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1.5/Assemblies/AlphaMechs.dll

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1.5/Defs/DamageDefs/DamageDefs.xml

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@@ -57,4 +57,16 @@
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</additionalHediffs>
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</DamageDef>
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<DamageDef>
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<defName>AM_FreezingBurst</defName>
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<label>freezing burst</label>
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<workerClass>AlphaMechs.DamageWorker_Freezing</workerClass>
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<externalViolence>false</externalViolence>
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<deathMessage>{0} has succumbed to frostbite.</deathMessage>
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<hediff>Frostbite</hediff>
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<defaultDamage>1</defaultDamage>
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<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
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<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
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</DamageDef>
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</Defs>

1.5/Defs/HediffDefs/Hediffs_Global_Misc.xml

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<isBad>false</isBad>
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</HediffDef>
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<HediffDef>
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<defName>AM_FreezingBurst</defName>
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<label>affected by freezing burst</label>
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<description>This person has been affected by a freezing burst, reducing their movement speed. Effects will go away after 12 hours.</description>
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<hediffClass>HediffWithComps</hediffClass>
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<comps>
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<li Class="AlphaMechs.HediffCompProperties_DeleteAfterTime">
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<disappearsAfterTicks>30000</disappearsAfterTicks>
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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</comps>
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<stages>
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<li>
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<capMods>
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<li>
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<capacity>Moving</capacity>
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<offset>-0.4</offset>
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</li>
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</capMods>
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<statOffsets>
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<ComfyTemperatureMin>10</ComfyTemperatureMin>
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</statOffsets>
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</li>
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</stages>
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<isBad>false</isBad>
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</HediffDef>
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1.5/Defs/SoundDefs/World_Sustainers_Weapons.xml

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</li>
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</subSounds>
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</SoundDef>
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<!-- ======================== Gass shot ======================== -->
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<!-- ======================== Gauss shot ======================== -->
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<SoundDef>
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<defName>AM_Gauss</defName>
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<context>MapOnly</context>
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<sustainLoop>False</sustainLoop>
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</li>
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</subSounds>
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</SoundDef>
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<!-- ======================== Ice explosion ======================== -->
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<SoundDef>
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<defName>AM_IceExplosion</defName>
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<context>MapOnly</context>
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<eventNames/>
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<subSounds>
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<li>
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<grains>
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<li Class="AudioGrain_Clip">
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<clipPath>AM_IceExplosion</clipPath>
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</li>
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</grains>
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<volumeRange>
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<min>45</min>
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<max>55</max>
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</volumeRange>
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<pitchRange>
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<min>0.9770588</min>
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<max>1.137647</max>
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</pitchRange>
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<distRange>
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<min>0</min>
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<max>50.40025</max>
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</distRange>
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<sustainLoop>False</sustainLoop>
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</li>
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</subSounds>
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</SoundDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<ThingDef Name="AM_BaseGas" Abstract="True">
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<thingClass>Gas</thingClass>
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<label>gas</label>
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<category>Gas</category>
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<altitudeLayer>Gas</altitudeLayer>
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<useHitPoints>false</useHitPoints>
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<tickerType>Normal</tickerType>
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<graphicData>
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<graphicClass>Graphic_Gas</graphicClass>
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<shaderType>Transparent</shaderType>
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</graphicData>
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</ThingDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="AM_BaseGas">
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<defName>AM_FrostPuff</defName>
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<label>frosty air</label>
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<graphicData>
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<texPath>Things/Projectiles/AM_Frost</texPath>
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<drawSize>0.75</drawSize>
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<color>(255, 255, 255, 170)</color>
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</graphicData>
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<gas>
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<expireSeconds>
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<min>17</min>
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<max>20</max>
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</expireSeconds>
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<rotationSpeed>10</rotationSpeed>
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</gas>
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</ThingDef>
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</Defs>

1.5/Defs/ThingDefs_RacesMechanoids/Races_Aura.xml

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@@ -3,7 +3,7 @@
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<ThingDef ParentName="BaseMechanoidWalker">
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<defName>AM_Aura</defName>
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<label>aura</label>
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<description>The Aura, also known as Avenging Angels, are angel-shaped mechanoids surrounded by a whirling cloud of six levitating metallic blades. They favour close combat, approaching their victims and engulfing them in an eviscerating whirlwind of slashing death. They also have the ability to regenerate their wounds with fast acting mechanites.\n\n&lt;color=#E5E54C&gt;Gameplay effect:&lt;/color&gt; Auras don't have much health, but they will regenerate damage quite fast. If toggled to not spawn via mod options, they will get replaced by a Scyther.</description>
6+
<description>The Aura, also known as Avenging Angels, are angel-shaped mechanoids surrounded by a whirling cloud of six levitating metallic blades. They favour close combat, approaching their victims and engulfing them in an eviscerating whirlwind of slashing death. They also have the ability to regenerate their wounds with fast acting mechanites.\n\n&lt;color=#E5E54C&gt;Gameplay effect:&lt;/color&gt; Auras don't have much health, but they will regenerate damage quite fast.\n\nRegeneration is 0.1 damage to a random wound every 10 ticks, 1/6th of a second.\n\nIf toggled to not spawn via mod options, they will get replaced by a Scyther.</description>
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<tools>
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<li>
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<label>wing blade</label>
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<defToChangeTo>Mech_Scyther</defToChangeTo>
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</li>
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<li Class="AnimalBehaviours.CompProperties_Regeneration">
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<rateInTicks>30</rateInTicks>
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<rateInTicks>10</rateInTicks>
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</li>
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</comps>
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<race>

1.5/Defs/ThingDefs_RacesMechanoids/Races_Fireworm.xml

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<ThingDef ParentName="BaseMechanoid">
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<defName>AM_Fireworm</defName>
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<label>fireworm</label>
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<description>A huge mechanical worm armed with a dangerous chemfuel flamethrower. Their weapon has a very short range, so don't let a fireworm approach your defenses!\n\nThe fireworm superficially resembles a Frostbound Behemoth. A coincidence? Or perhaps mechanoids take living things as a blueprint for their units. If so, you wouldn't want to see what a biological scyther looks like...\n\n&lt;color=#E5E54C&gt;Gameplay effect:&lt;/color&gt; If toggled to not spawn via mod options, they will get replaced by a Pikeman.</description>
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<description>A huge mechanical worm armed with a dangerous chemfuel flamethrower. Their weapon has a very short range, so don't let a fireworm approach your defenses!\n\nThe fireworm superficially resembles a Frostbound Behemoth. A coincidence? Or perhaps mechanoids take living things as a blueprint for their units. If so, you wouldn't want to see what a biological scyther looks like...\n\n&lt;color=#E5E54C&gt;Gameplay effect:&lt;/color&gt; Will explode on death with 15 Bomb damage on a 1.9 tile radius.\n\nIf toggled to not spawn via mod options, they will get replaced by a Pikeman.</description>
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<statBases>
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<MoveSpeed>2.2</MoveSpeed>
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<ArmorRating_Blunt>0.20</ArmorRating_Blunt>
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</li>
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</tools>
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<comps>
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<li Class="AlphaMechs.CompProperties_ChangeDef">
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<li Class="AlphaMechs.CompProperties_ChangeDef">
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<factionToChangeTo>Mechanoid</factionToChangeTo>
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<defToChangeTo>Mech_Pikeman</defToChangeTo>
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</li>
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</comps>
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<race>
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<deathAction Class="AlphaMechs.DeathActionProperties_Explosion">
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<radius>1.9</radius>
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<damType>Bomb</damType>
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<damAmount>15</damAmount>
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<chanceToStartFire>0</chanceToStartFire>
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</deathAction>
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<intelligence>ToolUser</intelligence>
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<thinkTreeMain>Mechanoid</thinkTreeMain>
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<body>MechanicalCentipede</body>
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<soundMeleeHitPawn>Pawn_Melee_MechanoidBash_HitPawn</soundMeleeHitPawn>
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<soundMeleeHitBuilding>Pawn_Melee_MechanoidBash_HitBuilding</soundMeleeHitBuilding>
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<soundMeleeMiss>Pawn_Melee_MechanoidBash_Miss</soundMeleeMiss>
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<mechWeightClass>Heavy</mechWeightClass>
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<mechWeightClass>Heavy</mechWeightClass>
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</race>
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<butcherProducts>
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<Steel>25</Steel>
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<race>AM_Fireworm</race>
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<combatPower>300</combatPower>
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<lifeStages>
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<li MayRequire="Ludeon.Rimworld.Biotech">
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<bodyGraphicData>
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<texPath>Things/Pawn/Mechanoid/AM_MechFireworm/AM_MechFirewormClean</texPath>
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<weaponTags>
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<li>AM_MechanoidFlamethrower</li>
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</weaponTags>
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<techHediffsChance MayRequire="Ludeon.RimWorld.Biotech">1</techHediffsChance>
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<techHediffsMoney>9999~9999</techHediffsMoney>
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<controlGroupPortraitZoom>0.65</controlGroupPortraitZoom>
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<techHediffsChance MayRequire="Ludeon.RimWorld.Biotech">1</techHediffsChance>
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<techHediffsMoney>9999~9999</techHediffsMoney>
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<controlGroupPortraitZoom>0.65</controlGroupPortraitZoom>
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</PawnKindDef>
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</Defs>

1.5/Defs/ThingDefs_RacesMechanoids/Races_Phalanx.xml

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<ThingDef ParentName="BaseMechanoid">
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<defName>AM_Phalanx</defName>
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<label>phalanx</label>
9-
<description>A hulking mechanoid based on a rhinoceros beetle body plan. The phalanx's plasteel carapace hides a very powerful cryogenic engine capable of constantly producing compacted pellets of supercooled gas. These are fired from an aperture at the mechanoid's head.\n\nThis cryo-weapon has a very low range, but it can be very dangerous for beings susceptible to frostbite.\n\n&lt;color=#E5E54C&gt;Gameplay effect:&lt;/color&gt; If toggled to not spawn via mod options, they will get replaced by a Pikeman.</description>
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<description>A hulking mechanoid based on a rhinoceros beetle body plan. The phalanx's plasteel carapace hides a very powerful cryogenic engine capable of constantly producing compacted pellets of supercooled gas. These are fired from an aperture at the mechanoid's head.\n\nThis cryo-weapon has a very low range, but it can be very dangerous for beings susceptible to frostbite.\n\n&lt;color=#E5E54C&gt;Gameplay effect:&lt;/color&gt; Will explode on death with 10 Frostbite damage on a 2.9 tile radius.\n\nIf toggled to not spawn via mod options, they will get replaced by a Pikeman.</description>
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<statBases>
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<MoveSpeed>2.5</MoveSpeed>
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<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
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</comps>
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<race>
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<deathAction Class="AlphaMechs.DeathActionProperties_Explosion">
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<radius>2.9</radius>
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<damType>AM_FreezingBurst</damType>
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<damAmount>10</damAmount>
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<chanceToStartFire>0</chanceToStartFire>
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<sound>AM_IceExplosion</sound>
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<postExplosionSpawnThingDef>AM_FrostPuff</postExplosionSpawnThingDef>
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</deathAction>
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<intelligence>ToolUser</intelligence>
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<thinkTreeMain>Mechanoid</thinkTreeMain>
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<body>MechanicalCentipede</body>

1.5/Mods/Biotech/Defs/AbilityDefs/Abilities_Biotech.xml

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<AbilityDef>
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<defName>AM_ResurrectionMechSlow</defName>
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<label>resurrect mech, minor</label>
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<description>Resurrect a recently-killed mechanoid by externally supercharging its self-repair processes. The mechanoid will come back with some but not all of its wounds healed. This ability is slower than the one used by the Apocriton.</description>
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<description>Resurrect a recently-killed mechanoid by externally supercharging its self-repair processes. The mechanoid will come back with some but not all of its wounds healed. This ability is slower than the one used by the Apocriton, but doesn't have charges.</description>
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<iconPath>UI/Abilities/MechResurrection</iconPath>
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<cooldownTicksRange>60000</cooldownTicksRange>
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<aiCanUse>true</aiCanUse>
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<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
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<warmupStartSound>MechResurrect_Warmup</warmupStartSound>
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<warmupEffecter>ApocrionAoeWarmup</warmupEffecter>
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<jobDef>CastAbilityGoToThing</jobDef>
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<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
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<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
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<jobDef>CastAbilityOnThing</jobDef>
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<canUseAoeToGetTargets>true</canUseAoeToGetTargets>
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<useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter>
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<hostile>false</hostile>
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<showCastingProgressBar>true</showCastingProgressBar>
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<statBases>
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<Ability_EffectRadius>4</Ability_EffectRadius>
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</statBases>

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