryFrameCount>15</speedHistoryFrameCount>
<stageTransitionCooldownTicks>3</stageTransitionCooldownTicks>
<!-- 碰撞区域 -->
<collisionAreaRadius>3</collisionAreaRadius>
<!-- 目标过滤 -->
<onlyAffectEnemies>true</onlyAffectEnemies>
<excludeAlliedPawns>true</excludeAlliedPawns>
<!-- 阶段1效果 -->
<stage1DamageDef>Blunt</stage1DamageDef>
<stage1DamageAmount>1</stage1DamageAmount>
<armorPenetration>0.1</armorPenetration>
<!-- <stage1Hediff>Bruise</stage1Hediff>
<stage1HediffDurationTicks>120</stage1HediffDurationTicks>
<stage1HediffPreventsDamage>true</stage1HediffPreventsDamage> -->
<!-- <stage1Effecter>SparkImpact</stage1Effecter> -->
<stage1Sound>MeleeHit_BladelinkZeusHammer</stage1Sound>
<!-- 阶段2效果 -->
<stage2DamageDef>Blunt</stage2DamageDef>
<stage2DamageAmount>15</stage2DamageAmount>
<stage2KnockbackDistance>4</stage2KnockbackDistance>
<requireLineOfSightForKnockback>true</requireLineOfSightForKnockback>
<!-- <stage2Effecter>ExplosionFlash</stage2Effecter> -->
<stage2Sound>MeleeHit_BladelinkZeusHammer</stage2Sound>
<!-- 击飞配置 -->
<knockbackFlyerDef>PawnFlyer</knockbackFlyerDef>
<!-- <flightEffecterDef>FlyerTakeoff</flightEffecterDef> -->
<landingSound>PawnFlyerLand</landingSound>
<!-- 调试 -->
<enableDebugLogging>false</enableDebugLogging>
<enableDebugVisuals>false</enableDebugVisuals>
<debugDrawSpeedHistory>false</debugDrawSpeedHistory>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Wula_MechunitBase">
<defName>Wula_AI_Rocket_Panzer</defName>
<label>HRp-3"喷火战车"</label>
<description>乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,拥有车体臼炮和两具可以发射大量燃烧火箭弹的转轮导弹巢。</description>
<statBases>
<MoveSpeed>2</MoveSpeed>
<EnergyShieldEnergyMax>2</EnergyShieldEnergyMax>
<StaggerDurationFactor>0</StaggerDurationFactor>
<MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown>
<ArmorRating_Sharp>1</ArmorRating_Sharp>
<ArmorRating_Blunt>1</ArmorRating_Blunt>
<ArmorRating_Heat>2</ArmorRating_Heat>
</statBases>
<costList Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<butcherProducts Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
</butcherProducts>
<race>
<body>WULA_AI_Heavy_Panzer_Body</body>
<baseBodySize>20</baseBodySize>
<thinkTreeMain>Wula_Battle_Mech_With_1_Pilot</thinkTreeMain>
<baseHealthScale>10</baseHealthScale>
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
</race>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>360</power>
<cooldownTime>8</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>0</ID>
<turretDef>Wula_AI_Rocket_Panzer_Turret_Weapon</turretDef>
<traverseSpeed>20</traverseSpeed>
<aimTicks>0</aimTicks>
<idleRotationSpeed>8</idleRotationSpeed>
<smoothRotation>true</smoothRotation>
<resetCooldownTime>10</resetCooldownTime>
<!-- <angleOffset>-90</angleOffset> -->
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(8, 8)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
<!-- 飞行触发条件:仅在征召时飞行 -->
<flightCondition>DraftedAndMove</flightCondition>
<!-- 链接到我们刚刚创建的 AnimationDef -->
<flyingAnimationNorth>WULA_Hover_FlyNorth</flyingAnimationNorth>
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>
<pilotWorkTag>MechPilot</pilotWorkTag>
<ejectPilotHealthPercentThreshold>0.1</ejectPilotHealthPercentThreshold>
<summonPilotIcon>Wula/UI/Commands/WULA_Enter_Mech</summonPilotIcon>
<ejectPilotIcon>Wula/UI/Commands/WULA_Exit_Mech</ejectPilotIcon>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechFuel">
<fuelType>Chemfuel</fuelType>
<fuelCapacity>70</fuelCapacity>
<dailyFuelConsumption>35</dailyFuelConsumption>
<refuelSpeedFactor>1</refuelSpeedFactor>
<refuelDuration>240</refuelDuration>
<fuelBarColor>(0.6, 0.5, 0.4)</fuelBarColor>
<allowAutoRefuel>true</allowAutoRefuel>
<autoRefuelThreshold>1</autoRefuelThreshold>
<shutdownWhenEmpty>true</shutdownWhenEmpty>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechRepairable">
<allowAutoRepair>true</allowAutoRepair>
<healthPercentThreshold>1</healthPercentThreshold>
<repairAmountPerCycle>10</repairAmountPerCycle>
<repairSound></repairSound>
<repairEffect>ConstructMetal</repairEffect>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechInherentWeapon">
<weaponDef>Wula_AI_Heavy_Panzer_Main_Weapon</weaponDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechDefaultPilot">
<enableForNonPlayerFaction>true</enableForNonPlayerFaction>
<enableForPlayerFaction>false</enableForPlayerFaction>
<defaultPilotChance>1.0</defaultPilotChance>
<spawnOnlyIfNoPilot>true</spawnOnlyIfNoPilot>
<replaceExistingPilots>false</replaceExistingPilots>
<maxDefaultPilots>3</maxDefaultPilots>
<defaultPilots>
<li>
<pawnKind>Wula_PIA_Light_Unit</pawnKind>
<weight>1</weight>
<required>false</required>
</li>
</defaultPilots>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechSkillInheritance">
<baseSkillLevelWhenNoPilot>0</baseSkillLevelWhenNoPilot>
<skillMultiplierForPilots>1</skillMultiplierForPilots>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(0.85,0,2.25)</offset>
</li>
<li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(-0.85,0,2.25)</offset>
</li> -->
<!-- <li Class="WulaFallenEmpire.CompProperties_MechMovementSound">
<movementSound>WULA_DHM70_Rampart_Mech_Moving_Sound</movementSound>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_MechSelfDestruct">
<healthPercentThreshold>0.1</healthPercentThreshold>
<wickTicks>120~180</wickTicks>
<drawWick>true</drawWick>
<explosiveRadius>11.5</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<damageAmountBase>5</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<chanceToStartFire>0.25</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<doVisualEffects>true</doVisualEffects>
<doSoundEffects>true</doSoundEffects>
<propagationSpeed>1</propagationSpeed>
<explosionSound>Explosion_Bomb</explosionSound>
<triggerOnDeath>true</triggerOnDeath>
<triggerOnHealthThreshold>true</triggerOnHealthThreshold>
<chanceNeverExplode>0</chanceNeverExplode>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_HediffGiverByKind">
<debugMode>false</debugMode>
<defaultHediffs>
</defaultHediffs>
<defaultAddChance>1</defaultAddChance>
<defaultAllowDuplicates>false</defaultAllowDuplicates>
<pawnKindHediffs>
<li>
<pawnKind>WULA_DHM70_Rampart_Mech_Prototype</pawnKind>
<hediffs>
<li>WULA_MechPrototype</li>
</hediffs>
<addChance>1.0</addChance>
<allowDuplicates>false</allowDuplicates>
</li>
</pawnKindHediffs>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_HighSpeedCollision">
<!-- 速度阈值 -->
<minSpeedForStage1>1.0</minSpeedForStage1>
<minSpeedForStage2>2.0</minSpeedForStage2>
<speedHistoryFrameCount>15</speedHistoryFrameCount>
<stageTransitionCooldownTicks>3</stageTransitionCooldownTicks>
<!-- 碰撞区域 -->
<collisionAreaRadius>3</collisionAreaRadius>
<!-- 目标过滤 -->
<onlyAffectEnemies>true</onlyAffectEnemies>
<excludeAlliedPawns>true</excludeAlliedPawns>
<!-- 阶段1效果 -->
<stage1DamageDef>Blunt</stage1DamageDef>
<stage1DamageAmount>1</stage1DamageAmount>
<armorPenetration>0.1</armorPenetration>
<!-- <stage1Hediff>Bruise</stage1Hediff>
<stage1HediffDurationTicks>120</stage1HediffDurationTicks>
<stage1HediffPreventsDamage>true</stage1HediffPreventsDamage> -->
<!-- <stage1Effecter>SparkImpact</stage1Effecter> -->
<stage1Sound>MeleeHit_BladelinkZeusHammer</stage1Sound>
<!-- 阶段2效果 -->
<stage2DamageDef>Blunt</stage2DamageDef>
<stage2DamageAmount>15</stage2DamageAmount>
<stage2KnockbackDistance>4</stage2KnockbackDistance>
<requireLineOfSightForKnockback>true</requireLineOfSightForKnockback>
<!-- <stage2Effecter>ExplosionFlash</stage2Effecter> -->
<stage2Sound>MeleeHit_BladelinkZeusHammer</stage2Sound>
<!-- 击飞配置 -->
<knockbackFlyerDef>PawnFlyer</knockbackFlyerDef>
<!-- <flightEffecterDef>FlyerTakeoff</flightEffecterDef> -->
<landingSound>PawnFlyerLand</landingSound>
<!-- 调试 -->
<enableDebugLogging>false</enableDebugLogging>
<enableDebugVisuals>false</enableDebugVisuals>
<debugDrawSpeedHistory>false</debugDrawSpeedHistory>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Wula_MechunitBase">
<defName>Wula_Mech_Mobile_Shield</defName> <!-- 修改了defName以避免冲突 -->
<label>MSm-8"放射盾"</label>
<description>乌拉帝国的中型战争机械,常被用于镇压异族聚居地的暴动。它形状非常奇怪,根本分不出头在哪,但是不要因此小瞧这个机械体——其强大的立场盾能护佑一片区域并反射大量炮火,机体放射出来的辐射则会点燃进入反射盾范围内的敌人。</description>
<statBases>
<MoveSpeed>3</MoveSpeed>
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
<ArmorRating_Blunt>0.5</ArmorRating_Blunt>
<ArmorRating_Heat>2</ArmorRating_Heat>
</statBases>
<costList Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
<Uranium>50</Uranium>
</costList>
<butcherProducts Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
<Uranium>50</Uranium>
</butcherProducts>
<race>
<body>WULA_Mech_Mobile_Shield_Body</body>
<baseBodySize>20</baseBodySize>
<thinkTreeMain>Wula_Battle_Mech_With_1_Pilot</thinkTreeMain>
<baseHealthScale>5</baseHealthScale>
</race>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>360</power>
<cooldownTime>8</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
<radius>15</radius>
<baseHitPoints>300</baseHitPoints>
<rechargeDelay>2400</rechargeDelay>
<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
<!-- 效果器配置 -->
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
<breakEffecter>Shield_Break</breakEffecter>
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<!-- 拦截设置 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
<interceptAirProjectiles>true</interceptAirProjectiles>
<!-- 反射设置 -->
<canReflect>true</canReflect>
<reflectChance>0.85</reflectChance>
<reflectAngleRange>30</reflectAngleRange>
<reflectCost>0</reflectCost>
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
<radius>15</radius>
<damageIntervalTicks>30</damageIntervalTicks>
<damageDef>Flame</damageDef>
<damageAmount>8</damageAmount>
<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
<affectFriendly>false</affectFriendly>
<affectNeutral>false</affectNeutral>
<affectHostile>true</affectHostile>
<affectBuildings>false</affectBuildings>
<ignoreFactionRelations>false</ignoreFactionRelations>
<startEnabled>false</startEnabled>
<toggleLabel>热辐射</toggleLabel>
<toggleDescription>MSm-8"放射盾"可以打开外壳,蒸发胆敢进入反射立场内的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription>
<toggleIconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</toggleIconPath>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_AreaTeleporter">
<teleportRadius>15</teleportRadius>
<stunTicks>60</stunTicks>
<allowedRaces>
<li>WulaSpecies</li>
</allowedRaces>
<onlyPawnsInSameFaction>true</onlyPawnsInSameFaction>
<entryEffecter>Skip_Entry</entryEffecter>
<exitEffecter>Skip_Exit</exitEffecter>
<teleportSound>Psycast_Skip_Entry</teleportSound>
<requireResearchToUse>true</requireResearchToUse>
<requiredResearch>WULA_Mech_Mobile_Shield_Teleporter_Technology</requiredResearch>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>
<pilotWorkTag>MechPilot</pilotWorkTag>
<ejectPilotHealthPercentThreshold>0.1</ejectPilotHealthPercentThreshold>
<summonPilotIcon>Wula/UI/Commands/WULA_Enter_Mech</summonPilotIcon>
<ejectPilotIcon>Wula/UI/Commands/WULA_Exit_Mech</ejectPilotIcon>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechFuel">
<fuelType>Chemfuel</fuelType>
<fuelCapacity>70</fuelCapacity>
<dailyFuelConsumption>35</dailyFuelConsumption>
<refuelSpeedFactor>1</refuelSpeedFactor>
<refuelDuration>240</refuelDuration>
<fuelBarColor>(0.6, 0.5, 0.4)</fuelBarColor>
<allowAutoRefuel>true</allowAutoRefuel>
<autoRefuelThreshold>1</autoRefuelThreshold>
<shutdownWhenEmpty>true</shutdownWhenEmpty>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechRepairable">
<allowAutoRepair>true</allowAutoRepair>
<healthPercentThreshold>1</healthPercentThreshold>
<repairAmountPerCycle>10</repairAmountPerCycle>
<repairSound></repairSound>
<repairEffect>ConstructMetal</repairEffect>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechInherentWeapon">
<weaponDef>Wula_AI_Heavy_Panzer_Main_Weapon</weaponDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechDefaultPilot">
<enableForNonPlayerFaction>true</enableForNonPlayerFaction>
<enableForPlayerFaction>false</enableForPlayerFaction>
<defaultPilotChance>1.0</defaultPilotChance>
<spawnOnlyIfNoPilot>true</spawnOnlyIfNoPilot>
<replaceExistingPilots>false</replaceExistingPilots>
<maxDefaultPilots>3</maxDefaultPilots>
<defaultPilots>
<li>
<pawnKind>Wula_PIA_Light_Unit</pawnKind>
<weight>1</weight>
<required>false</required>
</li>
</defaultPilots>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechSkillInheritance">
<baseSkillLevelWhenNoPilot>0</baseSkillLevelWhenNoPilot>
<skillMultiplierForPilots>1</skillMultiplierForPilots>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(0.85,0,2.25)</offset>
</li>
<li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(-0.85,0,2.25)</offset>
</li> -->
<!-- <li Class="WulaFallenEmpire.CompProperties_MechMovementSound">
<movementSound>WULA_DHM70_Rampart_Mech_Moving_Sound</movementSound>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_MechSelfDestruct">
<healthPercentThreshold>0.1</healthPercentThreshold>
<wickTicks>120~180</wickTicks>
<drawWick>true</drawWick>
<explosiveRadius>11.5</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<damageAmountBase>5</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<chanceToStartFire>0.25</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<doVisualEffects>true</doVisualEffects>
<doSoundEffects>true</doSoundEffects>
<propagationSpeed>1</propagationSpeed>
<explosionSound>Explosion_Bomb</explosionSound>
<triggerOnDeath>true</triggerOnDeath>
<triggerOnHealthThreshold>true</triggerOnHealthThreshold>
<chanceNeverExplode>0</chanceNeverExplode>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_HediffGiverByKind">
<debugMode>false</debugMode>
<defaultHediffs>
</defaultHediffs>
<defaultAddChance>1</defaultAddChance>
<defaultAllowDuplicates>false</defaultAllowDuplicates>
<pawnKindHediffs>
<li>
<pawnKind>WULA_DHM70_Rampart_Mech_Prototype</pawnKind>
<hediffs>
<li>WULA_MechPrototype</li>
</hediffs>
<addChance>1.0</addChance>
<allowDuplicates>false</allowDuplicates>
</li>
</pawnKindHediffs>
</li> -->
</comps>
</ThingDef>
<ThingDef ParentName="Wula_MechunitBase">
<defName>Wula_Mech_Mobile_Factory</defName>
<label>MFm-2"陆行舰"</label>
<description>乌拉帝国的大型战争机械,简直就是一座移动堡垒——它不仅装甲厚实、火炮林立,还能在战场上生产大量的辅助战争机械以形成坚实的弹性阵线,生来就是为了粉碎坚固的要塞和顽强的抵抗。</description>
<statBases>
<MoveSpeed>1</MoveSpeed>
<EnergyShieldEnergyMax>5</EnergyShieldEnergyMax>
<MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown>
<ArmorRating_Sharp>1.75</ArmorRating_Sharp>
<ArmorRating_Blunt>1.75</ArmorRating_Blunt>
<ArmorRating_Heat>2</ArmorRating_Heat>
</statBases>
<costList Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<butcherProducts Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
</butcherProducts>
<race>
<body>WULA_Mech_Mobile_Factory_Body</body>
<baseBodySize>50</baseBodySize>
<thinkTreeMain>Wula_Battle_Mech_With_1_Pilot</thinkTreeMain>
<baseHealthScale>10</baseHealthScale>
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
</race>
<tools Inherit="False">
<li>
<label>碾压</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>360</power>
<cooldownTime>8</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>0</ID>
<turretDef>Wula_MR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.5, 0, -1.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(3.25, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(2.1, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-3.25, 0, -1)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>1</ID>
<turretDef>Wula_MR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.5, 0, -1.45)</offset>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(3.25, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-2.1, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-3.25, 0, -1)</offset>
<layer>-5</layer>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>2</ID>
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.8, 0, -0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(2.4, 0, -0.35)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(2.8, 0, -0.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-2.4, 0, -0.35)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>3</ID>
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.8, 0, -0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(2.4, 0, -0.35)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-2.8, 0, -0.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(-2.4, 0, -0.35)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>4</ID>
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.75, 0, 0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(1.6, 0, 0.25)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-2.65, 0, 0.65)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-1.6, 0, 0.25)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_MultiTurretGun">
<ID>5</ID>
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(2, 2)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.75, 0, 0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(1.6, 0, 0.25)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(2.65, 0, 0.65)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(-1.6, 0, 0.25)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
<radius>9</radius>
<baseHitPoints>300</baseHitPoints>
<rechargeDelay>2400</rechargeDelay>
<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
<!-- 效果器配置 -->
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
<breakEffecter>Shield_Break</breakEffecter>
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
<!-- 拦截设置 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
<interceptAirProjectiles>true</interceptAirProjectiles>
<!-- 反射设置 -->
<canReflect>true</canReflect>
<reflectChance>0.6</reflectChance>
<reflectAngleRange>30</reflectAngleRange>
<reflectCost>0</reflectCost>
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
<!-- 飞行触发条件:仅在征召时飞行 -->
<flightCondition>DraftedAndMove</flightCondition>
<!-- 链接到我们刚刚创建的 AnimationDef -->
<flyingAnimationNorth>WULA_Hover_FlyNorth</flyingAnimationNorth>
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechPilotHolder">
<maxPilots>1</maxPilots>
<pilotWorkTag>MechPilot</pilotWorkTag>
<ejectPilotHealthPercentThreshold>0.1</ejectPilotHealthPercentThreshold>
<summonPilotIcon>Wula/UI/Commands/WULA_Enter_Mech</summonPilotIcon>
<ejectPilotIcon>Wula/UI/Commands/WULA_Exit_Mech</ejectPilotIcon>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechFuel">
<fuelType>Chemfuel</fuelType>
<fuelCapacity>70</fuelCapacity>
<dailyFuelConsumption>35</dailyFuelConsumption>
<refuelSpeedFactor>1</refuelSpeedFactor>
<refuelDuration>240</refuelDuration>
<fuelBarColor>(0.6, 0.5, 0.4)</fuelBarColor>
<allowAutoRefuel>true</allowAutoRefuel>
<autoRefuelThreshold>1</autoRefuelThreshold>
<shutdownWhenEmpty>true</shutdownWhenEmpty>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechRepairable">
<allowAutoRepair>true</allowAutoRepair>
<healthPercentThreshold>1</healthPercentThreshold>
<repairAmountPerCycle>10</repairAmountPerCycle>
<repairSound></repairSound>
<repairEffect>ConstructMetal</repairEffect>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechInherentWeapon">
<weaponDef>Wula_AI_Heavy_Panzer_Main_Weapon</weaponDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechDefaultPilot">
<enableForNonPlayerFaction>true</enableForNonPlayerFaction>
<enableForPlayerFaction>false</enableForPlayerFaction>
<defaultPilotChance>1.0</defaultPilotChance>
<spawnOnlyIfNoPilot>true</spawnOnlyIfNoPilot>
<replaceExistingPilots>false</replaceExistingPilots>
<maxDefaultPilots>3</maxDefaultPilots>
<defaultPilots>
<li>
<pawnKind>Wula_PIA_Light_Unit</pawnKind>
<weight>1</weight>
<required>false</required>
</li>
</defaultPilots>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechSkillInheritance">
<baseSkillLevelWhenNoPilot>0</baseSkillLevelWhenNoPilot>
<skillMultiplierForPilots>1</skillMultiplierForPilots>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(0.85,0,2.25)</offset>
</li>
<li Class="WulaFallenEmpire.CompProperties_MoteEmitterNorthward">
<moteDef>WULA_Mote_MechBlackSmoke</moteDef>
<emitIntervalTicks>30</emitIntervalTicks>
<emitIntervalMovingTicks>20</emitIntervalMovingTicks>
<moveSpeed>1.5</moveSpeed>
<lifetimeTicks>10</lifetimeTicks>
<scale>0.25</scale>
<offset>(-0.85,0,2.25)</offset>
</li> -->
<!-- <li Class="WulaFallenEmpire.CompProperties_MechMovementSound">
<movementSound>WULA_DHM70_Rampart_Mech_Moving_Sound</movementSound>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_MechSelfDestruct">
<healthPercentThreshold>0.1</healthPercentThreshold>
<wickTicks>120~180</wickTicks>
<drawWick>true</drawWick>
<explosiveRadius>11.5</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<damageAmountBase>5</damageAmountBase>
<armorPenetrationBase>2</armorPenetrationBase>
<chanceToStartFire>0.25</chanceToStartFire>
<damageFalloff>true</damageFalloff>
<doVisualEffects>true</doVisualEffects>
<doSoundEffects>true</doSoundEffects>
<propagationSpeed>1</propagationSpeed>
<explosionSound>Explosion_Bomb</explosionSound>
<triggerOnDeath>true</triggerOnDeath>
<triggerOnHealthThreshold>true</triggerOnHealthThreshold>
<chanceNeverExplode>0</chanceNeverExplode>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_HediffGiverByKind">
<debugMode>false</debugMode>
<defaultHediffs>
</defaultHediffs>
<defaultAddChance>1</defaultAddChance>
<defaultAllowDuplicates>false</defaultAllowDuplicates>
<pawnKindHediffs>
<li>
<pawnKind>WULA_DHM70_Rampart_Mech_Prototype</pawnKind>
<hediffs>
<li>WULA_MechPrototype</li>
</hediffs>
<addChance>1.0</addChance>
<allowDuplicates>false</allowDuplicates>
</li>
</pawnKindHediffs>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_HighSpeedCollision">
<!-- 速度阈值 -->
<minSpeedForStage1>0.5</minSpeedForStage1>
<minSpeedForStage2>1</minSpeedForStage2>
<speedHistoryFrameCount>15</speedHistoryFrameCount>
<stageTransitionCooldownTicks>3</stageTransitionCooldownTicks>
<!-- 碰撞区域 -->
<collisionAreaRadius>5</collisionAreaRadius>
<!-- 目标过滤 -->
<onlyAffectEnemies>true</onlyAffectEnemies>
<excludeAlliedPawns>true</excludeAlliedPawns>
<!-- 阶段1效果 -->
<stage1DamageDef>Blunt</stage1DamageDef>
<stage1DamageAmount>5</stage1DamageAmount>
<armorPenetration>0.1</armorPenetration>
<!-- <stage1Hediff>Bruise</stage1Hediff>
<stage1HediffDurationTicks>120</stage1HediffDurationTicks>
<stage1HediffPreventsDamage>true</stage1HediffPreventsDamage> -->
<!-- <stage1Effecter>SparkImpact</stage1Effecter> -->
<stage1Sound>MeleeHit_BladelinkZeusHammer</stage1Sound>
<!-- 阶段2效果 -->
<stage2DamageDef>Blunt</stage2DamageDef>
<stage2DamageAmount>50</stage2DamageAmount>
<stage2KnockbackDistance>8</stage2KnockbackDistance>
<requireLineOfSightForKnockback>true</requireLineOfSightForKnockback>
<!-- <stage2Effecter>ExplosionFlash</stage2Effecter> -->
<stage2Sound>MeleeHit_BladelinkZeusHammer</stage2Sound>
<!-- 击飞配置 -->
<knockbackFlyerDef>PawnFlyer</knockbackFlyerDef>
<!-- <flightEffecterDef>FlyerTakeoff</flightEffecterDef> -->
<landingSound>PawnFlyerLand</landingSound>
<!-- 调试 -->
<enableDebugLogging>false</enableDebugLogging>
<enableDebugVisuals>false</enableDebugVisuals>
<debugDrawSpeedHistory>false</debugDrawSpeedHistory>
</li>
</comps>
</ThingDef>
</Defs>