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1.4 update
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jecrell committed Oct 10, 2022
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11 changes: 11 additions & 0 deletions 1.1+1.2/Defs/AbilityDefs/Abilities_Base.xml
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<?xml version="1.0" encoding="utf-8" ?>

<Defs>

<!-- ========================BaseDef================================== -->

<AbilityUser.AbilityDef Name="BaseAbility" Abstract="True">
<uiIconPath>UI/Glow_Corrupt</uiIconPath>
</AbilityUser.AbilityDef>

</Defs>
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>
20 changes: 20 additions & 0 deletions 1.1+1.2/Defs/JobDefs/AbilityUser_Jobs.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<JobDef>
<defName>CastAbilityVerb</defName>
<driverClass>AbilityUser.JobDriver_CastAbilityVerb</driverClass>
<reportString>Using an ability</reportString>
<alwaysShowWeapon>true</alwaysShowWeapon>
<casualInterruptible>false</casualInterruptible>
</JobDef>

<JobDef>
<defName>CastAbilitySelf</defName>
<driverClass>AbilityUser.JobDriver_CastAbilitySelf</driverClass>
<reportString>Using an ability</reportString>
<alwaysShowWeapon>true</alwaysShowWeapon>
<casualInterruptible>false</casualInterruptible>
</JobDef>

</Defs>
12 changes: 12 additions & 0 deletions 1.1+1.2/Defs/JobDefs/CompDeflector_Jobs.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<JobDef>
<defName>CastDeflectVerb</defName>
<driverClass>CompDeflector.JobDriver_CastDeflectVerb</driverClass>
<reportString>Deflecting</reportString>
<alwaysShowWeapon>true</alwaysShowWeapon>
<casualInterruptible>false</casualInterruptible>
</JobDef>

</Defs>
17 changes: 17 additions & 0 deletions 1.1+1.2/Defs/JobDefs/CompInstalledPart_Jobs.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>CompInstalledPart_InstallPart</defName>
<driverClass>CompInstalledPart.JobDriver_InstallPart</driverClass>
<reportString>installing TargetA.</reportString>
<suspendable>false</suspendable>
</JobDef>

<JobDef>
<defName>CompInstalledPart_UninstallPart</defName>
<driverClass>CompInstalledPart.JobDriver_UninstallPart</driverClass>
<reportString>uninstalling TargetA.</reportString>
<suspendable>false</suspendable>
</JobDef>

</Defs>
10 changes: 10 additions & 0 deletions 1.1+1.2/Defs/JobDefs/CompSlotLoadable_Jobs.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<JobDef>
<defName>GatherSlotItem</defName>
<driverClass>CompSlotLoadable.JobDriver_GatherSlotItem</driverClass>
<reportString>equipping TargetA.</reportString>
</JobDef>

</Defs>
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>
212 changes: 212 additions & 0 deletions 1.1+1.2/Defs/PawnShields/Shields.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<StatCategoryDef>
<defName>Shield</defName>
<label>Shield</label>
<displayOrder>35</displayOrder>
</StatCategoryDef>

<StatDef>
<defName>Shield_BaseMeleeBlockChance</defName>
<label>melee block chance multiplier</label>
<description>Shield users melee block chance is multiplied by this. The higher the better.</description>
<category>Shield</category>
<displayPriorityInCategory>5</displayPriorityInCategory>
<workerClass>PawnShields.StatWorker_Shield_BaseMeleeBlockChance</workerClass>
<defaultBaseValue>1</defaultBaseValue>
<minValue>0.05</minValue>
<toStringStyle>PercentZero</toStringStyle>
<showIfUndefined>false</showIfUndefined>
</StatDef>

<StatDef>
<defName>Shield_BaseRangedBlockChance</defName>
<label>ranged block chance multiplier</label>
<description>Shield users ranged block chance is multiplied by this. The higher the better.</description>
<category>Shield</category>
<displayPriorityInCategory>4</displayPriorityInCategory>
<workerClass>PawnShields.StatWorker_Shield_BaseRangedBlockChance</workerClass>
<defaultBaseValue>0.5</defaultBaseValue>
<minValue>0.05</minValue>
<toStringStyle>PercentZero</toStringStyle>
<showIfUndefined>false</showIfUndefined>
</StatDef>

<StatDef>
<defName>Shield_DamageAbsorbed</defName>
<label>damage absorption</label>
<description>How much percent of damage the shield's hit points absorbs from a blocked attack. Note: a blocked attack deals no damage to the shield wielder.</description>
<category>Shield</category>
<displayPriorityInCategory>3</displayPriorityInCategory>
<workerClass>PawnShields.StatWorker_Shield_DamageAbsorbed</workerClass>
<defaultBaseValue>1</defaultBaseValue>
<minValue>0.05</minValue>
<toStringStyle>PercentZero</toStringStyle>
<showIfUndefined>false</showIfUndefined>
</StatDef>

<!-- Hediffs -->
<HediffDef>
<defName>ShieldFatigue</defName>
<label>shield fatigue</label>
<hediffClass>HediffWithComps</hediffClass>
<description>Shield Fatigue</description>
<maxSeverity>1.0</maxSeverity>
<comps>
<li Class="HediffCompProperties_Immunizable">
<severityPerDayNotImmune>-48.0</severityPerDayNotImmune>
</li>
</comps>
<stages>
<li>
<label>minor</label>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>-0.02</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.02</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.5</minSeverity>
<label>major</label>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>-0.06</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.06</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>0.8</minSeverity>
<label>severe</label>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>-0.1</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
<li>
<minSeverity>1.0</minSeverity>
<label>extreme</label>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>-0.1</offset>
</li>
<li>
<capacity>Moving</capacity>
<offset>-0.1</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>

<!-- Melee Block -->
<StatDef>
<defName>MeleeShieldBlockChance</defName>
<label>melee shield block chance</label>
<description>Chance to block with a shield a melee attack that would've otherwise hit.</description>
<category>PawnCombat</category>
<displayPriorityInCategory>99</displayPriorityInCategory>
<neverDisabled>false</neverDisabled>
<defaultBaseValue>0</defaultBaseValue> <!-- actual base value is in SkillNeed_BaseBonus below since defaultBaseValue is erroneously displayed as a % (not using toStringStyleUnfinalized) -->
<toStringStyle>PercentZero</toStringStyle>
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
<noSkillOffset>0</noSkillOffset>
<skillNeedOffsets>
<li Class="SkillNeed_BaseBonus">
<skill>Melee</skill>
<baseValue>35</baseValue>
<bonusPerLevel>7</bonusPerLevel>
</li>
</skillNeedOffsets>
<parts>
<li Class="PawnShields.StatPart_ShieldStatFactor">
<shieldStat>Shield_BaseMeleeBlockChance</shieldStat>
</li>
</parts>
<capacityOffsets>
<li>
<capacity>Moving</capacity>
<scale>18</scale>
</li>
<li>
<capacity>Sight</capacity>
<scale>8</scale>
<max>1.4</max>
</li>
</capacityOffsets>
<postProcessCurve>
<points>
<li>(0, 0.0)</li> <!-- allow final value of 0% -->
<li>(5, 0.10)</li>
<li>(20, 0.30)</li>
<li>(60, 0.50)</li>
<li>(100, 0.80)</li>
<li>(140, 0.90)</li>
</points>
</postProcessCurve>
</StatDef>

<!-- Ranged Block -->
<StatDef>
<defName>RangedShieldBlockChance</defName>
<label>ranged shield block chance</label>
<description>Chance to block with a shield a ranged attack that would've otherwise hit.</description>
<category>PawnCombat</category>
<displayPriorityInCategory>98</displayPriorityInCategory>
<neverDisabled>false</neverDisabled>
<defaultBaseValue>0</defaultBaseValue> <!-- actual base value is in SkillNeed_BaseBonus below since defaultBaseValue is erroneously displayed as a % (not using toStringStyleUnfinalized) -->
<toStringStyle>PercentZero</toStringStyle>
<toStringStyleUnfinalized>FloatOne</toStringStyleUnfinalized>
<noSkillOffset>0</noSkillOffset>
<skillNeedOffsets>
<li Class="SkillNeed_BaseBonus">
<skill>Melee</skill>
<baseValue>15</baseValue>
<bonusPerLevel>3</bonusPerLevel>
</li>
</skillNeedOffsets>
<capacityOffsets>
<li>
<capacity>Moving</capacity>
<scale>18</scale>
</li>
<li>
<capacity>Sight</capacity>
<scale>8</scale>
<max>1.4</max>
</li>
</capacityOffsets>
<parts>
<li Class="PawnShields.StatPart_ShieldStatFactor">
<shieldStat>Shield_BaseRangedBlockChance</shieldStat>
</li>
</parts>
<postProcessCurve>
<points>
<li>(0, 0.0)</li> <!-- allow final value of 0% -->
<li>(5, 0.05)</li>
<li>(20, 0.10)</li>
<li>(60, 0.30)</li>
<li>(100, 0.60)</li>
<li>(140, 0.80)</li>
</points>
</postProcessCurve>
</StatDef>
</Defs>
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