177 lines
6.1 KiB
XML
177 lines
6.1 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<DamageDef>
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<defName>DRM_Frostbite</defName>
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<label>frostbite</label>
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<workerClass>DamageWorker_Frostbite</workerClass>
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<externalViolence>false</externalViolence>
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<deathMessage>{0} has succumbed to frostbite.</deathMessage>
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<hediff>Frostbite</hediff>
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<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
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<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
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<additionalHediffs>
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<li>
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<hediff>Hypothermia</hediff>
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<severityPerDamageDealt>0.003</severityPerDamageDealt>
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<inverseStatScaling>true</inverseStatScaling>
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<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
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</li>
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</additionalHediffs>
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<armorCategory>Heat</armorCategory>
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<isRanged>true</isRanged>
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<makesAnimalsFlee>true</makesAnimalsFlee>
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<defaultDamage>3</defaultDamage>
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<defaultArmorPenetration>0</defaultArmorPenetration>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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</DamageDef>
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<DamageDef>
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<defName>DRM_Frostcover</defName>
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<label>frostbite</label>
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<workerClass>DamageWorker_Frostbite</workerClass>
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<externalViolence>false</externalViolence>
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<deathMessage>{0} has succumbed to frostbite.</deathMessage>
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<hediff>Frostbite</hediff>
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<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
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<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
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<additionalHediffs>
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<li>
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<hediff>Hypothermia</hediff>
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<severityPerDamageDealt>0.003</severityPerDamageDealt>
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<inverseStatScaling>true</inverseStatScaling>
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<victimSeverityScalingByInvBodySize>true</victimSeverityScalingByInvBodySize>
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</li>
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<li>
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<hediff>DRM_CryoShock</hediff>
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<severityPerDamageDealt>0.02</severityPerDamageDealt>
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</li>
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</additionalHediffs>
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<armorCategory>Heat</armorCategory>
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<isRanged>true</isRanged>
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<makesAnimalsFlee>true</makesAnimalsFlee>
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<defaultDamage>3</defaultDamage>
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<defaultArmorPenetration>0</defaultArmorPenetration>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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</DamageDef>
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<DamageDef ParentName="Flame">
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<defName>DRM_Flame</defName>
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<label>Flame</label>
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<additionalHediffs>
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<li>
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<hediff>DRM_ArmorMeltdown</hediff>
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<severityPerDamageDealt>0.02</severityPerDamageDealt>
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</li>
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</additionalHediffs>
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</DamageDef>
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<DamageDef ParentName="Flame">
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<defName>DRM_Arc</defName>
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<label>Flame</label>
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<additionalHediffs>
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<li>
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<hediff>DRM_ElectricShock</hediff>
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<severityPerDamageDealt>0.02</severityPerDamageDealt>
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</li>
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</additionalHediffs>
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<causeStun>true</causeStun>
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<stunAdaptationTicks>120</stunAdaptationTicks>
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</DamageDef>
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<DamageDef ParentName="Flame">
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<defName>DRM_AcidBurn</defName>
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<label>acid burn</label>
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<additionalHediffs>
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<li>
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<hediff>DRM_AcidCorrosion</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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</li>
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</additionalHediffs>
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<workerClass>DamageWorker_AddInjury</workerClass>
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<armorCategory>Sharp</armorCategory>
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<hediff>AcidBurn</hediff>
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<scaleDamageToBuildingsBasedOnFlammability>false</scaleDamageToBuildingsBasedOnFlammability>
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</DamageDef>
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<DamageDef ParentName="Flame">
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<defName>DRM_AcidCover</defName>
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<label>acid burn</label>
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<additionalHediffs>
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<li>
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<hediff>DRM_AcidCoverd</hediff>
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<severityPerDamageDealt>0.01</severityPerDamageDealt>
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</li>
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</additionalHediffs>
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<workerClass>DamageWorker_AddInjury</workerClass>
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<armorCategory>Sharp</armorCategory>
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<hediff>AcidBurn</hediff>
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<scaleDamageToBuildingsBasedOnFlammability>false</scaleDamageToBuildingsBasedOnFlammability>
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</DamageDef>
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<DamageDef>
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<defName>DRM_RangedStab</defName>
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<label>stab</label>
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<workerClass>DamageWorker_Stab</workerClass>
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<externalViolence>true</externalViolence>
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<deathMessage>{0} has been stabbed to death.</deathMessage>
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<hediff>Stab</hediff>
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<hediffSolid>Crack</hediffSolid>
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<impactSoundType>Slice</impactSoundType>
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<armorCategory>Sharp</armorCategory>
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<defaultArmorPenetration>0.5</defaultArmorPenetration>
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<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
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<stabChanceOfForcedInternal>0.6</stabChanceOfForcedInternal>
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<isRanged>true</isRanged>
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<makesAnimalsFlee>true</makesAnimalsFlee>
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</DamageDef>
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<DamageDef>
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<defName>DRM_Thump</defName>
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<label>thump</label>
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<additionalHediffs>
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<li>
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<hediff>DRM_Stun</hediff>
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<severityPerDamageDealt>0.1</severityPerDamageDealt>
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</li>
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</additionalHediffs>
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<workerClass>DamageWorker_AddInjury</workerClass>
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<externalViolence>true</externalViolence>
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<isExplosive>true</isExplosive>
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<deathMessage>{0} has been shot to death.</deathMessage>
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<hediff>Crush</hediff>
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<hediffSolid>Crack</hediffSolid>
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<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
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<impactSoundType>Blunt</impactSoundType>
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<armorCategory>Sharp</armorCategory>
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<minDamageToFragment>15</minDamageToFragment>
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<defaultDamage>5</defaultDamage>
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<defaultArmorPenetration>0</defaultArmorPenetration>
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<buildingDamageFactorImpassable>15</buildingDamageFactorImpassable>
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<buildingDamageFactorPassable>7.5</buildingDamageFactorPassable>
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<plantDamageFactor>4</plantDamageFactor>
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<explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
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<explosionCellFleck>BlastDry</explosionCellFleck>
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<explosionColorCenter>(0.73, 0.93, 0.96)</explosionColorCenter>
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<explosionColorEdge>(0.71, 0.82, 0.90)</explosionColorEdge>
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<soundExplosion>Explosion_Thump</soundExplosion>
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<combatLogRules>Damage_Bomb</combatLogRules>
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</DamageDef>
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<DamageDef>
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<defName>DRM_Feargas</defName> <!-- independent -->
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<label>Fear gas</label>
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<workerClass>DragonianMix.DamageWorker_OPToxic</workerClass>
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<canInterruptJobs>false</canInterruptJobs>
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<makesBlood>false</makesBlood>
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<defaultDamage>0</defaultDamage>
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<explosionCellFleck>BlastExtinguisher</explosionCellFleck>
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<explosionColorEdge>(78,65,167,0.05)</explosionColorEdge>
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<soundExplosion>Explosion_Stun</soundExplosion>
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<harmsHealth>false</harmsHealth>
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<combatLogRules>Damage_Extinguish</combatLogRules>
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</DamageDef>
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</Defs> |