From 05ddc2dd6e95c3ebcd7d0097a6625910d0f45082 Mon Sep 17 00:00:00 2001 From: James Billy Date: Tue, 9 Apr 2024 23:16:55 +0200 Subject: [PATCH] Update for Rimworld 1.5. --- 1.5/Defs/Armor/VoidArmor.xml | 102 +++++++ 1.5/Defs/Armor/VoidHelmet.xml | 95 ++++++ 1.5/Defs/Buildings/Buildings.xml | 286 +++++++++++++++++ 1.5/Defs/Buildings/Floors/Floors.xml | 26 ++ 1.5/Defs/Buildings/Mines/N2 Mine.xml | 47 +++ .../Production/AlloyFusionMachine.xml | 97 ++++++ .../Buildings/Production/CompositeRefiner.xml | 84 +++++ 1.5/Defs/Buildings/Production/InputTray.xml | 53 ++++ 1.5/Defs/Buildings/Special/M3G_UMIN.xml | 142 +++++++++ 1.5/Defs/Buildings/Turrets/MBD.xml | 152 ++++++++++ 1.5/Defs/Buildings/Turrets/Railgun.xml | 154 ++++++++++ 1.5/Defs/Buildings/Turrets/ThunderGun.xml | 150 +++++++++ 1.5/Defs/Damage/Damage.xml | 222 ++++++++++++++ 1.5/Defs/Factions/Culture.xml | 56 ++++ 1.5/Defs/Factions/Namer.xml | 34 +++ .../Factions/Pawn Kinds/UltratechPawns.xml | 287 ++++++++++++++++++ 1.5/Defs/Factions/Ultratech.xml | 114 +++++++ 1.5/Defs/Items/Grenades/AntimatterGrenade.xml | 82 +++++ 1.5/Defs/Items/Guns/Antimatter Bullet.xml | 20 ++ 1.5/Defs/Items/Guns/Antimatter Gun Base.xml | 35 +++ 1.5/Defs/Items/Guns/AntimatterBlaster.xml | 72 +++++ .../Items/Guns/AntimatterGrenadeLauncher.xml | 90 ++++++ 1.5/Defs/Items/Guns/AntimatterRifle.xml | 75 +++++ 1.5/Defs/Items/Guns/AntimatterSMG.xml | 75 +++++ 1.5/Defs/Items/Guns/AntimatterSniperRifle.xml | 93 ++++++ 1.5/Defs/Items/Guns/DevastatorLMG.xml | 74 +++++ 1.5/Defs/Items/Guns/DevastatorSmartGun.xml | 74 +++++ 1.5/Defs/Items/Guns/DevastatorSniperRifle.xml | 75 +++++ .../Items/Guns/Light Antimatter Bullet.xml | 20 ++ 1.5/Defs/Items/Melee/Galvaknuckles.xml | 47 +++ 1.5/Defs/Items/Melee/Karambit.xml | 65 ++++ 1.5/Defs/Items/Melee/ResonatingBlade.xml | 68 +++++ 1.5/Defs/Items/Melee/ScissorBlade.xml | 68 +++++ 1.5/Defs/Items/Melee/SecretSword.xml | 67 ++++ .../Items/Resources/Antimatter Canister.xml | 29 ++ .../Items/Resources/AntimatterComposite.xml | 59 ++++ 1.5/Defs/Items/Resources/Hyper Component.xml | 29 ++ 1.5/Defs/Items/Resources/HyperAlloy.xml | 64 ++++ .../Custom Tool Capacities.xml | 25 ++ 1.5/Defs/Motes/MuzzleFlashMote.xml | 34 +++ 1.5/Defs/Recipies/AntigrainWarhead.xml | 61 ++++ 1.5/Defs/Research/AT Fields Research.xml | 22 ++ .../Antimatter Composite Research.xml | 22 ++ .../Antimatter Explosives Research.xml | 22 ++ .../Antimatter Long Ranged Research.xml | 22 ++ .../Antimatter Medium Ranged Research.xml | 22 ++ 1.5/Defs/Research/Entry Research.xml | 24 ++ 1.5/Defs/Research/Hyper Alloy Research.xml | 26 ++ .../Research/Hyper Components Research.xml | 29 ++ 1.5/Defs/Research/Instant Flick Research.xml | 19 ++ 1.5/Defs/Research/MBD Research.xml | 25 ++ 1.5/Defs/Research/Megumin Research.xml | 27 ++ .../Melee Industrial Advanced Research.xml | 19 ++ .../Melee Spacer Advanced Research.xml | 23 ++ .../Particle Accelerators Research.xml | 22 ++ 1.5/Defs/Research/Railgun Research.xml | 28 ++ .../Research/Reactor Injector Research.xml | 22 ++ 1.5/Defs/Research/Reactor Research.xml | 26 ++ 1.5/Defs/Research/Tab.xml | 9 + 1.5/Defs/Research/Thunder Gun Research.xml | 23 ++ 1.5/Defs/Research/Turrets Research.xml | 22 ++ 1.5/Defs/Research/Void Armor Research.xml | 22 ++ 1.5/Defs/Sounds/Explosions.xml | 90 ++++++ 1.5/Defs/Sounds/Lasers.xml | 66 ++++ 1.5/Defs/Sounds/Shots.xml | 51 ++++ 1.5/Defs/UI/Category.xml | 11 + About/About.xml | 1 + LoadFolders.xml | 4 + Source/AntimatterAnnihilation.sln | 9 +- .../AntimatterAnnihilation/AI/AI_AvoidGrid.cs | 1 + .../AntimatterAnnihilation.csproj | 35 +-- .../Attacks/CustomOrbitalStrike.cs | 11 +- .../Buildings/Building_AATurret.cs | 17 +- .../Buildings/Building_AntimatterReactor.cs | 2 +- .../Buildings/Building_Megumin.cs | 1 + .../Buildings/Building_PowerConverter.cs | 2 +- .../Buildings/Building_PowerNetConsole.cs | 2 +- .../Buildings/Building_ReactorInjector.cs | 2 +- .../Effects/EnergyBall.cs | 1 + Source/AntimatterAnnihilation/Hook.cs | 49 +-- .../Verbs/Verb_Megumin.cs | 1 + 81 files changed, 4240 insertions(+), 94 deletions(-) create mode 100644 1.5/Defs/Armor/VoidArmor.xml create mode 100644 1.5/Defs/Armor/VoidHelmet.xml create mode 100644 1.5/Defs/Buildings/Buildings.xml create mode 100644 1.5/Defs/Buildings/Floors/Floors.xml create mode 100644 1.5/Defs/Buildings/Mines/N2 Mine.xml create mode 100644 1.5/Defs/Buildings/Production/AlloyFusionMachine.xml create mode 100644 1.5/Defs/Buildings/Production/CompositeRefiner.xml create mode 100644 1.5/Defs/Buildings/Production/InputTray.xml create mode 100644 1.5/Defs/Buildings/Special/M3G_UMIN.xml create mode 100644 1.5/Defs/Buildings/Turrets/MBD.xml create mode 100644 1.5/Defs/Buildings/Turrets/Railgun.xml create mode 100644 1.5/Defs/Buildings/Turrets/ThunderGun.xml create mode 100644 1.5/Defs/Damage/Damage.xml create mode 100644 1.5/Defs/Factions/Culture.xml create mode 100644 1.5/Defs/Factions/Namer.xml create mode 100644 1.5/Defs/Factions/Pawn Kinds/UltratechPawns.xml create mode 100644 1.5/Defs/Factions/Ultratech.xml create mode 100644 1.5/Defs/Items/Grenades/AntimatterGrenade.xml create mode 100644 1.5/Defs/Items/Guns/Antimatter Bullet.xml create mode 100644 1.5/Defs/Items/Guns/Antimatter Gun Base.xml create mode 100644 1.5/Defs/Items/Guns/AntimatterBlaster.xml create mode 100644 1.5/Defs/Items/Guns/AntimatterGrenadeLauncher.xml create mode 100644 1.5/Defs/Items/Guns/AntimatterRifle.xml create mode 100644 1.5/Defs/Items/Guns/AntimatterSMG.xml create mode 100644 1.5/Defs/Items/Guns/AntimatterSniperRifle.xml create mode 100644 1.5/Defs/Items/Guns/DevastatorLMG.xml create mode 100644 1.5/Defs/Items/Guns/DevastatorSmartGun.xml create mode 100644 1.5/Defs/Items/Guns/DevastatorSniperRifle.xml create mode 100644 1.5/Defs/Items/Guns/Light Antimatter Bullet.xml create mode 100644 1.5/Defs/Items/Melee/Galvaknuckles.xml create mode 100644 1.5/Defs/Items/Melee/Karambit.xml create mode 100644 1.5/Defs/Items/Melee/ResonatingBlade.xml create mode 100644 1.5/Defs/Items/Melee/ScissorBlade.xml create mode 100644 1.5/Defs/Items/Melee/SecretSword.xml create mode 100644 1.5/Defs/Items/Resources/Antimatter Canister.xml create mode 100644 1.5/Defs/Items/Resources/AntimatterComposite.xml create mode 100644 1.5/Defs/Items/Resources/Hyper Component.xml create mode 100644 1.5/Defs/Items/Resources/HyperAlloy.xml create mode 100644 1.5/Defs/Items/Tool Capacities/Custom Tool Capacities.xml create mode 100644 1.5/Defs/Motes/MuzzleFlashMote.xml create mode 100644 1.5/Defs/Recipies/AntigrainWarhead.xml create mode 100644 1.5/Defs/Research/AT Fields Research.xml create mode 100644 1.5/Defs/Research/Antimatter Composite Research.xml create mode 100644 1.5/Defs/Research/Antimatter Explosives Research.xml create mode 100644 1.5/Defs/Research/Antimatter Long Ranged Research.xml create mode 100644 1.5/Defs/Research/Antimatter Medium Ranged Research.xml create mode 100644 1.5/Defs/Research/Entry Research.xml create mode 100644 1.5/Defs/Research/Hyper Alloy Research.xml create mode 100644 1.5/Defs/Research/Hyper Components Research.xml create mode 100644 1.5/Defs/Research/Instant Flick Research.xml create mode 100644 1.5/Defs/Research/MBD Research.xml create mode 100644 1.5/Defs/Research/Megumin Research.xml create mode 100644 1.5/Defs/Research/Melee Industrial Advanced Research.xml create mode 100644 1.5/Defs/Research/Melee Spacer Advanced Research.xml create mode 100644 1.5/Defs/Research/Particle Accelerators Research.xml create mode 100644 1.5/Defs/Research/Railgun Research.xml create mode 100644 1.5/Defs/Research/Reactor Injector Research.xml create mode 100644 1.5/Defs/Research/Reactor Research.xml create mode 100644 1.5/Defs/Research/Tab.xml create mode 100644 1.5/Defs/Research/Thunder Gun Research.xml create mode 100644 1.5/Defs/Research/Turrets Research.xml create mode 100644 1.5/Defs/Research/Void Armor Research.xml create mode 100644 1.5/Defs/Sounds/Explosions.xml create mode 100644 1.5/Defs/Sounds/Lasers.xml create mode 100644 1.5/Defs/Sounds/Shots.xml create mode 100644 1.5/Defs/UI/Category.xml diff --git a/1.5/Defs/Armor/VoidArmor.xml b/1.5/Defs/Armor/VoidArmor.xml new file mode 100644 index 0000000..1e16d72 --- /dev/null +++ b/1.5/Defs/Armor/VoidArmor.xml @@ -0,0 +1,102 @@ + + + + + Spacer + + UnfinishedTechArmor + R_VoidArmor_AA + + 12 + + +
  • FabricationBench
  • +
    +
    + + AntimatterAnnihilation/Pawn/Void_Hulk_south + Graphic_Single + + 1.5 + + 65000 + 450 + 10 + 0.4 + 1.3 + 0.8 + 0.7 + 90 + 30 + 9 + + + -0.3 + -0.10 + + +
  • ApparelArmor
  • +
    + +
  • HiTechArmor
  • +
    + + 5 + 1 + 60 + 25 + + + +
  • Torso
  • +
  • Neck
  • +
  • Shoulders
  • +
  • Arms
  • +
  • Legs
  • +
    + AntimatterAnnihilation/Pawn/Void + +
  • Middle
  • +
  • Shell
  • +
    + +
  • Soldier
  • +
    + true +
    + + +
  • + 2 + (0.5921, 0.4862, 0.6862) + (0.8784, 0.3058, 0.8) +
  • +
  • + 10 + (0.85, 0.85, 0.85) + (1, 1, 1) +
  • +
    +
    + +
  • RewardStandardHighFreq
  • +
    + +
  • + + + + + Apparel_VoidArmor_AA + + A suit made out of antimatter composite.\n\nEven gliterworld planets struggle to understand and use the technology that allows antimatter composite to so effectively deflect kinetic and energy projectiles.\nCan be used as an EVA suit in outer space. + + +
  • SpacerMilitary
  • +
  • RoyalCombatGear
  • +
  • EVA
  • + + +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Armor/VoidHelmet.xml b/1.5/Defs/Armor/VoidHelmet.xml new file mode 100644 index 0000000..e111142 --- /dev/null +++ b/1.5/Defs/Armor/VoidHelmet.xml @@ -0,0 +1,95 @@ + + + + + Spacer + + UnfinishedTechArmor + R_VoidArmor_AA + + 12 + + +
  • FabricationBench
  • +
    +
    + + AntimatterAnnihilation/Pawn/VoidHelmet + Graphic_Single + + 1 + +
  • HiTechArmor
  • +
    + 2 + + 30000 + 280 + 1.8 + 0.4 + 1.35 + 0.85 + 0.7 + 90 + 30 + 3.5 + + + 3 + 1 + 35 + 10 + + + -0.05 + -0.05 + + + +
  • FullHead
  • +
    + AntimatterAnnihilation/Pawn/VoidHelmet + +
  • Overhead
  • +
    + +
  • Soldier
  • +
    + true +
    + + +
  • + 2 + (0.5921, 0.4862, 0.6862) + (0.8784, 0.3058, 0.8) +
  • +
  • + 10 + (0.85, 0.85, 0.85) + (1, 1, 1) +
  • +
    +
    + +
  • RewardStandardHighFreq
  • +
    + +
  • + + + + + Apparel_VoidHelmet_AA + + A helmet made out of antimatter composite.\n\nEven gliterworld planets struggle to understand and use the technology that allows antimatter composite to so effectively deflect kinetic and energy projectiles.\nCan be used as an EVA helmet in outer space. + + +
  • SpacerMilitary
  • +
  • RoyalCombatGear
  • +
  • EVA
  • + + +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Buildings.xml b/1.5/Defs/Buildings/Buildings.xml new file mode 100644 index 0000000..6dbee25 --- /dev/null +++ b/1.5/Defs/Buildings/Buildings.xml @@ -0,0 +1,286 @@ + + + + + Medium + Antimatter + PassThroughOnly + Building + Normal + + + + + AntimatterAnnihilation/Buildings/Accelerator + Graphic_Single + (9,9) + + Building + Normal + Heavy + false + Building + PassThroughOnly + true + false + 90 + (9,9) + true + false + + 400 + 35000 + 3.0 + 2 + 10 + 80 + + + false + + 6 + + + + + 120 + true + true + false + false + false + MapMeshAndRealTime + + + + + ParticleAccelerator_AA + + AntimatterAnnihilation.Buildings.Building_ParticleAccelerator + Rips electrons from Plasteel and accelerates them to the speed of light. When these electrons collide they have a chance to produce a tiny amount of antimatter, which is used in the Antimatter Reactor. + + AntimatterAnnihilation/Buildings/Accelerator + Graphic_Single + (9,9) + + + 650 + 80 + 150 + 18 + 3 + + Impassable + true + true + +
  • +
  • + CompPowerTrader + -100 +
  • +
  • + 20 + 60.0 + + +
  • Plasteel
  • + + + true + true + 40 + +
    + +
  • ParticleAccelerators_AA
  • +
    +
    + + + AntimatterReactor_AA + AntimatterAnnihilation.Buildings.Building_AntimatterReactor + + The ultimate form of power generation. +Reacts injected antimatter with regular matter to produce massive amounts of power. An ultra-powerful AT field contains the massive amount of energy and radiation created, making it mostly safe to work around. +Requires a Reactor Injector to inject antimatter, and a Reactor Power Converter to capture the output beam and turn it into electrical power. + + AntimatterAnnihilation/Buildings/Reactor + Graphic_Multi + (12,12) + + Impassable + true + true + true + East + (12, 12) + true + + 1100 + 50 + 200 + 30 + 5 + + +
  • + CompPowerTrader + 6000 + false +
  • +
  • + 8 + Flame + 4 + 0.333 + Filth_RubbleBuilding + 0.75 + + 150 + 190 + +
  • +
  • + 14 + (51,124,193,255) +
  • +
    + 8 + +
  • R_Reactor_AA
  • +
    +
    + + + AntimatterReactorInjector_AA + AntimatterAnnihilation.Buildings.Building_ReactorInjector + + Takes in Contained Antimatter and fires it as a beam into an Antimatter Reactor. +The beam is possible thanks to a cylindrical AT field that both repels regular matter and confines anti-matter, allowing for an otherwise impossible suspended vaccumm to be created in mid-air. +If the beam is fired without a reactor to collect it, the fired anti-matter will annihilate upon contact with any matter, quickly destroying it. This could be a wall, an enemy or a colonist, so watch out... + + AntimatterAnnihilation/Buildings/ReactorInjector + Graphic_Multi + (2,3) + + true + MinifiedThing + +
  • BuildingsMisc
  • +
    + true + East + Impassable + true + (2, 3) + + 300 + 60 + 15 + 2 + + +
  • +
  • + CompPowerTrader + 300 + false +
  • +
  • + 1.5 + 20.0 + + +
  • AntimatterCanister_AA
  • + + + true + true + 20 + +
    + 8 + +
  • R_ReactorInjector_AA
  • +
    +
    + + + AntimatterReactorPowerConverter_AA + AntimatterAnnihilation.Buildings.Building_PowerConverter + + Captures the output beam of the Antimatter Reactor and turns it into useable electrical power. + + AntimatterAnnihilation/Buildings/PowerConverter + Graphic_Multi + (2,3) + + MinifiedThing + true + +
  • BuildingsPower
  • +
    + true + West + Impassable + true + (2, 3) + + 200 + 50 + 60 + 10 + 2 + + +
  • + CompPowerTrader + 0 + true +
  • +
    + 8 + +
  • R_Reactor_AA
  • +
    +
    + + + PowerNetConsole_AA + AntimatterAnnihilation.Buildings.Building_PowerNetConsole + + Shows a detailed overview of the power network, showing where power is being used and produced. +Also has the ability to switch machines on or off remotely. + + AntimatterAnnihilation/Buildings/PowerNetConsole + Graphic_Multi + (1,1) + + MinifiedThing + +
  • BuildingsPower
  • +
    + true + South + PassThroughOnly + true + (1, 1) + + 90 + 6 + + +
  • + CompPowerTrader + 50 + false +
  • +
    + 2 + +
  • Entry_AA
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Floors/Floors.xml b/1.5/Defs/Buildings/Floors/Floors.xml new file mode 100644 index 0000000..fd50378 --- /dev/null +++ b/1.5/Defs/Buildings/Floors/Floors.xml @@ -0,0 +1,26 @@ + + + + + HyperAlloyFloor_AA + + 243 + Flooring tiles made out of hyper alloy. The ultimate flex. + AntimatterAnnihilation/Terrain/HyperTile + (1, 1, 1) + + 30 + 1800 + 1.2 + + + 6 + + ConstructMetal + 14 + +
  • R_HyperAlloy_AA
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Mines/N2 Mine.xml b/1.5/Defs/Buildings/Mines/N2 Mine.xml new file mode 100644 index 0000000..315ec45 --- /dev/null +++ b/1.5/Defs/Buildings/Mines/N2 Mine.xml @@ -0,0 +1,47 @@ + + + + + TrapIED_N2Mine_AA + + A mine that makes antigrain IED's look like firecrackers. You don't want this exploding near anything you care about. + + Things/Building/Security/IEDAntigrainWarhead + + + 15 + 3 + + Misc12 + + + 0 + + Antimatter + +
  • AntimatterExplosives_AA
  • +
    + +
  • + 16.9 + AnnihilationExplosionHuge_AA + 0.2 + 0.15 + true + GiantExplosion + + 90~90 + 40 + Explosion_Huge_AA + + +
  • Bullet
  • +
  • Arrow
  • +
  • ArrowHighVelocity
  • + + +
    + 16.9 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Production/AlloyFusionMachine.xml b/1.5/Defs/Buildings/Production/AlloyFusionMachine.xml new file mode 100644 index 0000000..5812aaa --- /dev/null +++ b/1.5/Defs/Buildings/Production/AlloyFusionMachine.xml @@ -0,0 +1,97 @@ + + + + + AlloyFusionMachine_AA + AntimatterAnnihilation.Buildings.Building_AlloyFusionMachine + + Fuses dense metals together using huge amounts of power to create advanced metal alloys, such as Hyper Alloy. + +See the in-game wiki for more information and how to use. + + AntimatterAnnihilation/Buildings/AlloyFusionMachine/Idle + Graphic_Single + (3,3) + + RealtimeOnly + PassThroughOnly + true + (3, 3) + + 350 + 150 + 8 + 4 + + MinifiedThing + +
  • BuildingsProduction
  • +
    + +
  • +
  • + CompPowerTrader + -100 + false +
  • +
  • + 6 + (255,248,214,255) +
  • + +
  • + 1 + 0 + 40 + + 0 + 1 + + + +
  • Gold
  • + + + true + + +
  • + 2 + 1 + 30 + + 0 + 1 + + + +
  • AntimatterComposite_AA
  • + + + true + + +
  • + 3 + 2 + 20 + + 0 + 1 + + + +
  • Uranium
  • + + + true + + +
    + 10 + +
  • R_HyperAlloy_AA
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Production/CompositeRefiner.xml b/1.5/Defs/Buildings/Production/CompositeRefiner.xml new file mode 100644 index 0000000..103ddc0 --- /dev/null +++ b/1.5/Defs/Buildings/Production/CompositeRefiner.xml @@ -0,0 +1,84 @@ + + + + + CompositeRefiner_AA + AntimatterAnnihilation.Buildings.Building_CompositeRefiner + + Creates the advanced material Antimatter Composite from plasteel and antimatter. + +See the in-game wiki for more information and how to use. + + AntimatterAnnihilation/Buildings/CompositeRefiner + Graphic_Multi + (3,2) + + PassThroughOnly + true + (3, 2) + True + (0,0,2) + true + South + + 150 + 20 + 6 + 1 + + MinifiedThing + +
  • BuildingsProduction
  • +
    + +
  • +
  • + CompPowerTrader + 1500 + false +
  • +
  • + 5 + (245,198,255,255) +
  • + +
  • + 1 + 0 + 60 + + 0 + 1 + + + +
  • Plasteel
  • + + + true + + +
  • + 2 + 1 + 1 + + 0 + 1 + + + +
  • AntimatterCanister_AA
  • + + + true + + +
    + 7 + +
  • R_AntimatterComposite_AA
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Production/InputTray.xml b/1.5/Defs/Buildings/Production/InputTray.xml new file mode 100644 index 0000000..e33c81b --- /dev/null +++ b/1.5/Defs/Buildings/Production/InputTray.xml @@ -0,0 +1,53 @@ + + + + InputTray_AA + + No longer used in this mod: machines now use a more simple refueling system.\nYou should deconstruct this to get steel back. + AntimatterAnnihilation.Buildings.Building_InputTray + + AntimatterAnnihilation/Buildings/InputTray + Graphic_Single + (1,1) + + Building + PassThroughOnly + 0.2 + true + 70 + + 20 + + + 140 + 10 + 500 + 0.5 + 0.4 + + (1,1) + + true + false + + Important + + +
  • Plasteel
  • +
    +
    +
    +
    + +
  • ITab_Storage
  • +
    + Misc12 + 0.5 + Item + false + +
  • R_Megumin_AA
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Special/M3G_UMIN.xml b/1.5/Defs/Buildings/Special/M3G_UMIN.xml new file mode 100644 index 0000000..85b74ee --- /dev/null +++ b/1.5/Defs/Buildings/Special/M3G_UMIN.xml @@ -0,0 +1,142 @@ + + + + Megumin_AA + AntimatterAnnihilation.Buildings.Building_Megumin + + Fires a beam of energy up to an ancient geostationary satelite, where it is reflected towards a specific coordinate on the planet surface. +The beam incinerates all living things and quickly destroys any structures in the blast radius. + +Firing the beam of energy creates a huge electromagnetic pulse in both the area it is fired from and also the area it impacts on, temporarily shutting down all electronics. + + AntimatterAnnihilation/Buildings/M3G_UMIN + Graphic_Single + (2,4) + + false + Impassable + true + (2, 2) + + Gun_Megumin_AA + 0 + + + 300 + 50 + 80 + 5 + 22 + 8 + + true + MinifiedThing + +
  • BuildingsSecurity
  • +
    + +
  • +
  • + 80000 + 8.0 + + +
  • AntimatterCanister_AA
  • + + + true + +
  • + 1.0 + false + 600 + true + + 1000000 + false + false +
  • +
  • + 9 + (255,232,142,255) +
  • +
    + +
  • R_Megumin_AA
  • +
    + +
  • PlaceWorker_NotUnderRoof
  • +
    +
    + + + Gun_Megumin_AA + + The firing part of the MEG-Umin defence system. How did you get this...? + + AntimatterAnnihilation/Buildings/RailgunTop + Graphic_Single + (2,2) + + + 600 + 1 + 1 + 1 + 1 + 0 + 0 + 300 + 0 + + +
  • + AntimatterAnnihilation.Verbs.Verb_Megumin + false + true + 5 + 15 + 300 + 1 + OrbitalTargeter_Aiming + OrbitalTargeter_Fire + true + + true + +
  • +
    +
    + + + CustomOrbitalStrike_AA + + AntimatterAnnihilation.Attacks.CustomOrbitalStrike + +
  • + 12 + (255, 198, 0, 242) + OrbitalBeam +
  • +
  • + 0.08 +
  • +
    +
    + + + Mote_MeguminBeam_AA + + Things/Mote/PowerBeam + MoteGlow + + MoteOverhead + true + + 0.5 + 4.8 + 1.0 + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Turrets/MBD.xml b/1.5/Defs/Buildings/Turrets/MBD.xml new file mode 100644 index 0000000..ec3382a --- /dev/null +++ b/1.5/Defs/Buildings/Turrets/MBD.xml @@ -0,0 +1,152 @@ + + + + + + Building_TurretGun + + AntimatterAnnihilation/Buildings/RailgunBase + Graphic_Single + (3, 3) + + Building + false + false + (3,3) + + 1000 + 0.1 + 9000 + 220 + -10 + + MinifiedThing + +
  • BuildingsSecurity
  • +
    + Normal + PassThroughOnly + 120 + 0.7 + true + Heavy + Antimatter + 10 + + true + 4.4 + (0, 0) + + +
  • PlaceWorker_TurretTop
  • +
  • AntimatterAnnihilation.Buildings.PlaceWorker_ShowAATurretRadius
  • +
    + Misc3 + 0.95 +
    + + + Turret_MBD_AA + AntimatterAnnihilation.Buildings.Building_MBD + + An antimatter cannon with rotary barrels delivering huge damage with a high rate of fire. +It's multi-barrel destruction. + AntimatterAnnihilation/UI/MBDIcon + + 0.99 + + + 250 + 12 + 4 + 50 + 1 + + +
  • +
  • + CompPowerTrader + 300 +
  • +
  • +
  • +
  • + Antimatter remaining + Antimatter remaining + Cannot shoot: Needs antimatter canister refuel +
  • AntimatterCanister_AA
  • + 2 + 0 + 0.8 + true + 0.1 + 1 + false + true + AntimatterAnnihilation/Items/AntimatterCanister + +
  • + true +
  • +
    + + Gun_MBDTurret_AA + 5 + + +
  • R_MBD_AA
  • +
    +
    + + + Bullet_MBD_AA + + + Things/Projectile/Bullet_Big + Graphic_Single + + + Annihilate_AA + 10 + 200 + 1.5 + + + + + Gun_MBDTurret_AA + + The top part of the MBD. How did you get this...? + + AntimatterAnnihilation/Buildings/MBDTop + Graphic_Single + (2,2) + + + 0.45 + 0.65 + 0.85 + 0.80 + 0 + 200 + 0 + + +
  • + AntimatterAnnihilation.Verbs.Verb_Railgun + Bullet_MBD_AA + true + 0 + 4 + 55 + 4 + 16 + Shot_Autocannon + GunTail_Heavy + 40 + 0.00390625 +
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Turrets/Railgun.xml b/1.5/Defs/Buildings/Turrets/Railgun.xml new file mode 100644 index 0000000..f9fdcb5 --- /dev/null +++ b/1.5/Defs/Buildings/Turrets/Railgun.xml @@ -0,0 +1,154 @@ + + + + + AntimatterAnnihilation.Buildings.Building_AATurret + + AntimatterAnnihilation/Buildings/RailgunBase + Graphic_Single + (5, 5) + + Building + false + false + (5,5) + + 1400 + 0.5 + 15000 + 400 + -25 + + Normal + PassThroughOnly + 150 + 0.8 + true + Heavy + Antimatter + 14 + + true + 9 + (0, 0) + + +
  • PlaceWorker_TurretTop
  • +
  • AntimatterAnnihilation.Buildings.PlaceWorker_ShowAATurretRadius
  • +
    + Misc3 + 0.95 +
    + + + Turret_AntimatterRailgun_AA + AntimatterAnnihilation.Buildings.Building_AntimatterRailgun + + A railgun that fires antimatter that causes an annihilation explosion upon impact. Truly devastating. + AntimatterAnnihilation/UI/RailgunIcon + + 0.99 + + + 450 + 60 + 2 + 15 + 4 + + +
  • +
  • + CompPowerTrader + 450 +
  • +
  • +
  • + Antimatter remaining + Antimatter remaining + Cannot shoot: Needs antimatter canister refuel +
  • AntimatterCanister_AA
  • + 2 + 0 + 0.7499 + true + 0.499 + false + true + AntimatterAnnihilation/Items/AntimatterCanister + +
  • + false +
  • +
    + + Gun_AntimatterRailgunTurret_AA + 12 + + +
  • Railgun_AA
  • +
    +
    + + + Bullet_AntimatterRailgun_AA + + + Things/Projectile/Bullet_Big + Graphic_Single + + Projectile_Explosive + + AnnihilationExplosionRailgun_AA + 50000 + 7.5 + true + Artillery_HitThickRoof + MortarBomb_Explode + MortarRound_PreImpact + MortarRound_Ambient + + + + + Gun_AntimatterRailgunTurret_AA + + The top part of an antimatter railgun. How did you get this...? + + AntimatterAnnihilation/Buildings/RailgunTop + Graphic_Single + (2,2) + + + 0.9 + 0.98 + 0.98 + 0.95 + 3.5 + 0 + 300 + 0 + + +
  • + AntimatterAnnihilation.Verbs.Verb_Railgun + 0.001 + Bullet_AntimatterRailgun_AA + true + 0 + 8.9 + 400 + 9.5 + 1 + Shot_Autocannon + GunTail_Heavy + 40 + 0.5 + + true + +
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Buildings/Turrets/ThunderGun.xml b/1.5/Defs/Buildings/Turrets/ThunderGun.xml new file mode 100644 index 0000000..2cab3ec --- /dev/null +++ b/1.5/Defs/Buildings/Turrets/ThunderGun.xml @@ -0,0 +1,150 @@ + + + + + + Building_TurretGun + + AntimatterAnnihilation/Buildings/RailgunBase + Graphic_Single + (3, 3) + + Building + false + false + (3,3) + + 800 + 0.4 + 9000 + 200 + -25 + + MinifiedThing + +
  • BuildingsSecurity
  • +
    + Normal + PassThroughOnly + 120 + 0.7 + true + Heavy + Antimatter + 7 + + true + 2 + (0, 0) + + +
  • PlaceWorker_TurretTop
  • +
  • AntimatterAnnihilation.Buildings.PlaceWorker_ShowAATurretRadius
  • +
    + Misc3 + 0.95 +
    + + + Turret_ThunderGun_AA + AntimatterAnnihilation.Buildings.Building_ThunderGun + + A kinetic weapon firing huge uranum slugs using convetional methods. A dual barrel self-loading system offers excellent rate of fire and large damage. + AntimatterAnnihilation/UI/ThunderGunIcon + + 0.995 + + + 350 + 50 + 6 + 2 + + +
  • +
  • + CompPowerTrader + 400 +
  • +
  • +
  • +
  • + Uranium slugs remaining + Uranium thunder gun slugs + Cannot shoot: No slugs +
  • Uranium
  • + 80 + 0.5 + 1 + 0.8 + true + 1 + false + true + UI/Overlays/Barrel + +
  • + true +
  • +
    + + Gun_ThunderGunTurret_AA + 7 + + +
  • ThunderGun_AA
  • +
    +
    + + + Bullet_ThunderGun_AA + + + Things/Projectile/Bullet_Big + Graphic_Single + + + Bullet + 20 + 140 + 0.65 + + + + + Gun_ThunderGunTurret_AA + + The top part of a thunder gun. How did you get this...? + + AntimatterAnnihilation/Buildings/ThunderGunTop + Graphic_Single + (2,2) + + + 0.35 + 0.75 + 0.8 + 0.6 + 4 + 0 + 200 + 0 + + +
  • + AntimatterAnnihilation.Verbs.Verb_Railgun + Bullet_ThunderGun_AA + 0 + 6 + 55 + 12 + 6 + Shot_Autocannon + GunTail_Heavy + 12 + 1 +
  • +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Damage/Damage.xml b/1.5/Defs/Damage/Damage.xml new file mode 100644 index 0000000..3d4ad3e --- /dev/null +++ b/1.5/Defs/Damage/Damage.xml @@ -0,0 +1,222 @@ + + + + + Annihilate_AA + + AntimatterAnnihilation.Damage.DamageWorker_Annihilate + true + true + true + {0} was annihilated. + AnnihilationInjury_AA + Heat + 5 + 90 + + + + AnnihilationInjury_AA + + an annihilation injury + An annihilation injury, caused by contact with anti-matter. +The flesh is literally annihilated, leaving nothing behind but a gruesome wound. Causes intense pain and has a high chance of infection. + +
  • + bandaged + sutured + set + false +
  • +
  • + 0.60 +
  • +
  • + Annihilation Scar +
  • +
    + true + true + + 0.0155 + 0.0065 + 0.09 + false + Completely Annihilated + Annihilated + +
    + + + EnergyBurn_AA + + AntimatterAnnihilation.Damage.DamageWorker_Annihilate + true + true + true + {0} was killed by an energy burn. + EnergyBurnInjury_AA + Heat + 12 + 90 + + + + SkyBeamBlast_AA + + AntimatterAnnihilation.Damage.DamageWorker_Annihilate + true + true + true + {0} was killed by an energy blast. + EnergyBlastInjury_AA + Sharp + 12 + 90 + + + + EnergyBurnInjury_AA + + an energy burn + An energy burn, caused by being hit with an intense blast of pure energy. +Does not bleed as the flesh is forcefully cauterized. Causes intense pain. + +
  • + bandaged + sutured + set + false +
  • +
  • + 0.40 +
  • +
  • + Energy Burn Scar +
  • +
    + true + true + + 0.025 + 0.0035 + false + Burned Off + Burned Out + 0 + +
    + + + EnergyBlastInjury_AA + + an energy blast injury + An energy blast injury, caused by being hit with an intense blast of pure energy. +Does not bleed as the flesh is forcefully cauterized. Causes intense pain. + +
  • + bandaged + sutured + set + false +
  • +
  • + 0.40 +
  • +
  • + Energy Blast Scar +
  • +
    + true + true + + 0.025 + 0.0035 + false + Burned Off + Burned Out + 0 + +
    + + + AnnihilationExplosion_AA + + DamageWorker_AddInjury + true + true + {0} has died in an annihilation explosion. + AnnihilationInjury_AA + true + Blunt + Sharp + 15 + 55 + 0.9 + 0.20 + 5.5 + 7 + false + 20 + BlastDry + (1, 0.5, 0.3) + (0.6, 0.5, 0.4) + Explosion_Antimatter_AA + Damage_Bomb + + + + AnnihilationExplosionHuge_AA + 120 + 3 + 1.6 + Silent_AA + + + + AnnihilationExplosionRailgun_AA + 220 + 3 + 1.3 + MortarBomb_Explode + + + + AnnihilationExplosionMBD_AA + 25 + 2 + 0.5 + MortarBomb_Explode + + + + GalvaPain_AA + + AntimatterAnnihilation.Damage.DamageWorker_GalvaPain + true + true + true + {0} was killed. + GalvaInjury_AA + Blunt + 5 + 50 + + + + GalvaInjury_AA + + a bruise from being hit by galvaknuckles + A bruise from being hit by someone using galvaknuckles. Upon impact the weapon releases a large electrical discharge, causing great pain but little long-term effects. + false + true + + 0.03 + 0 + 0 + false + Destroyed + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Factions/Culture.xml b/1.5/Defs/Factions/Culture.xml new file mode 100644 index 0000000..fa454e3 --- /dev/null +++ b/1.5/Defs/Factions/Culture.xml @@ -0,0 +1,56 @@ + + + AA_Culture + + The Division have a strong yet simple culture, unified by their never ending persuit of new technology and disdain for all other groups. + NamerIdeoKriminul + NamerDeityKriminul + DeityTypeMakerKriminul + LeaderTitleMaker_Kriminul + NamerFestivalKriminul + +
  • OriginSpacer
  • +
    + World/WorldObjects/Expanding/PirateOutpost + (0.8, 0.8, 0.8) + +
  • + Spikecore + 2 +
  • +
    + +
  • + Punk + 1 + 1 +
  • +
  • + NoBeard + 10 + 1 +
  • +
  • + BeardPunk + 0.1 + 1 +
  • +
  • + NoTattoo + 1 + 1 +
  • +
  • + TattooFacePunk + 0.4 + 1 +
  • +
  • + TattooBodyPunk + 0.4 + 1 +
  • + +
    +
    +
    \ No newline at end of file diff --git a/1.5/Defs/Factions/Namer.xml b/1.5/Defs/Factions/Namer.xml new file mode 100644 index 0000000..84b35f8 --- /dev/null +++ b/1.5/Defs/Factions/Namer.xml @@ -0,0 +1,34 @@ + + + + + + NamerFactionUltratech_AA + + + +
  • r_name->[ultratech_faction_names]
  • +
    + +
  • ultratech_faction_names->NameBanks/ultratech_faction_names_AA
  • +
    +
    +
    + + + NamerSettlementUltratech_AA + + +
  • r_name->[ultratech_settlement_names] [ultratech_settlement_type]
  • +
    + +
  • ultratech_settlement_names->NameBanks/ultratech_settlement_names_AA
  • +
  • ultratech_settlement_type->NameBanks/ultratech_settlement_types_AA
  • +
  • concept_positive->Words/Nouns/Concepts_Positive
  • +
    +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Factions/Pawn Kinds/UltratechPawns.xml b/1.5/Defs/Factions/Pawn Kinds/UltratechPawns.xml new file mode 100644 index 0000000..32f7028 --- /dev/null +++ b/1.5/Defs/Factions/Pawn Kinds/UltratechPawns.xml @@ -0,0 +1,287 @@ + + + + + Human + UltratechEnemy_AA + 0.1 + 2.55 + Normal + 0.2 + 55 + 16 + 0.1 + 0~1 + 0.2 + + +
  • + 0.8 + HyperComponent_AA + 1~1 +
  • +
    +
    + 2~4 + 30~50 +
    + + + + 0.1 + 900~1300 + +
  • Advanced
  • +
    +
    + + + + + 130 + 0.85~3.8 + +
  • IndustrialMilitaryBasic
  • +
  • IndustrialMilitaryAdvanced
  • +
  • IndustrialAdvanced
  • +
  • BeltDefensePop
  • +
  • SpacerMilitary
  • +
    + 2200~2800 + 0.55 + 450~1100 + +
  • SpacerGun
  • +
  • IndustrialGunAdvanced
  • +
  • MechanoidGunMedium
  • +
    + + +
  • + 0.5 + Silver + 60~150 +
  • +
  • + 0.5 + MedicineIndustrial + 1~2 +
  • +
  • + 0.5 + MedicineUltratech + 1~2 +
  • +
    +
    +
    + + + + UltratechGunner_AA + + + + + UltratechLeader_AA + true + + + + + UltratechGunnerAdvanced_AA + + 170 + 0.95~4.0 + +
  • IndustrialAdvanced
  • +
  • IndustrialMilitaryAdvanced
  • +
  • BeltDefensePop
  • +
  • SpacerMilitary
  • +
    + +
  • BionicEye
  • +
    + 3000~4500 + 0.8 + 2200~12000 + +
  • SpacerGun
  • +
  • UltraGun
  • +
  • MechanoidGunMedium
  • +
    + + +
  • + 0.5 + Silver + 100~200 +
  • +
  • + 0.5 + MedicineIndustrial + 2~5 +
  • +
  • + 0.5 + MedicineUltratech + 2~3 +
  • +
    +
    +
    + + + + + 135 + 0.7~3.0 + +
  • IndustrialMilitaryBasic
  • +
  • IndustrialAdvanced
  • +
  • IndustrialMilitaryAdvanced
  • +
  • SpacerMilitary
  • +
    + 2000~2600 + 0.1 + 2000~4000 + +
  • SniperRifle
  • +
  • SniperRifleSpacer
  • +
    + +
  • BionicEye
  • +
    + + +
  • + 0.5 + Silver + 80~250 +
  • +
  • + 0.5 + MedicineUltratech + 1~2 +
  • +
    +
    +
    + + + + UltratechSniper_AA + + + + + UltratechSniperAdvanced_AA + + 150 + 0.7~3.0 + +
  • IndustrialAdvanced
  • +
  • IndustrialMilitaryAdvanced
  • +
  • SpacerMilitary
  • +
    + 26000~3300 + 0.1 + 3500~7000 + +
  • SniperRifleSpacer
  • +
  • SniperRifleUltra
  • +
    + +
  • BionicEye
  • +
    + + +
  • + 0.5 + Silver + 90~260 +
  • +
  • + 0.5 + MedicineUltratech + 1~2 +
  • +
    +
    +
    + + + + + 135 + 0.5~2.5 + +
  • IndustrialMilitaryBasic
  • +
  • IndustrialAdvanced
  • +
  • IndustrialMilitaryAdvanced
  • +
  • SpacerMilitary
  • +
    + 1500~2000 + 0.05 + 1600~2600 + +
  • IndustrialMeleeAdvanced
  • +
  • SpacerMeleeAdvanced
  • +
    + + +
  • + 0.5 + Silver + 80~250 +
  • +
  • + 0.5 + MedicineUltratech + 1~2 +
  • +
    +
    +
    + + + + UltratechMelee_AA + + + + + UltratechMeleeAdvanced_AA + + 165 + 0.7~3.5 + 2500~4000 + 0.4 + 2600~4400 + +
  • IndustrialMeleeAdvanced
  • +
  • SpacerMeleeAdvanced
  • +
    + +
  • Apparel_ShieldBelt
  • +
    + +
  • BionicLeg
  • +
  • BionicLeg
  • +
    + + +
  • + Silver + 100~150 +
  • +
  • + MedicineUltratech + 2~3 +
  • +
    +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Factions/Ultratech.xml b/1.5/Defs/Factions/Ultratech.xml new file mode 100644 index 0000000..9e82b8f --- /dev/null +++ b/1.5/Defs/Factions/Ultratech.xml @@ -0,0 +1,114 @@ + + + + + UltratechEnemy_AA + + One of the divisions of the Ultratech conglomerate, a mysterious and powerful technological empire that spans various solar systems.\n\nThey are one of the few groups of humans that understand the secrets of antimatter production and manipulation, and will jealously guard this secret at all costs.\n\nUltratech considers themselves to be above all regular life forms, and will refuse to interact peacefully.\nUltratech outposts exist to conduct research and development, as well as a reminder of who has the real control of this rimworld. + +
  • (0.878, 0, 0.854)
  • +
  • (0.454, 0.039, 0.643)
  • +
    + + 10 + 3 + true + true + + +
  • Supremacist
  • +
  • Transhumanist
  • +
  • Raider
  • +
    + +
  • Supremacist
  • +
  • Transhumanist
  • +
  • Raider
  • +
    + + 1 + + + AntimatterAnnihilation/UI/FactionBaseIcon + ultratech members + 0.8 + 40 + Ultratech + ultratech member + 1 + true + division leader + Spacer + +
  • + +
  • Outlander
  • + + 0.30 + +
  • + +
  • Offworld
  • + + 0.70 + +
    + +
  • AA_Culture
  • + true + -60~60 + + true + NamerFactionUltratech_AA + NamerSettlementUltratech_AA + + + +
  • (0,25)
  • +
  • (70, 40)
  • +
  • (700, 90)
  • +
  • (1300, 140)
  • +
  • (100000, 10000)
  • +
    +
    + + false + false + + +
  • + + Combat + + 2 + 1 + + 2 + 1 + + 8 + 5 + + 1 + +
  • +
  • + Settlement + + 3 + 2 + + 5 + 3 + + 5 + 9 + +
  • +
    + AntimatterAnnihilation/UI/FactionIcon +
    +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Grenades/AntimatterGrenade.xml b/1.5/Defs/Items/Grenades/AntimatterGrenade.xml new file mode 100644 index 0000000..421caeb --- /dev/null +++ b/1.5/Defs/Items/Grenades/AntimatterGrenade.xml @@ -0,0 +1,82 @@ + + + + + AntimatterGrenades_AA + + Grenades that contain tiny amounts of antimatter that is allowed to come into contact with the environment, creating a large explosion of energy and radiation. + Normal + + AntimatterAnnihilation/Weapons/AntimatterGrenades + Graphic_Single + + 1.3 + Interact_Grenade + Spacer + + 1.2 + 2.66 + 20000 + + + 30 + 10 + 2 + + +
  • GrenadeDestructive
  • +
    + +
  • Grenades
  • +
    + + AntimatterExplosives_AA + + 8 + 4 + + + +
  • + + Verb_LaunchProjectile + true + 13.5 + 1.4 + 2 + 6 + true + ThrowGrenade + + true + + Proj_GrenadeAntimatter_AA + Combat_RangedFire_Thrown +
  • +
    + +
  • + 2 + AnnihilationExplosion_AA + Flame +
  • +
    +
    + + + Proj_GrenadeAntimatter_AA + + Projectile_Explosive + + AntimatterAnnihilation/Projectiles/AntimatterGrenade + Graphic_Single + + + 2.3 + AnnihilationExplosion_AA + + 120 + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/Antimatter Bullet.xml b/1.5/Defs/Items/Guns/Antimatter Bullet.xml new file mode 100644 index 0000000..ed452c0 --- /dev/null +++ b/1.5/Defs/Items/Guns/Antimatter Bullet.xml @@ -0,0 +1,20 @@ + + + + + Bullet_Antimatter_AA + + + Things/Projectile/Charge_Small + Graphic_Single + + + Annihilate_AA + 16 + 0.48 + 65 + 1.0 + + + + \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/Antimatter Gun Base.xml b/1.5/Defs/Items/Guns/Antimatter Gun Base.xml new file mode 100644 index 0000000..b7fe75d --- /dev/null +++ b/1.5/Defs/Items/Guns/Antimatter Gun Base.xml @@ -0,0 +1,35 @@ + + + + + + Spacer + Interact_ChargeRifle + +
  • SpacerGun
  • +
    + +
  • RewardStandardLowFreq
  • +
  • RewardStandardQualitySuper
  • +
    + +
    + + + + Ultra + Interact_ChargeRifle + +
  • UltraGun
  • +
    + +
  • + + +
  • RewardStandardLowFreq
  • +
  • RewardStandardQualitySuper
  • + + false +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/AntimatterBlaster.xml b/1.5/Defs/Items/Guns/AntimatterBlaster.xml new file mode 100644 index 0000000..bdf3b2e --- /dev/null +++ b/1.5/Defs/Items/Guns/AntimatterBlaster.xml @@ -0,0 +1,72 @@ + + + + + AntimatterBlaster_AA + + A medium range personal defense weapon, firing antimatter. + +Fires tiny amounts of antimatter contained in a spherical AT field. Upon impact the AT field dissolves, exposing the antimatter to the surrounding environment and causing an annihilation reaction. + + AntimatterAnnihilation/Weapons/AntimatterBlaster + Graphic_Single + + + 30000 + 1.6 + 0.8 + 0.7 + 0.45 + 0.2 + 1900 + + + 30 + 1 + 5 + 1 + + + RangedMedium_AA + + 6 + 3 + + +
  • FabricationBench
  • +
    +
    + +
  • + Verb_Shoot + true + Bullet_Antimatter_AA + 0.65 + 12.5 + Shot_AntimatterBlaster_AA + GunTail_Medium + 10 +
  • +
    + +
  • + + +
  • Blunt
  • + + 7 + 1.4 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 8 + 1.2 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/AntimatterGrenadeLauncher.xml b/1.5/Defs/Items/Guns/AntimatterGrenadeLauncher.xml new file mode 100644 index 0000000..00b0f79 --- /dev/null +++ b/1.5/Defs/Items/Guns/AntimatterGrenadeLauncher.xml @@ -0,0 +1,90 @@ + + + + + AntimatterGrenadeLauncher_AA + + A huge gun that fires antimatter grenades over a longer distance. Very devastating against structures and enemies alike. + + AntimatterAnnihilation/Weapons/AntimatterGrenadeLauncher + Graphic_Single + + Interact_Rifle + 0.25 + + 35000 + 4.5 + 3.5 + + + 1 + 70 + 6 + 3 + + +
  • GrenadeDestructive
  • +
    + + AntimatterExplosives_AA + + 8 + 4 + + + +
  • + Verb_Shoot + true + Bullet_AntimatterGrenade_AA + 4.5 + 23.9 + 1 + 1 + Shot_IncendiaryLauncher + GunTail_Medium + 14 + + true + +
  • +
    + +
  • + + +
  • Blunt
  • + + 9 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 9 + 2 + +
    +
    + + + Bullet_AntimatterGrenade_AA + + + AntimatterAnnihilation/Projectiles/AntimatterGrenade + Graphic_Single + TransparentPostLight + + Projectile_Explosive + + 50 + AnnihilationExplosion_AA + 2 + true + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/AntimatterRifle.xml b/1.5/Defs/Items/Guns/AntimatterRifle.xml new file mode 100644 index 0000000..6c6370c --- /dev/null +++ b/1.5/Defs/Items/Guns/AntimatterRifle.xml @@ -0,0 +1,75 @@ + + + + + AntimatterRifle_AA + + A 2-burst antimatter rifle. High accuracy and damage. + +Fires tiny amounts of antimatter contained in a spherical AT field. Upon impact the AT field dissolves, exposing the antimatter to the surrounding environment and causing an annihilation reaction. + + AntimatterAnnihilation/Weapons/AntimatterRifle + Graphic_Single + + + 50000 + 3.8 + 0.65 + 0.75 + 0.63 + 0.36 + 0.6 + 2800 + + + 50 + 1 + 6 + 2 + + + RangedLong_AA + + 7 + 3 + + +
  • FabricationBench
  • +
    +
    + +
  • + Verb_Shoot + true + Bullet_Antimatter_AA + 0.8 + 27.5 + 9 + 2 + Shot_AntimatterBlaster_AA + GunTail_Heavy + 12 +
  • +
    + +
  • + + +
  • Blunt
  • + + 9 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 9 + 2 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/AntimatterSMG.xml b/1.5/Defs/Items/Guns/AntimatterSMG.xml new file mode 100644 index 0000000..c40cf1d --- /dev/null +++ b/1.5/Defs/Items/Guns/AntimatterSMG.xml @@ -0,0 +1,75 @@ + + + + + AntimatterSMG_AA + + Thanks to advanced heat venting techniques, this SMG fires a large volley of antimatter with respectable precision. + +Fires tiny amounts of antimatter contained in a spherical AT field. Upon impact the AT field dissolves, exposing the antimatter to the surrounding environment and causing an annihilation reaction. + + AntimatterAnnihilation/Weapons/AntimatterSMG + Graphic_Single + + + 45000 + 3 + 0.55 + 0.6 + 0.55 + 0.2 + 2 + 3200 + + + 55 + 1 + 12 + 2 + + + RangedMedium_AA + + 8 + 4 + + +
  • FabricationBench
  • +
    +
    + +
  • + Verb_Shoot + true + Bullet_LightAntimatter_AA + 0.2 + 15.5 + 5 + 6 + Shot_AntimatterBlaster_AA + GunTail_Light + 9 +
  • +
    + +
  • + + +
  • Blunt
  • + + 6 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 8 + 2 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/AntimatterSniperRifle.xml b/1.5/Defs/Items/Guns/AntimatterSniperRifle.xml new file mode 100644 index 0000000..82d17c8 --- /dev/null +++ b/1.5/Defs/Items/Guns/AntimatterSniperRifle.xml @@ -0,0 +1,93 @@ + + + + + AntimatterSniperRifle_AA + + An antimatter rifle designed for long range shooting. Pinpoint accuracy and high damage. + +Fires tiny amounts of antimatter contained in a spherical AT field. Upon impact the AT field dissolves, exposing the antimatter to the surrounding environment and causing an annihilation reaction. + + AntimatterAnnihilation/Weapons/AntimatterSniperRifle + Graphic_Single + + 30.3 + +
  • SniperRifleSpacer
  • +
    + + 55000 + 3.9 + 0.65 + 0.75 + 0.9 + 0.86 + 1.2 + 2850 + + + 55 + 2 + 7 + 2 + + + RangedLong_AA + + 7 + 3 + + +
  • FabricationBench
  • +
    +
    + +
  • + Verb_Shoot + true + Bullet_AntimatterSniperRifle_AA + 2.5 + 45.5 + Shot_AntimatterBlaster_AA + GunTail_Heavy + 12 +
  • +
    + +
  • + + +
  • Blunt
  • + + 9 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 9 + 2 + +
    +
    + + + Bullet_AntimatterSniperRifle_AA + + + Things/Projectile/Charge_Small + Graphic_Single + + + Annihilate_AA + 2.5 + 35 + 0.85 + 75 + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/DevastatorLMG.xml b/1.5/Defs/Items/Guns/DevastatorLMG.xml new file mode 100644 index 0000000..c3733f0 --- /dev/null +++ b/1.5/Defs/Items/Guns/DevastatorLMG.xml @@ -0,0 +1,74 @@ + + + + + DevastatorLMG_AA + + A heavy antimatter weapon that fires a continuous volley of bullets. Not very accurate, but excellent against crowds of enemies. +This weapon incorporates archotech technology. Even with a good understanding of Antimatter tech, this is still incredibly advanced, and can't be crafted using any known means. + + AntimatterAnnihilation/Weapons/DevastatorLMG + Graphic_Single + + + 4.8 + 0.45 + 0.55 + 0.65 + 0.3 + 2 + 3800 + + 24.6 + +
  • + Verb_Shoot + true + Bullet_DevastatorLMG_AA + 1.6 + 25 + 6 + 14 + Shot_AntimatterBlaster_AA + GunTail_Heavy + 12 +
  • +
    + +
  • + + +
  • Blunt
  • + + 9 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 9 + 2 + +
    +
    + + + Bullet_DevastatorLMG_AA + + + Things/Projectile/Charge_Small + Graphic_Single + + + Annihilate_AA + 14 + 1.5 + 0.95 + 90 + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/DevastatorSmartGun.xml b/1.5/Defs/Items/Guns/DevastatorSmartGun.xml new file mode 100644 index 0000000..9b67215 --- /dev/null +++ b/1.5/Defs/Items/Guns/DevastatorSmartGun.xml @@ -0,0 +1,74 @@ + + + + + DevastatorSmartGun_AA + + A heavy antimatter weapon that uses archotech technology to increase shooting accuracy far beyond human capabilities. Fires a large burst. +This weapon incorporates archotech technology. Even with a good understanding of Antimatter tech, this is still incredibly advanced, and can't be crafted using any known means. + + AntimatterAnnihilation/Weapons/DevastatorSmartGun + Graphic_Single + + + 4.8 + 0.75 + 0.9 + 0.8 + 0.7 + 2.5 + 5200 + + 0 + +
  • + Verb_Shoot + true + Bullet_DevastatorSmartGun_AA + 1.7 + 23.9 + 4 + 12 + Shot_AntimatterBlaster_AA + GunTail_Medium + 8 +
  • +
    + +
  • + + +
  • Blunt
  • + + 9 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 9 + 2 + +
    +
    + + + Bullet_DevastatorSmartGun_AA + + + Things/Projectile/Charge_Small + Graphic_Single + + + Annihilate_AA + 6 + 1.0 + 0.4 + 90 + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/DevastatorSniperRifle.xml b/1.5/Defs/Items/Guns/DevastatorSniperRifle.xml new file mode 100644 index 0000000..d666cce --- /dev/null +++ b/1.5/Defs/Items/Guns/DevastatorSniperRifle.xml @@ -0,0 +1,75 @@ + + + + + DevastatorSniperRifle_AA + + A heavy antimatter weapon that deals huge damage over very long ranges. +This weapon incorporates archotech technology. Even with a good understanding of Antimatter tech, this is still incredibly advanced, and can't be crafted using any known means. + + AntimatterAnnihilation/Weapons/DSR + Graphic_Single + + 33.5 + +
  • SniperRifleUltra
  • +
    + + 7 + 0.5 + 0.6 + 0.9 + 0.88 + 1.2 + 5000 + + +
  • + Verb_Shoot + true + Bullet_DevastatorSniperRifle_AA + 3.5 + 65 + Shot_HeavySniper_AA + GunTail_Heavy + 12 +
  • +
    + +
  • + + +
  • Blunt
  • + + 9 + 2 + +
  • + + +
  • Blunt
  • +
  • Poke
  • + + 9 + 2 + +
    +
    + + + Bullet_DevastatorSniperRifle_AA + + + Things/Projectile/Charge_Small + Graphic_Single + + + Annihilate_AA + 3 + 70 + 1.05 + 200 + + + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Guns/Light Antimatter Bullet.xml b/1.5/Defs/Items/Guns/Light Antimatter Bullet.xml new file mode 100644 index 0000000..b51609a --- /dev/null +++ b/1.5/Defs/Items/Guns/Light Antimatter Bullet.xml @@ -0,0 +1,20 @@ + + + + + Bullet_LightAntimatter_AA + + + Things/Projectile/Charge_Small + Graphic_Single + + + Annihilate_AA + 12 + 0.30 + 1.0 + 75 + + + + \ No newline at end of file diff --git a/1.5/Defs/Items/Melee/Galvaknuckles.xml b/1.5/Defs/Items/Melee/Galvaknuckles.xml new file mode 100644 index 0000000..24737d5 --- /dev/null +++ b/1.5/Defs/Items/Melee/Galvaknuckles.xml @@ -0,0 +1,47 @@ + + + + + Galvaknuckles_AA + + A set of brass knuckles, upgraded with plasteel and equipped with an internal battery that shocks the person hit and causes intense pain but minimal damage. + + AntimatterAnnihilation/Weapons/Galvaknuckles + Graphic_Single + + 1.1 + Industrial + +
  • IndustrialMeleeAdvanced
  • +
    + + 22000 + 0.6 + + -30 +
  • RewardStandardQualitySuper
  • + + MeleeIndustrialAdvanced_AA + + 6 + + + + 25 + 6 + 2 + + +
  • + + true + +
  • GalvaPainToolCap_AA
  • + + 7.9 + 0.9 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Melee/Karambit.xml b/1.5/Defs/Items/Melee/Karambit.xml new file mode 100644 index 0000000..2bf73ba --- /dev/null +++ b/1.5/Defs/Items/Melee/Karambit.xml @@ -0,0 +1,65 @@ + + + + + Karambit_AA + + A single-handed curved blade, designed for close quater combat. Very fast attack speed, relatively low damage per hit. + + AntimatterAnnihilation/Weapons/Karambit + Graphic_Single + + Industrial + +
  • IndustrialMeleeAdvanced
  • +
    +
  • RewardStandardQualitySuper
  • + + 18000 + 0.15 + + + + 5 + 20 + 2 + + 180 + + MeleeIndustrialAdvanced_AA + + 6 + + + +
  • + + +
  • Blunt
  • + + 8 + 0.15 + 0.9 + +
  • + + +
  • Stab
  • + + 12 + 0.40 + 0.9 + +
  • + + +
  • Cut
  • + + 8 + 0.35 + 0.6 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Melee/ResonatingBlade.xml b/1.5/Defs/Items/Melee/ResonatingBlade.xml new file mode 100644 index 0000000..4b667b2 --- /dev/null +++ b/1.5/Defs/Items/Melee/ResonatingBlade.xml @@ -0,0 +1,68 @@ + + + + + ResonatingBlade_AA + + An antimatter composite blade, that is engineered to create constant internal annihilation reactions, similarly to how nuclear decay works.\n\nThe energy released from this flows through the user, increasing their maximum muscle strength and allowing them to move much faster than normal. This also tires out the user, resulting in slightly decreased work speed. + + AntimatterAnnihilation/Weapons/ResonatingBlade + Graphic_Single + + Spacer + +
  • SpacerMeleeAdvanced
  • +
    +
  • RewardStandardQualitySuper
  • + + 42000 + 1.2 + + + 2.5 + -0.10 + + + 35 + 16 + 6 + + 0 + + MeleeSpacerAdvanced_AA + + 14 + + + +
  • + + +
  • Blunt
  • + + 8 + 0.15 + 1.6 + +
  • + + +
  • Stab
  • + + 12 + 0.60 + 1.2 + +
  • + + +
  • Cut
  • + + 11 + 0.50 + 1.1 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Melee/ScissorBlade.xml b/1.5/Defs/Items/Melee/ScissorBlade.xml new file mode 100644 index 0000000..b23aeb8 --- /dev/null +++ b/1.5/Defs/Items/Melee/ScissorBlade.xml @@ -0,0 +1,68 @@ + + + + + ScissorBlade_AA + + Unique long blade that resembles half of a pair of scissors. Very high cutting damage and armor penetration, and fast blunt attack. +Painted red so that you don't loose your way. + + AntimatterAnnihilation/Weapons/ScissorBlade + Graphic_Single + + Spacer + +
  • SpacerMeleeAdvanced
  • +
    +
  • RewardStandardQualitySuper
  • + + 40000 + 12 + + + 0.4 + + + 40 + 12 + 4 + + 0 + + MeleeSpacerAdvanced_AA + + 12 + + + +
  • + + +
  • Blunt
  • + + 12 + 0.30 + 1.4 + +
  • + + +
  • Stab
  • + + 28 + 1.2 + 2.6 + +
  • + + +
  • Cut
  • + + 36 + 0.80 + 1.8 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Melee/SecretSword.xml b/1.5/Defs/Items/Melee/SecretSword.xml new file mode 100644 index 0000000..a26ff0e --- /dev/null +++ b/1.5/Defs/Items/Melee/SecretSword.xml @@ -0,0 +1,67 @@ + + + + + SecretSword_AA + + At first glance it appears to be a long sword of ancient design, but closer inspection shows that it is made of ultra-advanced materials, and has an incredibly sharp cutting edge.\nA weapon to rival the strength of the Scissor Blade. + + AntimatterAnnihilation/Weapons/SecretSword + Graphic_Single + + Spacer + +
  • SpacerMeleeAdvanced
  • +
    +
  • RewardStandardQualitySuper
  • + + 35000 + 8 + + + 0.6 + + + 45 + 12 + 3 + + 0 + + MeleeSpacerAdvanced_AA + + 12 + + + +
  • + + +
  • Blunt
  • + + 10 + 0.30 + 1.4 + +
  • + + +
  • Stab
  • + + 24 + 0.95 + 2.6 + +
  • + + +
  • Cut
  • + + 34 + 0.75 + 1.8 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Resources/Antimatter Canister.xml b/1.5/Defs/Items/Resources/Antimatter Canister.xml new file mode 100644 index 0000000..422fbd8 --- /dev/null +++ b/1.5/Defs/Items/Resources/Antimatter Canister.xml @@ -0,0 +1,29 @@ + + + + AntimatterCanister_AA + + An ultra-durable canister containing a small amount of antimatter. +The antimatter is suspended in an AT field that prevents it from entering contact with the sides of the canister. Each canister has an internal power supply for this field, desinged to last for hundreds of years. + + AntimatterAnnihilation/Items/AntimatterCanister + Graphic_Single + + Metal_Drop + Metal_Drop + false + false + 16 + + 65 + 0.8 + 3 + + +
  • ResourcesRaw
  • +
    + 0 + false + Medium +
    +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Resources/AntimatterComposite.xml b/1.5/Defs/Items/Resources/AntimatterComposite.xml new file mode 100644 index 0000000..95d7544 --- /dev/null +++ b/1.5/Defs/Items/Resources/AntimatterComposite.xml @@ -0,0 +1,59 @@ + + + + + AntimatterComposite_AA + + 200 + Ingots of antimatter composite. Created in the Composite Refiner. + +This material has the ability to cause microscopic annihilation reactions when taking damage, or upon demand, which gives it many applications in construction and weaponry. + + AntimatterAnnihilation/Items/AntimatterComposite + Graphic_StackCount + + Metal_Drop + Metal_Drop + false + false + Sellable + + 26 + 0.6 + 1.5 + 1.3 + 1.9 + 0.6 + 0.6 + 1.25 + 1.1 + + +
  • ResourcesRaw
  • +
    + 0 + false + true + + +
  • Metallic
  • +
    + 0 + ConstructMetal + (113,52,122) + BulletImpact_Metal + MeleeHit_Metal_Sharp + MeleeHit_Metal_Blunt + + 4.5 + 1.8 + 0 + 2.5 + 2.5 + 0.7 + +
    + Medium +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Resources/Hyper Component.xml b/1.5/Defs/Items/Resources/Hyper Component.xml new file mode 100644 index 0000000..4268496 --- /dev/null +++ b/1.5/Defs/Items/Resources/Hyper Component.xml @@ -0,0 +1,29 @@ + + + + HyperComponent_AA + + This component blends antimatter technology with archotech technology. It is tremendously complicated, and will probably never be understood by human minds. +It can be used to construct and craft things that were previously only theoretical. + + AntimatterAnnihilation/Items/HyperComponent + Graphic_Single + + Metal_Drop + Metal_Drop + false + false + 16 + + 350 + 0.8 + 3 + + +
  • ResourcesRaw
  • +
    + 0 + false + Medium +
    +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Resources/HyperAlloy.xml b/1.5/Defs/Items/Resources/HyperAlloy.xml new file mode 100644 index 0000000..0ceb735 --- /dev/null +++ b/1.5/Defs/Items/Resources/HyperAlloy.xml @@ -0,0 +1,64 @@ + + + + + HyperAlloy_AA + + 75 + Ingots of hyper alloy, a material with incredible strength and striking beauty. + +This material is a fusion of Antimatter Composite, Gold and small amounts of Uranium to create a hyper-dense, ultra resistant material. + + AntimatterAnnihilation/Items/HyperAlloy + Graphic_StackCount + + Metal_Drop + Metal_Drop + false + false + Sellable + + 240 + 0.8 + 3 + 2.5 + 2.5 + 3 + 3 + 5 + 7 + + +
  • ResourcesRaw
  • +
    + 0 + false + true + + +
  • Metallic
  • +
    + + 12 + + 0 + ConstructMetal + (255,209,0) + BulletImpact_Metal + MeleeHit_Metal_Sharp + MeleeHit_Metal_Blunt + + 12 + 8 + 0 + 4 + 4.5 + 0.5 + 5 + 2.5 + +
    + Medium +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Items/Tool Capacities/Custom Tool Capacities.xml b/1.5/Defs/Items/Tool Capacities/Custom Tool Capacities.xml new file mode 100644 index 0000000..d2f3b19 --- /dev/null +++ b/1.5/Defs/Items/Tool Capacities/Custom Tool Capacities.xml @@ -0,0 +1,25 @@ + + + + + + GalvaPainToolCap_AA + + + + + GalvaPainManeuver_AA + GalvaPainToolCap_AA + + Verb_MeleeAttackDamage + GalvaPain_AA + Melee_GalvaknucklesDischarge_AA + + MeleeAttack + Maneuver_Smash_MeleeHit + Maneuver_Smash_MeleeDeflect + Maneuver_Smash_MeleeMiss + Maneuver_Smash_MeleeDodge + + + \ No newline at end of file diff --git a/1.5/Defs/Motes/MuzzleFlashMote.xml b/1.5/Defs/Motes/MuzzleFlashMote.xml new file mode 100644 index 0000000..125c4ec --- /dev/null +++ b/1.5/Defs/Motes/MuzzleFlashMote.xml @@ -0,0 +1,34 @@ + + + + + Mote_LargeMuzzleFlash_AA + + AntimatterAnnihilation/Motes/MuzzleFlash + MoteGlow + + MoteOverhead + true + + 0.1 + 0 + 0.15 + + + + + Mote_LargeMuzzleFlashFast_AA + + AntimatterAnnihilation/Motes/MuzzleFlash + MoteGlow + + MoteOverhead + true + + 0.05 + 0 + 0.1 + + + + \ No newline at end of file diff --git a/1.5/Defs/Recipies/AntigrainWarhead.xml b/1.5/Defs/Recipies/AntigrainWarhead.xml new file mode 100644 index 0000000..0548bbd --- /dev/null +++ b/1.5/Defs/Recipies/AntigrainWarhead.xml @@ -0,0 +1,61 @@ + + + + + Make_AntigrainWarhead_AA + + Make an antigrain warhead using antimatter. + Making an antigrain warhead. + GeneralLaborSpeed + Cook + +
  • TableMachining
  • +
    + Recipe_Machining + 1100 + UnfinishedComponent + +
  • + + +
  • Steel
  • + + + 30 + +
  • + + +
  • Plasteel
  • + + + 10 + +
  • + + +
  • AntimatterCanister_AA
  • + + + 2 + +
    + + + +
  • AntimatterCanister_AA
  • +
  • Steel
  • +
  • Plasteel
  • +
    +
    + + 1 + + AntimatterExplosives_AA + + 7 + + Crafting +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/AT Fields Research.xml b/1.5/Defs/Research/AT Fields Research.xml new file mode 100644 index 0000000..d60f709 --- /dev/null +++ b/1.5/Defs/Research/AT Fields Research.xml @@ -0,0 +1,22 @@ + + + + + ATFields_AA + + Gain a deeper understanding of AT fields, which allow antimatter to be suspended in a stable manner. + 1900 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ParticleAccelerators_AA
  • +
    + 2.00 + 1.85 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Antimatter Composite Research.xml b/1.5/Defs/Research/Antimatter Composite Research.xml new file mode 100644 index 0000000..7ff4bd3 --- /dev/null +++ b/1.5/Defs/Research/Antimatter Composite Research.xml @@ -0,0 +1,22 @@ + + + + + R_AntimatterComposite_AA + + By combining Plasteel and Antimatter Canisters you can create Antimatter Composite, a super-durable material that is used to create many powerful weapons and buildings. + 3500 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ParticleAccelerators_AA
  • +
    + 2.00 + 1.05 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Antimatter Explosives Research.xml b/1.5/Defs/Research/Antimatter Explosives Research.xml new file mode 100644 index 0000000..61bb141 --- /dev/null +++ b/1.5/Defs/Research/Antimatter Explosives Research.xml @@ -0,0 +1,22 @@ + + + + + AntimatterExplosives_AA + + Research how antimatter can be used to create annihilation explosions, and how you can weaponize that. + 1900 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ParticleAccelerators_AA
  • +
    + 2.00 + 4.15 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Antimatter Long Ranged Research.xml b/1.5/Defs/Research/Antimatter Long Ranged Research.xml new file mode 100644 index 0000000..5e0a94c --- /dev/null +++ b/1.5/Defs/Research/Antimatter Long Ranged Research.xml @@ -0,0 +1,22 @@ + + + + + RangedLong_AA + + Allows you to craft various long range antimatter rifles. + 2300 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ParticleAccelerators_AA
  • +
    + 2.00 + 3.30 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Antimatter Medium Ranged Research.xml b/1.5/Defs/Research/Antimatter Medium Ranged Research.xml new file mode 100644 index 0000000..5237377 --- /dev/null +++ b/1.5/Defs/Research/Antimatter Medium Ranged Research.xml @@ -0,0 +1,22 @@ + + + + + RangedMedium_AA + + Allows you to craft various short to medium range antimatter guns. + 2200 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ParticleAccelerators_AA
  • +
    + 2.00 + 2.50 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Entry Research.xml b/1.5/Defs/Research/Entry Research.xml new file mode 100644 index 0000000..7f655d2 --- /dev/null +++ b/1.5/Defs/Research/Entry Research.xml @@ -0,0 +1,24 @@ + + + + + Entry_AA + + Using your multi-analyzer and long range comms equipment, attempt to gain access to the Ultratech faction's database. + 2500 + Industrial + Antimatter + Antimatter technology unlocked! + The hacking was very successful!\nAlthough the connection was shut down almost as soon as it was opened, you still managed to steal enough blueprints and information to start researching and building antimatter technology.\n\nYou are concerned that you data heist has angered the Ultratech faction, but you consider the power that this technology will give you worth the risk. + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • MicroelectronicsBasics
  • +
    + 0.00 + 1.55 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Hyper Alloy Research.xml b/1.5/Defs/Research/Hyper Alloy Research.xml new file mode 100644 index 0000000..e2cf984 --- /dev/null +++ b/1.5/Defs/Research/Hyper Alloy Research.xml @@ -0,0 +1,26 @@ + + + + + R_HyperAlloy_AA + + Data indicates that alloying Antimatter Composite with other dense metals could produce a material of extreme strength and versatility.\nDoing so will require a specialized production facility. + 5500 + Ultra + Antimatter + About hyper alloy + Your research has lead you to the discovery of Hyper Alloy, an alloy of gold, uranium and antimatter composite. +Data suggests that it will have incredible properties that would make it far superior to any alternative in terms of strength and versatility. +In order to manufacture it, a special facility will be needed. + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • R_HyperComponents_AA
  • +
    + 4.00 + 2.50 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Hyper Components Research.xml b/1.5/Defs/Research/Hyper Components Research.xml new file mode 100644 index 0000000..ca483a2 --- /dev/null +++ b/1.5/Defs/Research/Hyper Components Research.xml @@ -0,0 +1,29 @@ + + + + + R_HyperComponents_AA + + Investigate the uses of Hyper Components. +Hyper components combine antimatter and archotech technology, but you don't quite understand how. Crafting these components will be impossible, but you might be able to use them if you somehow get your hands on them. +The Ultratech faction may have some, but they won't give them up voluntarily... + 3300 + Ultra + Hyper components + You have now analyzed the data on Hyper Components. +You can use Hyper Components to build the most advanced defenses and production facilites, but you will have to steal them off the Ultratech faction. + +Ultratech raiders will ocasionally carry them, and you can also attack Ultratech bases to find more hyper components. + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ATFields_AA
  • +
    + 3.00 + 3.15 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Instant Flick Research.xml b/1.5/Defs/Research/Instant Flick Research.xml new file mode 100644 index 0000000..83164b3 --- /dev/null +++ b/1.5/Defs/Research/Instant Flick Research.xml @@ -0,0 +1,19 @@ + + + + + InstantFlick_AA + + Using the PowerNet Console, send a signal directly through the power lines to instantly turn machines on or off. + 600 + Industrial + Antimatter + HiTechResearchBench + +
  • Entry_AA
  • +
    + 1.00 + 1.45 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/MBD Research.xml b/1.5/Defs/Research/MBD Research.xml new file mode 100644 index 0000000..e287e70 --- /dev/null +++ b/1.5/Defs/Research/MBD Research.xml @@ -0,0 +1,25 @@ + + + + + R_MBD_AA + + Build a turret that takes the principles of the thunder gun and adds even more barrels for even more destruction. + 3600 + Ultra + Antimatter + MBD + You now understand how to construct multi-barreled antimatter cannons. +Using hyper components allows for incredibly accurate control over channeling and flow of antimatter in a multi-barrel system, resulting in a blazing rate of fire and a huge damage output. + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ThunderGun_AA
  • +
    + 3.00 + 5.05 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Megumin Research.xml b/1.5/Defs/Research/Megumin Research.xml new file mode 100644 index 0000000..152ac35 --- /dev/null +++ b/1.5/Defs/Research/Megumin Research.xml @@ -0,0 +1,27 @@ + + + + + R_Megumin_AA + + Learn how to build the M3G_UMIN, a stationary defence system that interacts with ancient satelites to redirect a beam of energy to a disired position on the planet's surface. +Hyper components will be required to create and maintain an AT field going from the surface all the way to low planet orbit. + 4500 + Ultra + Antimatter + HiTechResearchBench + M3G_UMIN + You can now construct the M3G_UMIN, once you aquire enough Hyper Components. +The M3G_UMIN will not automatically attack enemies, because it is too destructive. It uses antimatter canisters to fire, and has a very long cooldown. +Don't target anything near something you care about loosing! + +
  • MultiAnalyzer
  • +
    + +
  • R_HyperComponents_AA
  • +
    + 4.00 + 3.15 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Melee Industrial Advanced Research.xml b/1.5/Defs/Research/Melee Industrial Advanced Research.xml new file mode 100644 index 0000000..d79c046 --- /dev/null +++ b/1.5/Defs/Research/Melee Industrial Advanced Research.xml @@ -0,0 +1,19 @@ + + + + + MeleeIndustrialAdvanced_AA + + Blueprints taken from the Ultratech faction also describe how to create some advanced melee weapons using fairly common materials. + 1500 + Industrial + Antimatter + HiTechResearchBench + +
  • Entry_AA
  • +
    + 1.00 + 0.20 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Melee Spacer Advanced Research.xml b/1.5/Defs/Research/Melee Spacer Advanced Research.xml new file mode 100644 index 0000000..ee2cac6 --- /dev/null +++ b/1.5/Defs/Research/Melee Spacer Advanced Research.xml @@ -0,0 +1,23 @@ + + + + + MeleeSpacerAdvanced_AA + + Using antimatter technology and materials allows you to craft even more powerful melee weapons that have special properties. + 2600 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • MeleeIndustrialAdvanced_AA
  • +
  • R_AntimatterComposite_AA
  • +
    + 3.00 + 0.20 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Particle Accelerators Research.xml b/1.5/Defs/Research/Particle Accelerators Research.xml new file mode 100644 index 0000000..b334ccd --- /dev/null +++ b/1.5/Defs/Research/Particle Accelerators Research.xml @@ -0,0 +1,22 @@ + + + + + ParticleAccelerators_AA + + Research how to build and operate a particle accelerator, which produces Antimatter Canisters. + 2100 + Industrial + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • Entry_AA
  • +
    + 1.00 + 2.90 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Railgun Research.xml b/1.5/Defs/Research/Railgun Research.xml new file mode 100644 index 0000000..06701f4 --- /dev/null +++ b/1.5/Defs/Research/Railgun Research.xml @@ -0,0 +1,28 @@ + + + + + Railgun_AA + + Based on the design of the Thunder Gun, this railgun uses advanced AT fields to accelerate antimatter to the speed of light before launching it towards an unfortunate target. + 4200 + Ultra + Antimatter + Antimatter railgun + You now understand how to construct antimatter railguns. +Antimatter railguns make convential projectile launchers seem primitive. They fire antimatter channeled through an AT field, giving it a theoretically infinite range and dealing massive damage in the impact area. + +You will need to aquire Hyper Components to build them. + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ThunderGun_AA
  • +
  • R_HyperComponents_AA
  • +
    + 4.00 + 3.85 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Reactor Injector Research.xml b/1.5/Defs/Research/Reactor Injector Research.xml new file mode 100644 index 0000000..e821d79 --- /dev/null +++ b/1.5/Defs/Research/Reactor Injector Research.xml @@ -0,0 +1,22 @@ + + + + + R_ReactorInjector_AA + + By combining Plasteel and Antimatter Canisters you can create Antimatter Composite, a super-durable material that is used to create many powerful weapons and buildings. + 1600 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • ATFields_AA
  • +
    + 3.00 + 1.85 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Reactor Research.xml b/1.5/Defs/Research/Reactor Research.xml new file mode 100644 index 0000000..45c2b6d --- /dev/null +++ b/1.5/Defs/Research/Reactor Research.xml @@ -0,0 +1,26 @@ + + + + + R_Reactor_AA + + Learn how to construct an Antimatter Reactor, the ultimate source of energy!\nLaser beams included! + 3600 + Spacer + Antimatter + About the antimatter reactor + You can now construct an antimatter reactor, but setting it up correctly is a little tricky. +The reactor itself is very large and requires additional space around it for an injector and a power converter. Remember that the reactor can be rotated to suit your preferences. +See the in-game wiki page for exact instructions on how to set up. + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • R_ReactorInjector_AA
  • +
    + 4.00 + 1.85 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Tab.xml b/1.5/Defs/Research/Tab.xml new file mode 100644 index 0000000..ed80f9a --- /dev/null +++ b/1.5/Defs/Research/Tab.xml @@ -0,0 +1,9 @@ + + + + + Antimatter + + + + diff --git a/1.5/Defs/Research/Thunder Gun Research.xml b/1.5/Defs/Research/Thunder Gun Research.xml new file mode 100644 index 0000000..4334a08 --- /dev/null +++ b/1.5/Defs/Research/Thunder Gun Research.xml @@ -0,0 +1,23 @@ + + + + + ThunderGun_AA + + This turret design is stolen straight from the Ultratech faction. +The turret does not require very advanced materials to construct it, but requires Uranium slugs to be replaced after firing. + 1800 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • R_Turrets_AA
  • +
    + 2.00 + 4.90 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Turrets Research.xml b/1.5/Defs/Research/Turrets Research.xml new file mode 100644 index 0000000..cb8f99e --- /dev/null +++ b/1.5/Defs/Research/Turrets Research.xml @@ -0,0 +1,22 @@ + + + + + R_Turrets_AA + + Begin researching how antimatter technology can be used to create stationary defences. + 500 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • Entry_AA
  • +
    + 1.00 + 4.90 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Research/Void Armor Research.xml b/1.5/Defs/Research/Void Armor Research.xml new file mode 100644 index 0000000..54e0144 --- /dev/null +++ b/1.5/Defs/Research/Void Armor Research.xml @@ -0,0 +1,22 @@ + + + + + R_VoidArmor_AA + + Use antimatter composite to create very powerful armor and headgear. + 3500 + Spacer + Antimatter + HiTechResearchBench + +
  • MultiAnalyzer
  • +
    + +
  • R_AntimatterComposite_AA
  • +
    + 4.00 + 1.05 +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Sounds/Explosions.xml b/1.5/Defs/Sounds/Explosions.xml new file mode 100644 index 0000000..6979051 --- /dev/null +++ b/1.5/Defs/Sounds/Explosions.xml @@ -0,0 +1,90 @@ + + + + + Explosion_Antimatter_AA + MapOnly + 1 + +
  • + +
  • + AntimatterAnnihilation/BombCloseShort +
  • + + 80~80 + 0.8516304~1.254348 + +
    +
    + + + Explosion_Antimatter_Large_AA + MapOnly + 1 + +
  • + +
  • + AntimatterAnnihilation/BombCloseShort +
  • + + 90~90 + 0.4~0.45 + +
    +
    + + + Silent_AA + MapOnly + 1 + +
  • + +
  • + AntimatterAnnihilation/Zap +
  • + + 0~0 + 1~1 + +
    +
    + + + Explosion_Huge_AA + MapOnly + 1 + +
  • + +
  • + AntimatterAnnihilation/HugeExplosion +
  • + + 100~100 + 0.9~0.95 + +
    +
    + + + Explosion_Voice_AA + MapOnly + 1 + +
  • + true + +
  • + AntimatterAnnihilation/ExplosionVoice +
  • + + 100~100 + 1~1 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Sounds/Lasers.xml b/1.5/Defs/Sounds/Lasers.xml new file mode 100644 index 0000000..049db29 --- /dev/null +++ b/1.5/Defs/Sounds/Lasers.xml @@ -0,0 +1,66 @@ + + + + + LaserStrike_AA + true + MapOnly + 2 + PrioritizeNearest + +
  • + true + true + +
  • + AntimatterAnnihilation/HugeLaserStrike +
  • + + false + 40~40 + 1~1 + +
    +
    + + + RailgunShoot_AA + true + MapOnly + 8 + PrioritizeNearest + +
  • + true + true + +
  • + AntimatterAnnihilation/RailgunCharge +
  • + + false + 40~40 + 1~1 + +
    +
    + + + LaserHum_AA + true + MapOnly + PrioritizeNearest + +
  • + +
  • + AntimatterAnnihilation/LaserHum +
  • + + 14 + 10~35 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/Sounds/Shots.xml b/1.5/Defs/Sounds/Shots.xml new file mode 100644 index 0000000..840383a --- /dev/null +++ b/1.5/Defs/Sounds/Shots.xml @@ -0,0 +1,51 @@ + + + + Shot_AntimatterBlaster_AA + MapOnly + 2 + +
  • + +
  • + AntimatterAnnihilation/BlasterShoot +
  • + + 0.88~1 + +
    +
    + + + Shot_HeavySniper_AA + MapOnly + 2 + +
  • + +
  • + AntimatterAnnihilation/HeavySniper +
  • + + 0.95~1 + +
    +
    + + + Melee_GalvaknucklesDischarge_AA + MapOnly + 1 + +
  • + +
  • + AntimatterAnnihilation/Zap +
  • + + 0.85~1.15 + +
    +
    + +
    \ No newline at end of file diff --git a/1.5/Defs/UI/Category.xml b/1.5/Defs/UI/Category.xml new file mode 100644 index 0000000..94f9350 --- /dev/null +++ b/1.5/Defs/UI/Category.xml @@ -0,0 +1,11 @@ + + + + + Antimatter + + Harnessing the power of annihilation. + 10 + + + \ No newline at end of file diff --git a/About/About.xml b/About/About.xml index 766c6df..54ee7c8 100644 --- a/About/About.xml +++ b/About/About.xml @@ -6,6 +6,7 @@
  • 1.3
  • 1.4
  • +
  • 1.5
  • https://github.com/Epicguru/AntimatterAnnihilation diff --git a/LoadFolders.xml b/LoadFolders.xml index 7ec0a36..f712db8 100644 --- a/LoadFolders.xml +++ b/LoadFolders.xml @@ -7,4 +7,8 @@
  • /
  • 1.4
  • + +
  • /
  • +
  • 1.5
  • +
    \ No newline at end of file diff --git a/Source/AntimatterAnnihilation.sln b/Source/AntimatterAnnihilation.sln index 2e4acf5..a3213bb 100644 --- a/Source/AntimatterAnnihilation.sln +++ b/Source/AntimatterAnnihilation.sln @@ -7,14 +7,11 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "AntimatterAnnihilation", "A EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution - v1.3|Any CPU = v1.3|Any CPU - v1.4|Any CPU = v1.4|Any CPU + Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution - {D8B43D52-1B11-4F19-AB20-C592B8124181}.v1.3|Any CPU.ActiveCfg = v1.3|Any CPU - {D8B43D52-1B11-4F19-AB20-C592B8124181}.v1.3|Any CPU.Build.0 = v1.3|Any CPU - {D8B43D52-1B11-4F19-AB20-C592B8124181}.v1.4|Any CPU.ActiveCfg = v1.4|Any CPU - {D8B43D52-1B11-4F19-AB20-C592B8124181}.v1.4|Any CPU.Build.0 = v1.4|Any CPU + {D8B43D52-1B11-4F19-AB20-C592B8124181}.Release|Any CPU.ActiveCfg = Release|Any CPU + {D8B43D52-1B11-4F19-AB20-C592B8124181}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs b/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs index 96c8b46..37249e9 100644 --- a/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs +++ b/Source/AntimatterAnnihilation/AI/AI_AvoidGrid.cs @@ -1,5 +1,6 @@ using RimWorld; using System.Collections.Generic; +using LudeonTK; using Verse; namespace AntimatterAnnihilation.AI diff --git a/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj b/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj index 6d8a408..4fe0846 100644 --- a/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj +++ b/Source/AntimatterAnnihilation/AntimatterAnnihilation.csproj @@ -9,42 +9,21 @@ preview false false - v1.3;v1.4 + Release - - - - - - - - - + + + - + none - ..\..\1.3\Assemblies\ + ..\..\1.5\Assemblies\ true - TRACE;V13 - - - - - - - - - - - - none - ..\..\1.4\Assemblies\ - true - TRACE;V14 + TRACE diff --git a/Source/AntimatterAnnihilation/Attacks/CustomOrbitalStrike.cs b/Source/AntimatterAnnihilation/Attacks/CustomOrbitalStrike.cs index 08cd522..84e841b 100644 --- a/Source/AntimatterAnnihilation/Attacks/CustomOrbitalStrike.cs +++ b/Source/AntimatterAnnihilation/Attacks/CustomOrbitalStrike.cs @@ -4,6 +4,7 @@ using System.Collections.Generic; using System.Linq; using System.Reflection; +using AntimatterAnnihilation.Buildings; using UnityEngine; using Verse; @@ -19,6 +20,8 @@ public class CustomOrbitalStrike : OrbitalStrike private static FieldInfo fieldInfo; private static FieldInfo fieldInfo2; + public Building_Megumin Meg; + public event Action OnStrikeOver; public float Radius = 15f; public int UpdatesPerTick = 4; @@ -35,6 +38,12 @@ public override void StartStrike() SetAngle(0); } + public override void ExposeData() + { + base.ExposeData(); + Scribe_References.Look(ref Meg, "Meg"); + } + public static void MakeCustomPowerBeamMote(IntVec3 cell, Map map) { Mote mote = (Mote)ThingMaker.MakeThing(AADefOf.Mote_MeguminBeam_AA); @@ -78,7 +87,7 @@ private void UpdateDamage() where x.InBounds(base.Map) select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / Radius, 1f) + 0.05f); - FireUtility.TryStartFireIn(c, base.Map, Rand.Range(0.1f, 0.925f)); + FireUtility.TryStartFireIn(c, base.Map, Rand.Range(0.1f, 0.925f), Meg); tmpThings.Clear(); tmpThings.AddRange(c.GetThingList(base.Map)); for (int i = 0; i < tmpThings.Count; i++) diff --git a/Source/AntimatterAnnihilation/Buildings/Building_AATurret.cs b/Source/AntimatterAnnihilation/Buildings/Building_AATurret.cs index ed63e99..94c5693 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_AATurret.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_AATurret.cs @@ -298,10 +298,10 @@ public override void Tick() { this.GunCompEq.verbTracker.VerbsTick(); - if(!this.stunner.Stunned) + if(!this.IsStunned) this.top.Tick(); - if (!this.stunner.Stunned && this.AttackVerb.state != VerbState.Bursting) + if (!this.IsStunned && this.AttackVerb.state != VerbState.Bursting) { if (this.WarmingUp) { @@ -547,13 +547,16 @@ public override string GetInspectString() return stringBuilder.ToString().TrimEndNewlines(); } - public override void Draw() + public override void DynamicDrawPhaseAt(DrawPhase phase, Vector3 drawLoc, bool flip = false) { - this.top.Draw(); - base.Draw(); - } + base.DynamicDrawPhaseAt(phase, drawLoc, flip); + + if (phase == DrawPhase.Draw) + top.Draw(); + + } - public override void DrawExtraSelectionOverlays() + public override void DrawExtraSelectionOverlays() { float range = this.AttackVerb.verbProps.range; if (range < 90f) diff --git a/Source/AntimatterAnnihilation/Buildings/Building_AntimatterReactor.cs b/Source/AntimatterAnnihilation/Buildings/Building_AntimatterReactor.cs index 7ff9743..8e69e63 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_AntimatterReactor.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_AntimatterReactor.cs @@ -147,7 +147,7 @@ public void CauseRedraw(Map map = null) if (map == null) map = base.Map; - map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlag.Things | MapMeshFlag.Buildings); + map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlagDefOf.Things | MapMeshFlagDefOf.Buildings); } public void RegisterInput(Building_ReactorInjector injector, int injRot) diff --git a/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs b/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs index 5d4e5fa..84b5cd3 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs @@ -7,6 +7,7 @@ using RimWorld.Planet; using System; using System.Collections.Generic; +using LudeonTK; using UnityEngine; using Verse; using Verse.Sound; diff --git a/Source/AntimatterAnnihilation/Buildings/Building_PowerConverter.cs b/Source/AntimatterAnnihilation/Buildings/Building_PowerConverter.cs index 3719bce..76c02dd 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_PowerConverter.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_PowerConverter.cs @@ -95,7 +95,7 @@ public void CauseRedraw(Map map = null) if (map == null) map = base.Map; - map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlag.Things | MapMeshFlag.Buildings); + map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlagDefOf.Things | MapMeshFlagDefOf.Buildings); } } } diff --git a/Source/AntimatterAnnihilation/Buildings/Building_PowerNetConsole.cs b/Source/AntimatterAnnihilation/Buildings/Building_PowerNetConsole.cs index 75b91d2..d6c2488 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_PowerNetConsole.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_PowerNetConsole.cs @@ -99,7 +99,7 @@ public void CauseRedraw(Map map = null) if (map == null) map = base.Map; - map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlag.Things | MapMeshFlag.Buildings); + map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlagDefOf.Things | MapMeshFlagDefOf.Buildings); } } } diff --git a/Source/AntimatterAnnihilation/Buildings/Building_ReactorInjector.cs b/Source/AntimatterAnnihilation/Buildings/Building_ReactorInjector.cs index 48dc9f8..54276b0 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_ReactorInjector.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_ReactorInjector.cs @@ -442,7 +442,7 @@ public void CauseRedraw(Map map = null) if (map == null) map = base.Map; - map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlag.Things | MapMeshFlag.Buildings); + map?.mapDrawer.MapMeshDirty(base.Position, MapMeshFlagDefOf.Things | MapMeshFlagDefOf.Buildings); } public IEnumerable<(IntVec3 cell, byte weight)> GetAvoidance(Map map) diff --git a/Source/AntimatterAnnihilation/Effects/EnergyBall.cs b/Source/AntimatterAnnihilation/Effects/EnergyBall.cs index c7a5964..5c1cda4 100644 --- a/Source/AntimatterAnnihilation/Effects/EnergyBall.cs +++ b/Source/AntimatterAnnihilation/Effects/EnergyBall.cs @@ -1,5 +1,6 @@ using UnityEngine; using Verse; +using Keyframe = UnityEngine.Keyframe; using Object = UnityEngine.Object; namespace AntimatterAnnihilation.Effects diff --git a/Source/AntimatterAnnihilation/Hook.cs b/Source/AntimatterAnnihilation/Hook.cs index fab256d..168ac6e 100644 --- a/Source/AntimatterAnnihilation/Hook.cs +++ b/Source/AntimatterAnnihilation/Hook.cs @@ -1,10 +1,4 @@ -using AntimatterAnnihilation.AI; -using AntimatterAnnihilation.Effects; -using InGameWiki; -using RimWorld; -using System; -using UnityEngine; -using Verse; +using UnityEngine; namespace AntimatterAnnihilation { @@ -16,46 +10,5 @@ private void Awake() { Instance = this; } - - private void OnGUI() - { - return; - - try - { - GUILayout.Space(120); - bool spawn = GUILayout.Button("Spawn"); - bool openWiki = GUILayout.Button("Show wiki window"); - - if (spawn) - { - Vector3 pos = new Vector3(15, 0, 15); - var thing = new UpBeam(Find.CurrentMap, pos); - thing.SetVisScale(1f); - } - - if (openWiki) - { - WikiWindow.Open(ModCore.Instance.Wiki); - } - - if (Find.CurrentMap != null && Current.ProgramState == ProgramState.Playing) - { - float points = StorytellerUtility.DefaultThreatPointsNow(Find.CurrentMap); - GUILayout.Label("Current map raid points: " + points); - GUILayout.Label("Tick rate: " + Find.TickManager.TickRateMultiplier); - } - - if (Find.CurrentMap != null) - { - var grid = AI_AvoidGrid.Ensure(Find.CurrentMap); - GUILayout.Label("Current map avoidance providers: " + grid.AvoidanceProviders.Count); - } - } - catch (Exception e) - { - Log.Warning($"GUI draw error: {e}"); - } - } } } diff --git a/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs b/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs index 2b747c3..15cbc44 100644 --- a/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs +++ b/Source/AntimatterAnnihilation/Verbs/Verb_Megumin.cs @@ -25,6 +25,7 @@ protected override bool TryCastShot() Log.Message($"MegVerb: Firing on map: {map}, target: {targetCell}"); CustomOrbitalStrike beam = (CustomOrbitalStrike)GenSpawn.Spawn(AADefOf.CustomOrbitalStrike_AA, targetCell, map, WipeMode.Vanish); + beam.Meg = meg; beam.duration = Building_Megumin.DURATION_TICKS; beam.instigator = this.caster; beam.weaponDef = ((base.EquipmentSource != null) ? base.EquipmentSource.def : null);