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Merge branch 'master' of https://github.com/jecrell/JecsTools
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jecrell committed Jul 24, 2021
2 parents 110eb73 + 07b253e commit 1faae43
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23 changes: 23 additions & 0 deletions 1.1+1.2/Defs/DamageDefs/AbilityUser_Damages.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<DamageDef>
<defName>Laser</defName>
<workerClass>DamageWorker_AddInjury</workerClass>
<label>burn</label>
<hasForcefulImpact>true</hasForcefulImpact>
<makesBlood>false</makesBlood>
<!-- <incapChanceMultiplier>1.2</incapChanceMultiplier> -->
<canInterruptJobs>false</canInterruptJobs>
<externalViolence>true</externalViolence>
<deathMessage>{0} has been shot to death.</deathMessage>
<hediff>Burn</hediff>
<armorCategory>Heat</armorCategory>
<explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell>
<explosionCellMote>Mote_BlastFlame</explosionCellMote>
<explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter>
<explosionColorEdge>(1, 1, 0.7)</explosionColorEdge>
<soundExplosion>Explosion_Flame</soundExplosion>
</DamageDef>

</Defs>
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13 changes: 13 additions & 0 deletions 1.1+1.2/Defs/JobDefs/CompVehicle_Jobs.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>CompVehicle_LoadPassenger</defName>
<driverClass>CompVehicle.JobDriver_LoadPassenger</driverClass>
<reportString>entering TargetA.</reportString>
</JobDef>
<JobDef>
<defName>CompVehicle_Assemble</defName>
<driverClass>CompVehicle.JobDriver_AssembleVehicle</driverClass>
<reportString>assembling TargetA.</reportString>
</JobDef>
</Defs>
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35 changes: 35 additions & 0 deletions 1.1+1.2/Defs/ThingDefs_Projectiles/JT_Projectiles.xml
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<?xml version="1.0" encoding="utf-8" ?>

<Defs>

<ThingDef Name="JT_BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useHitPoints>False</useHitPoints>
<neverMultiSelect>True</neverMultiSelect>
<graphicData>
<shaderType>Transparent</shaderType>
</graphicData>
</ThingDef>


<ThingDef ParentName="JT_BaseBullet" Name="JT_FlyingObject">
<defName>JT_FlyingObject</defName>
<thingClass>AbilityUser.FlyingObject</thingClass>
<label>flying object</label>
<graphicData>
<texPath>NullTex</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<flyOverhead>true</flyOverhead>
<damageDef>Stun</damageDef>
<damageAmountBase>0</damageAmountBase>
<speed>10</speed>
</projectile>
</ThingDef>

</Defs>
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126 changes: 126 additions & 0 deletions 1.1+1.2/Defs/ThinkTreeDefs/CompVehicles_ThinkTree.xml
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<?xml version="1.0" encoding="utf-8" ?>

<!-- ThinkTree by Jecrell and Swenzi -->

<Defs>

<ThinkTreeDef>
<defName>CompVehicle_Simple</defName>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>Downed</treeDef>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>LordDuty</treeDef>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
</li>
<li Class="ThinkNode_QueuedJob" />

<!-- Vehicle can take direct orders when drafted -->
<li Class="ThinkNode_ConditionalOfPlayerFaction">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>DraftedOrder</tagToGive>
<subNodes>
<li Class="JobGiver_Orders" />
</subNodes>
</li>
</subNodes>
</li>

<!-- Vehicle joins auto joinable caravan -->
<li Class="ThinkNode_Subtree">
<treeDef>JoinAutoJoinableCaravan</treeDef>
</li>

<!--Mod determined, some mods may not want their vehicle to haul-->

<li Class="ThinkNode_Tagger">
<tagToGive>Fieldwork</tagToGive>
<subNodes>
<li Class="JobGiver_Haul" />
</subNodes>
</li>

<!--Vehicle Unloads its own inventory, logical so long as someone is inside-->
<li Class="CompVehicle.ThinkNode_ConditionalCanManipulate">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>UnloadingOwnInventory</tagToGive>
<subNodes>
<li Class="JobGiver_UnloadYourInventory" />
</subNodes>
</li>
</subNodes>
</li>

<!-- Lets you set vehicle "parking spots," places for vehicles to stay. -->
<li Class="ThinkNode_ConditionalForcedGoto">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ForcedGoto" />
</subNodes>
</li>
</subNodes>
</li>
<li Class="JobGiver_SeekAllowedArea" />

<!-- Neutral Vehicles shouldn't be in the player map, get them out'-->
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>


<li Class="ThinkNode_Subtree">
<treeDef>LordDuty</treeDef>
</li>


<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_Idle" />
</subNodes>
</li>

<li Class="JobGiver_IdleError"/>
</subNodes>
</thinkRoot>
</ThinkTreeDef>


<ThinkTreeDef>
<defName>CompVehicle_SimpleConstant</defName>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<li Class="ThinkNode_ConditionalCanDoConstantThinkTreeJobNow">
<subNodes>

<!-- Hostility response -->
<li Class="JobGiver_ConfigurableHostilityResponse" />

<!-- Lord directives -->
<li Class="ThinkNode_Subtree">
<treeDef>LordDutyConstant</treeDef>
</li>
</subNodes>
</li>
</subNodes>
</thinkRoot>
</ThinkTreeDef>

</Defs>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<Laser.label>灼伤(光剑)</Laser.label>
<Laser.deathMessage>{0}被击毙了。</Laser.deathMessage>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<CastAbilityVerb.reportString>使用原力技</CastAbilityVerb.reportString>
<CastAbilitySelf.reportString>使用原力技</CastAbilitySelf.reportString>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<CastDeflectVerb.reportString>偏转了</CastDeflectVerb.reportString>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<CompInstalledPart_InstallPart.reportString>安装TargetA。</CompInstalledPart_InstallPart.reportString>
<CompInstalledPart_UninstallPart.reportString>卸载TargetA。</CompInstalledPart_UninstallPart.reportString>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<GatherSlotItem.reportString>装备TargetA。</GatherSlotItem.reportString>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<CompVehicle_LoadPassenger.reportString>搭载TargetA。</CompVehicle_LoadPassenger.reportString>
<CompVehicle_Assemble.reportString>装配TargetA。</CompVehicle_Assemble.reportString>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<!-- SPECIAL: These Recipes from makeable ThingDefs (which include <recipeMaker>), generated by RimTrans -->


<!-- Recipe Users: ElectricSmithy, FueledSmithy -->

<Make_MeleeWeapon_TestKnife.label>打造[SW]开槽刀</Make_MeleeWeapon_TestKnife.label>
<Make_MeleeWeapon_TestKnife.description>打造一把开槽刀。</Make_MeleeWeapon_TestKnife.description>
<Make_MeleeWeapon_TestKnife.jobString>正在打造开槽刀中。</Make_MeleeWeapon_TestKnife.jobString>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<MeleeWeapon_DeflectionChance.label>偏转几率</MeleeWeapon_DeflectionChance.label>
<MeleeWeapon_DeflectionChance.description>以近战武器偏转远程抛射物的几率。</MeleeWeapon_DeflectionChance.description>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<SlotTest.label>测试</SlotTest.label>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<MeleeWeapon_TestKnife.label>[SW]开槽刀</MeleeWeapon_TestKnife.label>
<MeleeWeapon_TestKnife.description>一件人类早期使用的原始工具,既可以当日常工具也可以当武器使用。</MeleeWeapon_TestKnife.description>


</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<WorldObject_ProgressBar.label>progress bar</WorldObject_ProgressBar.label>
<WorldObject_ProgressBar.description>This should not be visible to players.</WorldObject_ProgressBar.description>


</LanguageData>
25 changes: 25 additions & 0 deletions 1.1+1.2/Languages/ChineseSimplified/Keyed/AbilityUser.xml
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<AU_DISABLED>禁用</AU_DISABLED>

<AU_Type>类型:</AU_Type>
<AU_TargetAoE>有效范围</AU_TargetAoE>
<AU_TargetSelf>以自己为目标</AU_TargetSelf>
<AU_TargetThing>以其他为目标</AU_TargetThing>
<AU_TargetLocation>目标位置</AU_TargetLocation>
<AU_Cooldown>冷却:</AU_Cooldown>
<AU_Extra>附加</AU_Extra>
<AU_MentalStateChance>精神影响几率</AU_MentalStateChance>
<AU_EffectChance>影响几率</AU_EffectChance>
<AU_PawnAbilityRecharging>{0}需要时间恢复能量</AU_PawnAbilityRecharging>


<AU_AoEProperties>有效范围属性</AU_AoEProperties>
<AU_TargetClass>目标:</AU_TargetClass>
<AU_AoECharacters>角色</AU_AoECharacters>
<AU_AoEFriendlyFire>误伤:</AU_AoEFriendlyFire>
<AU_AoEMaxTargets>最大目标数:</AU_AoEMaxTargets>
<AU_AoEStartsFromCaster>从施法者开始:</AU_AoEStartsFromCaster>

</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<DeactivatedWarning>警告:{0}当前装备武器是无效的!</DeactivatedWarning>

</LanguageData>
19 changes: 19 additions & 0 deletions 1.1+1.2/Languages/ChineseSimplified/Keyed/CompDeflector.xml
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<NoDeflectorEquipped>没有配备导流板</NoDeflectorEquipped>

<DeflectChance>偏转几率</DeflectChance>
<DeflectChanceEx>决定该武器反射袭击者的抛射物或子弹的偏转几率。</DeflectChanceEx>

<MaxDeflectChance>最大偏转几率</MaxDeflectChance>
<MaxDeflectChanceEx>每点{0}技能能提供角色{1}的反射目标抛射物的偏转几率。理论上最大的偏转几率为{2}。</MaxDeflectChanceEx>

<DeflectChancePerLevel>每点{0}技能增加的偏转百分比</DeflectChancePerLevel>
<DeflectChancePerLevelEx>每点{0}技能提供角的偏转抛射物的几率。</DeflectChancePerLevelEx>

<StatsReport_DeflectionExplanation>偏转几率=(基础偏转几率+(原力等级*每级加成))×操作能力</StatsReport_DeflectionExplanation>
<StatsReport_BaseDeflectChance>基础偏转几率</StatsReport_BaseDeflectChance>
<StatsReport_DeflectPerSkillLevel>每点技能增加的偏转百分比</StatsReport_DeflectPerSkillLevel>

</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

<CompInstalledPart_Install>安装在{2}上</CompInstalledPart_Install>
<CompInstalledPart_Uninstall>卸下{0}</CompInstalledPart_Uninstall>
<CompInstalledPart_Installed>{0}将{1}安装在{2}上</CompInstalledPart_Installed>
<CompInstalledPart_Uninstalled>{0}将{1}从{2}上卸下</CompInstalledPart_Uninstalled>

</LanguageData>
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