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要想获得鹿,就得先造个电线杆,当然商人也用可能卖,看脸

造好电线杆以后获取鹿弹

就会获得一个小鹿弹,时间到了就会孵化出一只小鹿


为了演示就不等他破壳了,直接开发者生成1个

再驯服一下,反击率是0不用担心被顶飞的问题

训练拉满就可以去打架了,因为带有一个护盾可以挡外面的子弹但是盾值有上限的
另外鹿乃子只能近战



鹿乃子带有3个buff,一个鹿是固定增强buff,一个鹿部等级,会随时间增强
还有一个死亡回避,因为动画里有死了被踹回来的情节,但是本身是动物所以并不会发动这个技能
虽然鹿乃子有着不俗的减伤,但是万一寄了的话会生成30只鹿,鹿的派系取决于鹿乃子的派系,还会掉落一个鹿弹几天后会孵化成新的小鹿




IP属地:河北1楼2024-07-27 07:32回复
    lolrt的老巢、好有感觉_、终焉花园. . . 被楼主禁言,将不能再进行回复
    neng?


    IP属地:江苏来自Android客户端2楼2024-07-27 08:40
    回复
      每次看到这么邪门的东西就知道是你,宫缩领域大神


      IP属地:广东来自Android客户端3楼2024-07-27 13:17
      回复
        对上新番电波了是吧
        对了问些炮塔mod上的问题。
        单xml能不能把机械族的镭射枪属性安到炮塔上去。
        我自己把霰弹枪安炮塔上去了但是看了一眼镭射枪的def,发现这玩意没有弹药的def,给我搞不会了


        IP属地:浙江来自手机贴吧4楼2024-07-27 23:51
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          <ThingDef ParentName="BaseWeaponTurret">
          <defName>Gun_MiniTurretMechbaseshiyanc</defName>
          <label>阿姆斯特朗回旋加速喷气式阿姆斯特朗炮</label>
          <description>这不是阿姆斯特朗回旋加速喷气式阿姆斯特朗炮吗?</description>
          <graphicData>
          <texPath>Things/building/amusitelangtop</texPath>
          <graphicClass>Graphic_Single</graphicClass>
          </graphicData>
          <uiIconScale>2</uiIconScale>
          <statBases>
          <AccuracyTouch>0.80</AccuracyTouch>
          <AccuracyShort>0.55</AccuracyShort>
          <AccuracyMedium>0.35</AccuracyMedium>
          <AccuracyLong>0.1</AccuracyLong>
          <RangedWeapon_Cooldown>8</RangedWeapon_Cooldown>
          <DeteriorationRate>0</DeteriorationRate>
          <Mass>5</Mass>
          <Flammability>0</Flammability>
          </statBases>
          <verbs>
          <li>
          <verbClass>Verb_ShootBeam</verbClass>
          <hasStandardCommand>true</hasStandardCommand>
          <warmupTime>1.0</warmupTime>
          <range>34.9</range>
          <minRange>3.9</minRange>
          <beamFullWidthRange>6.9</beamFullWidthRange>
          <burstShotCount>5</burstShotCount>
          <beamWidth>6</beamWidth>
          <ticksBetweenBurstShots>22</ticksBetweenBurstShots>
          <beamDamageDef>Beam</beamDamageDef>
          <soundCastTail>GunTail_Medium</soundCastTail>
          <muzzleFlashScale>9</muzzleFlashScale>
          <soundCastBeam>BeamGraser_Shooting</soundCastBeam>
          <beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
          <beamFleckChancePerTick>0.32</beamFleckChancePerTick>
          <beamMaxDeviation>1.5</beamMaxDeviation>
          <beamCurvature>0.6</beamCurvature>
          <beamMoteDef>Mote_GraserBeamBaseam</beamMoteDef>
          <beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
          <beamChanceToStartFire>0.85</beamChanceToStartFire>
          <beamChanceToAttachFire>0.85</beamChanceToAttachFire>
          <beamFireSizeRange>0.55~0.85</beamFireSizeRange>
          <beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef>
          <beamStartOffset>0.8</beamStartOffset>
          <beamLineFleckChanceCurve>
          <points>
          <li>(0, 0)</li>
          <li>(0.65, 0.4)</li>
          <li>(1, 0.75)</li>
          </points>
          </beamLineFleckChanceCurve>
          </li>
          </verbs>
          </ThingDef>


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          IP属地:河北5楼2024-07-28 01:26
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            顺便把虎子也做出来了


            星座王
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            IP属地:河北7楼2024-07-28 06:25
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              Could not resolve cross-reference: No Verse.ThingDef named SHRA_TurretGun_IFVBeam found to give to RimWorld.BuildingProperties RimWorld.BuildingProperties
              UnityEngine.StackTraceUtility:ExtractStackTrace ()
              Verse.Log:Error (string)
              Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
              Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
              Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
              System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
              System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
              System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
              System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
              System.Threading.ThreadPoolWorkQueue:Dispatch ()
              System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()


              IP属地:浙江8楼2024-07-28 14:55
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                <ThingDef ParentName="BuildingBase">
                <defName>Shouchong_MiniTurretliteshiyanc</defName>
                <label>回旋喷射阿姆斯特朗炮</label>
                <description>利用回旋产生的高温将灼热的胶喷射出去的光线炮,会造成灼烧,所需材料较多,但富含睿智,可以在研究台上将炮台解读来加速你的研究,解读后炮塔将消失。你也可以选择不解读它,它会提供一个增加研究速度的光环</description>
                <thingClass>Building_TurretGun</thingClass>
                <drawerType>MapMeshAndRealTime</drawerType>
                <graphicData>
                <texPath>Things/Building/Mech/TurretMechMini_Base</texPath>
                <graphicClass>Graphic_Single</graphicClass>
                <drawSize>(1,1)</drawSize>
                <damageData>
                <rect>(0.2,0.2,0.6,0.6)</rect>
                </damageData>
                <shadowData>
                <volume>(0.27,0.25,0.27)</volume>
                <offset>(0,0,0)</offset>
                </shadowData>
                </graphicData>
                <designationCategory>shouchong</designationCategory>
                <uiIconPath>Things/ui/uiamusitelang</uiIconPath>
                <uiIconScale>0.90</uiIconScale>
                <minifiedDef>MinifiedThing</minifiedDef>
                <altitudeLayer>BuildingOnTop</altitudeLayer>
                <clearBuildingArea>false</clearBuildingArea>
                <stealable>false</stealable>
                <rotatable>false</rotatable>
                <thingCategories>
                <li>BuildingsSecurity</li>
                </thingCategories>
                <statBases>
                <MaxHitPoints>400</MaxHitPoints>
                <Flammability>0</Flammability>
                <WorkToBuild>100</WorkToBuild>
                <Mass>1</Mass>
                <Beauty>20</Beauty>
                <ShootingAccuracyTurret>0.96</ShootingAccuracyTurret>
                </statBases>
                <tickerType>Normal</tickerType>
                <comps>
                <li Class="CompProperties_Explosive">
                <wickTicks>240</wickTicks>
                <explosiveRadius>1.9</explosiveRadius>
                <explosiveDamageType>Bomb</explosiveDamageType>
                <chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
                </li>
                <li Class="CompProperties_Usable">
                <useJob>UseItem</useJob>
                <useLabel>解读 {0_label}</useLabel>
                </li>
                <li Class="CompProperties_UseEffect">
                <compClass>CompUseEffect_FinishRandomResearchProject</compClass>
                </li>
                <li Class="CompProperties_UseEffectDestroySelf" />
                <li Class="CompProperties_CauseHediff_AoE">
                <range>6.9</range>
                <hediff>ruizhiBoost</hediff>
                <activeSound>MechBooster_Working</activeSound>
                </li>
                <li Class="CompProperties_SelfhealHitpoints">
                <ticksPerHeal>600</ticksPerHeal> <!-- 60k ticks = 1 day, 100 hp per day -->
                </li>
                </comps>
                <passability>PassThroughOnly</passability>
                <pathCost>50</pathCost>
                <fillPercent>0.4</fillPercent>
                <hasTooltip>true</hasTooltip>
                <costList>
                <Steel>810</Steel>
                <Plasteel>114</Plasteel>
                <InsectJelly>514</InsectJelly>
                </costList>
                <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
                <constructionSkillPrerequisite>5</constructionSkillPrerequisite>
                <building>
                <combatPower>45</combatPower> <!-- same as a scavenger -->
                <ai_combatDangerous>true</ai_combatDangerous>
                <turretGunDef>Gun_MiniTurretMechbaseshiyanc</turretGunDef>
                <turretBurstCooldownTime>0.08</turretBurstCooldownTime>
                <isEdifice>false</isEdifice>
                </building>
                <placeWorkers>
                <li>PlaceWorker_TurretTop</li>
                </placeWorkers>
                <researchPrerequisites>
                <li>advshouchong</li>
                </researchPrerequisites>
                </ThingDef>


                星座王
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                IP属地:河北9楼2024-07-28 15:16
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                  星座王
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                  IP属地:河北10楼2024-07-28 15:19
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                    算了还是重头写一个激光炮吧
                    先把原版小机枪塔的复制过来,说明一下大致啥地方需要改
                    <ThingDef ParentName="BuildingBase">
                    <defName>Turret_MiniTurret</defName>def名字需要改
                    <label>mini-turret</label>标签需要改
                    <description>A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire.</description>描述得改
                    <thingClass>Building_TurretGun</thingClass>
                    <drawerType>MapMeshAndRealTime</drawerType>
                    <graphicData>
                    <texPath>Things/Building/Security/TurretMini_Base</texPath>贴图有则改,没有原版的也可以用
                    <graphicClass>Graphic_Single</graphicClass>
                    <drawSize>(3,3)</drawSize>
                    <damageData>
                    <rect>(0.2,0.2,0.6,0.6)</rect>
                    </damageData>
                    <shadowData>
                    <volume>(0.27,0.25,0.27)</volume>
                    <offset>(0,0,0)</offset>
                    </shadowData>
                    </graphicData>
                    <uiIconPath>Things/Building/Security/TurretMini_MenuIcon</uiIconPath>ui图标,有则改,没有原版的也可以用
                    <uiIconScale>0.90</uiIconScale>
                    <minifiedDef>MinifiedThing</minifiedDef>
                    <altitudeLayer>Building</altitudeLayer>
                    <stealable>false</stealable>
                    <rotatable>false</rotatable>
                    <thingCategories>
                    <li>BuildingsSecurity</li>
                    </thingCategories>
                    <statBases>状态视情改
                    <MaxHitPoints>100</MaxHitPoints>
                    <Flammability>0.7</Flammability>
                    <WorkToBuild>1800</WorkToBuild>
                    <Mass>8</Mass>
                    <Beauty>-20</Beauty>
                    <ShootingAccuracyTurret>0.96</ShootingAccuracyTurret>
                    </statBases>
                    <tickerType>Normal</tickerType>
                    <comps>
                    <li Class="CompProperties_Explosive">殉爆组件,可以删
                    <wickTicks>240</wickTicks>
                    <explosiveRadius>3.9</explosiveRadius>
                    <explosiveDamageType>Bomb</explosiveDamageType>
                    <chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
                    </li>
                    <li Class="CompProperties_Forbiddable"/>是否能禁用,建议留着
                    <li Class="CompProperties_Power">耗电组件,可以删或视情改
                    <compClass>CompPowerTrader</compClass>
                    <basePowerConsumption>80</basePowerConsumption>
                    </li>
                    <li Class="CompProperties_Flickable"/>可以开关电源,有耗电的话得保留
                    <li Class="CompProperties_Breakdownable"/>
                    <li Class="CompProperties_Refuelable">给机枪塔补充弹药的组件,视情删或留
                    <fuelLabel>Shots until barrel change</fuelLabel>标签这里可以改
                    <fuelGizmoLabel>Barrel durability</fuelGizmoLabel>标签这里可以改
                    <outOfFuelMessage>Needs new barrel</outOfFuelMessage>信息也能改
                    <fuelFilter><thingDefs><li>Steel</li></thingDefs></fuelFilter>材料也能改
                    <fuelCapacity>60</fuelCapacity> <!-- 30 bursts -->储量
                    <fuelMultiplier>0.75</fuelMultiplier> <!-- 1.333 steel per burst, 80 per full rearm -->消耗率
                    <initialFuelPercent>1</initialFuelPercent>开始时内含有的弹药量
                    <autoRefuelPercent>0.5</autoRefuelPercent>
                    <showFuelGizmo>true</showFuelGizmo>显示燃料界面
                    <minimumFueledThreshold>1</minimumFueledThreshold>
                    <factorByDifficulty>true</factorByDifficulty>
                    <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
                    <fuelIconPath>UI/Overlays/Barrel</fuelIconPath>
                    </li>
                    <li Class="CompProperties_Stunnable">受emp影响的组件,可以删
                    <affectedDamageDefs>
                    <li>Stun</li>
                    <li>EMP</li>
                    </affectedDamageDefs>
                    </li>
                    </comps>
                    <passability>PassThroughOnly</passability>
                    <pathCost>50</pathCost>
                    <fillPercent>0.4</fillPercent>
                    <hasTooltip>true</hasTooltip>
                    <stuffCategories>所需不同材料的类别,不想冒出一堆不同材料的炮台的话可以删,但是激光炮比较特殊,必须删
                    <li>Metallic</li>
                    </stuffCategories>
                    <costStuffCount>30</costStuffCount>所需不同材料的数量,不想冒出一堆不同材料的炮台的话可以删,但是激光炮比较特殊,必须删
                    <costList>
                    <Steel>70</Steel>
                    <ComponentIndustrial>3</ComponentIndustrial>
                    </costList>
                    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
                    <designationCategory>Security</designationCategory>在建造栏什么位置出现,可以改但不能删不然造不了
                    <constructionSkillPrerequisite>5</constructionSkillPrerequisite>
                    <building>
                    <combatPower>45</combatPower> <!-- same as a scavenger -->
                    <ai_combatDangerous>true</ai_combatDangerous>
                    <turretGunDef>Gun_MiniTurret</turretGunDef>这里一定要加上改动后的炮台
                    <turretBurstCooldownTime>4.8</turretBurstCooldownTime>冷却时间,视情改
                    </building>
                    <placeWorkers>
                    <li>PlaceWorker_TurretTop</li>
                    <li>PlaceWorker_ShowTurretRadius</li>需要删,因为激光和射击是不同动作
                    </placeWorkers>
                    <designationHotKey>Misc2</designationHotKey>热键,可以改或删了,不改也没啥影响
                    <researchPrerequisites>
                    <li>GunTurrets</li>所需研究,视情改
                    </researchPrerequisites>
                    </ThingDef>
                    <ThingDef ParentName="BaseBullet">子弹,因为激光是没有弹药的所以全删了
                    <defName>Bullet_MiniTurret</defName>
                    <label>mini-turret bullet</label>
                    <graphicData>
                    <texPath>Things/Projectile/Bullet_Small</texPath>
                    <graphicClass>Graphic_Single</graphicClass>
                    </graphicData>
                    <projectile>
                    <damageDef>Bullet</damageDef>
                    <damageAmountBase>12</damageAmountBase>
                    <speed>70</speed>
                    </projectile>
                    </ThingDef>
                    <ThingDef ParentName="BaseWeaponTurret">
                    <defName>Gun_MiniTurret</defName>炮塔的炮的定义,需要改
                    <label>mini-turret gun</label>标签改一下
                    <description>A simple automatic gun made to be mounted on a turret.</description>描述改一下
                    <graphicData>
                    <texPath>Things/Building/Security/TurretMini_Top</texPath>贴图,贴图有则改,没有原版的也可以用
                    <graphicClass>Graphic_Single</graphicClass>
                    </graphicData>
                    <statBases>
                    <AccuracyTouch>0.77</AccuracyTouch>
                    <AccuracyShort>0.70</AccuracyShort>
                    <AccuracyMedium>0.45</AccuracyMedium>
                    <AccuracyLong>0.24</AccuracyLong>
                    <RangedWeapon_Cooldown>4.8</RangedWeapon_Cooldown>
                    <DeteriorationRate>0</DeteriorationRate>
                    <Mass>5</Mass>
                    <Flammability>0</Flammability>
                    </statBases>
                    <verbs>全改,参照机械族激光枪,但是如果是补充燃料那种,需要加上 <consumeFuelPerShot>那行
                    <li>
                    <verbClass>Verb_Shoot</verbClass>
                    <defaultProjectile>Bullet_MiniTurret</defaultProjectile>
                    <warmupTime>0</warmupTime>
                    <range>28.9</range>
                    <ticksBetweenBurstShots>8</ticksBetweenBurstShots>
                    <burstShotCount>2</burstShotCount>
                    <soundCast>GunShotA</soundCast>
                    <soundCastTail>GunTail_Light</soundCastTail>
                    <muzzleFlashScale>9</muzzleFlashScale>
                    <consumeFuelPerShot>1</consumeFuelPerShot>
                    </li>
                    </verbs>
                    </ThingDef>


                    星座王
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                    IP属地:河北11楼2024-07-28 16:26
                    回复
                      改完后如下
                      <ThingDef ParentName="BuildingBase">
                      <defName>Turret_MiniTurretBeamgun</defName>
                      <label>迷你激光炮</label>
                      <description>一个自动迷你激光炮</description>
                      <thingClass>Building_TurretGun</thingClass>
                      <drawerType>MapMeshAndRealTime</drawerType>
                      <graphicData>
                      <texPath>Things/Building/Security/TurretMini_Base</texPath>
                      <graphicClass>Graphic_Single</graphicClass>
                      <drawSize>(3,3)</drawSize>
                      <damageData>
                      <rect>(0.2,0.2,0.6,0.6)</rect>
                      </damageData>
                      <shadowData>
                      <volume>(0.27,0.25,0.27)</volume>
                      <offset>(0,0,0)</offset>
                      </shadowData>
                      </graphicData>
                      <uiIconPath>Things/Building/Security/TurretMini_MenuIcon</uiIconPath>
                      <uiIconScale>0.90</uiIconScale>
                      <minifiedDef>MinifiedThing</minifiedDef>
                      <altitudeLayer>Building</altitudeLayer>
                      <stealable>false</stealable>
                      <rotatable>false</rotatable>
                      <thingCategories>
                      <li>BuildingsSecurity</li>
                      </thingCategories>
                      <statBases>
                      <MaxHitPoints>500</MaxHitPoints>
                      <Flammability>0</Flammability>
                      <WorkToBuild>1800</WorkToBuild>
                      <Mass>8</Mass>
                      <Beauty>-20</Beauty>
                      <ShootingAccuracyTurret>0.96</ShootingAccuracyTurret>
                      </statBases>
                      <tickerType>Normal</tickerType>
                      <comps>
                      <li Class="CompProperties_Forbiddable"/>
                      <li Class="CompProperties_Power">
                      <compClass>CompPowerTrader</compClass>
                      <basePowerConsumption>80</basePowerConsumption>
                      </li>
                      <li Class="CompProperties_Flickable"/>
                      <li Class="CompProperties_Breakdownable"/>
                      <li Class="CompProperties_Refuelable">
                      <fuelLabel>射击直到燃料耗尽</fuelLabel>
                      <fuelGizmoLabel>化合燃料</fuelGizmoLabel>
                      <outOfFuelMessage>需要化合燃料</outOfFuelMessage>
                      <fuelFilter><thingDefs><li>Chemfuel</li></thingDefs></fuelFilter>
                      <fuelCapacity>120</fuelCapacity> <!-- 30 bursts -->
                      <fuelMultiplier>0.75</fuelMultiplier> <!-- 1.333 steel per burst, 80 per full rearm -->
                      <initialFuelPercent>1</initialFuelPercent>
                      <autoRefuelPercent>0.5</autoRefuelPercent>
                      <showFuelGizmo>true</showFuelGizmo>
                      <minimumFueledThreshold>1</minimumFueledThreshold>
                      <factorByDifficulty>true</factorByDifficulty>
                      <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
                      <fuelIconPath>UI/Overlays/Barrel</fuelIconPath>
                      </li>
                      <li Class="CompProperties_Stunnable">
                      <affectedDamageDefs>
                      <li>Stun</li>
                      <li>EMP</li>
                      </affectedDamageDefs>
                      </li>
                      </comps>
                      <passability>PassThroughOnly</passability>
                      <pathCost>50</pathCost>
                      <fillPercent>0.4</fillPercent>
                      <hasTooltip>true</hasTooltip>
                      <costList>
                      <Steel>70</Steel>
                      <ComponentIndustrial>3</ComponentIndustrial>
                      </costList>
                      <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
                      <designationCategory>Security</designationCategory>
                      <constructionSkillPrerequisite>2</constructionSkillPrerequisite>
                      <building>
                      <combatPower>45</combatPower> <!-- same as a scavenger -->
                      <ai_combatDangerous>true</ai_combatDangerous>
                      <turretGunDef>Gun_MiniTurretBeamgun</turretGunDef>
                      <turretBurstCooldownTime>1.8</turretBurstCooldownTime>
                      </building>
                      <placeWorkers>
                      <li>PlaceWorker_TurretTop</li>
                      </placeWorkers>
                      <designationHotKey>Misc2</designationHotKey>
                      <researchPrerequisites>
                      <li>GunTurrets</li>
                      </researchPrerequisites>
                      </ThingDef>
                      <ThingDef ParentName="BaseWeaponTurret">
                      <defName>Gun_MiniTurretBeamgun</defName>
                      <label>迷你激光炮</label>
                      <description>一个迷你自动激光炮。</description>
                      <graphicData>
                      <texPath>Things/Building/Security/TurretMini_Top</texPath>
                      <graphicClass>Graphic_Single</graphicClass>
                      </graphicData>
                      <statBases>
                      <AccuracyTouch>0.77</AccuracyTouch>
                      <AccuracyShort>0.70</AccuracyShort>
                      <AccuracyMedium>0.45</AccuracyMedium>
                      <AccuracyLong>0.24</AccuracyLong>
                      <RangedWeapon_Cooldown>1.8</RangedWeapon_Cooldown>
                      <DeteriorationRate>0</DeteriorationRate>
                      <Mass>5</Mass>
                      <Flammability>0</Flammability>
                      </statBases>
                      <verbs>
                      <li>
                      <verbClass>Verb_ShootBeam</verbClass>
                      <hasStandardCommand>true</hasStandardCommand>
                      <warmupTime>1.0</warmupTime>
                      <range>34.9</range>
                      <minRange>3.9</minRange>
                      <beamFullWidthRange>6.9</beamFullWidthRange>
                      <burstShotCount>5</burstShotCount>
                      <showBurstShotStats>false</showBurstShotStats>
                      <beamWidth>6</beamWidth>
                      <ticksBetweenBurstShots>22</ticksBetweenBurstShots>
                      <beamDamageDef>Beam</beamDamageDef>
                      <soundCastTail>GunTail_Medium</soundCastTail>
                      <muzzleFlashScale>9</muzzleFlashScale>
                      <soundCastBeam>BeamGraser_Shooting</soundCastBeam>
                      <beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
                      <beamFleckChancePerTick>0.32</beamFleckChancePerTick>
                      <beamMaxDeviation>1.5</beamMaxDeviation>
                      <beamCurvature>0.6</beamCurvature>
                      <beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
                      <beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
                      <beamChanceToStartFire>0.85</beamChanceToStartFire>
                      <beamChanceToAttachFire>0.85</beamChanceToAttachFire>
                      <beamFireSizeRange>0.55~0.85</beamFireSizeRange>
                      <beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef>
                      <beamStartOffset>0.8</beamStartOffset>
                      <beamLineFleckChanceCurve>
                      <points>
                      <li>(0, 0)</li>
                      <li>(0.65, 0.4)</li>
                      <li>(1, 0.75)</li>
                      </points>
                      </beamLineFleckChanceCurve>
                      <consumeFuelPerShot>1</consumeFuelPerShot>
                      </li>
                      </verbs>
                      </ThingDef>


                      星座王
                      点亮12星座印记,去领取
                      活动截止:2100-01-01
                      去徽章馆》
                      IP属地:河北12楼2024-07-28 16:28
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                        在防卫那里找到刚才写的炮台

                        拍一个

                        通上电

                        放个敌人


                        大概25个燃料放倒一个猪猡海盗,想正义一些的可以改改激光参数或是燃料消耗率
                        总的来说激光类武器更像是辅助型的一是可以无视盾包二是如果引燃对方会打断对方的进攻节奏


                        星座王
                        点亮12星座印记,去领取
                        活动截止:2100-01-01
                        去徽章馆》
                        IP属地:河北13楼2024-07-28 16:31
                        收起回复
                          不愧是你,太奇特了


                          IP属地:北京来自Android客户端14楼2024-07-28 17:37
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