"调整武器火焰伤害效果及装甲过热负面状态影响"
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@ -37,7 +37,7 @@
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<additionalHediffs>
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<additionalHediffs>
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<li>
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<li>
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<hediff>DRM_ArmorMeltdown</hediff>
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<hediff>DRM_ArmorMeltdown</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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<severityPerDamageDealt>0.02</severityPerDamageDealt>
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</li>
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</li>
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</additionalHediffs>
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</additionalHediffs>
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</DamageDef>
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</DamageDef>
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@ -450,7 +450,7 @@
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<hediffClass>HediffWithComps</hediffClass>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-4</severityPerDay>
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<severityPerDay>-6</severityPerDay>
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</li>
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</li>
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</comps>
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</comps>
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<injuryProps>
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<injuryProps>
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@ -533,7 +533,7 @@
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</li>
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</li>
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<li>
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<li>
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<capacity>Consciousness</capacity>
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<capacity>Consciousness</capacity>
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<setMax>0.5</setMax>
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<offset>-0.30</offset>
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</li>
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</li>
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</capMods>
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</capMods>
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</li>
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</li>
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@ -544,9 +544,17 @@
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<ComfyTemperatureMin>200</ComfyTemperatureMin>
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<ComfyTemperatureMin>200</ComfyTemperatureMin>
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</statOffsets>
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</statOffsets>
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<capMods>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<setMax>0.2</setMax>
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</li>
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<li>
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<capacity>Manipulation</capacity>
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<setMax>0.2</setMax>
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</li>
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<li>
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<li>
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<capacity>Consciousness</capacity>
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<capacity>Consciousness</capacity>
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<setMax>0.1</setMax>
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<offset>-0.30</offset>
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</li>
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</li>
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</capMods>
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</capMods>
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</li>
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</li>
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@ -57,7 +57,7 @@
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<showBurstShotStats>false</showBurstShotStats>
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<showBurstShotStats>false</showBurstShotStats>
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<requireLineOfSight>true</requireLineOfSight>
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<requireLineOfSight>true</requireLineOfSight>
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<beamWidth>4</beamWidth>
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<beamWidth>4</beamWidth>
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<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
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<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
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<beamDamageDef>DRM_Flame</beamDamageDef>
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<beamDamageDef>DRM_Flame</beamDamageDef>
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<soundCastTail>GunTail_Medium</soundCastTail>
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<soundCastTail>GunTail_Medium</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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<muzzleFlashScale>9</muzzleFlashScale>
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@ -67,7 +67,7 @@
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<beamMaxDeviation>0</beamMaxDeviation>
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<beamMaxDeviation>0</beamMaxDeviation>
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<beamCurvature>0.1</beamCurvature>
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<beamCurvature>0.1</beamCurvature>
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<beamEndEffecterDef>IncineratorBeam_End</beamEndEffecterDef>
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<beamEndEffecterDef>IncineratorBeam_End</beamEndEffecterDef>
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<beamChanceToStartFire>0.1</beamChanceToStartFire>
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<beamChanceToStartFire>0.8</beamChanceToStartFire>
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<beamFireSizeRange>0.55~0.85</beamFireSizeRange>
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<beamFireSizeRange>0.55~0.85</beamFireSizeRange>
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<beamCantHitWithinMinRange>true</beamCantHitWithinMinRange>
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<beamCantHitWithinMinRange>true</beamCantHitWithinMinRange>
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@ -62,7 +62,7 @@
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<beamMaxDeviation>0</beamMaxDeviation>
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<beamMaxDeviation>0</beamMaxDeviation>
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<beamCurvature>0</beamCurvature>
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<beamCurvature>0</beamCurvature>
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<burstShotCount>15</burstShotCount>
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<burstShotCount>15</burstShotCount>
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<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
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<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
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<showBurstShotStats>false</showBurstShotStats>
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<showBurstShotStats>false</showBurstShotStats>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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