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v2.02
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juanosarg committed Aug 21, 2024
1 parent 77ea8a1 commit e26f7aa
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Binary file modified 1.5/Assemblies/AlphaMechs.dll
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12 changes: 12 additions & 0 deletions 1.5/Defs/DamageDefs/DamageDefs.xml
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Expand Up @@ -57,4 +57,16 @@
</additionalHediffs>
</DamageDef>

<DamageDef>
<defName>AM_FreezingBurst</defName>
<label>freezing burst</label>
<workerClass>AlphaMechs.DamageWorker_Freezing</workerClass>
<externalViolence>false</externalViolence>
<deathMessage>{0} has succumbed to frostbite.</deathMessage>
<hediff>Frostbite</hediff>
<defaultDamage>1</defaultDamage>
<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
<canUseDeflectMetalEffect>false</canUseDeflectMetalEffect>
</DamageDef>

</Defs>
31 changes: 31 additions & 0 deletions 1.5/Defs/HediffDefs/Hediffs_Global_Misc.xml
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Expand Up @@ -110,6 +110,37 @@
<isBad>false</isBad>
</HediffDef>

<HediffDef>
<defName>AM_FreezingBurst</defName>
<label>affected by freezing burst</label>
<description>This person has been affected by a freezing burst, reducing their movement speed. Effects will go away after 12 hours.</description>
<hediffClass>HediffWithComps</hediffClass>

<comps>
<li Class="AlphaMechs.HediffCompProperties_DeleteAfterTime">
<disappearsAfterTicks>30000</disappearsAfterTicks>

</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Moving</capacity>
<offset>-0.4</offset>
</li>

</capMods>
<statOffsets>
<ComfyTemperatureMin>10</ComfyTemperatureMin>

</statOffsets>
</li>
</stages>
<isBad>false</isBad>
</HediffDef>




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31 changes: 30 additions & 1 deletion 1.5/Defs/SoundDefs/World_Sustainers_Weapons.xml
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Expand Up @@ -312,7 +312,7 @@
</li>
</subSounds>
</SoundDef>
<!-- ======================== Gass shot ======================== -->
<!-- ======================== Gauss shot ======================== -->
<SoundDef>
<defName>AM_Gauss</defName>
<context>MapOnly</context>
Expand All @@ -339,5 +339,34 @@
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>

<!-- ======================== Ice explosion ======================== -->
<SoundDef>
<defName>AM_IceExplosion</defName>
<context>MapOnly</context>
<eventNames/>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>AM_IceExplosion</clipPath>
</li>
</grains>
<volumeRange>
<min>45</min>
<max>55</max>
</volumeRange>
<pitchRange>
<min>0.9770588</min>
<max>1.137647</max>
</pitchRange>
<distRange>
<min>0</min>
<max>50.40025</max>
</distRange>
<sustainLoop>False</sustainLoop>
</li>
</subSounds>
</SoundDef>
</Defs>
19 changes: 19 additions & 0 deletions 1.5/Defs/ThingDefs_Misc/Gas_Base.xml
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@@ -0,0 +1,19 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>

<ThingDef Name="AM_BaseGas" Abstract="True">
<thingClass>Gas</thingClass>
<label>gas</label>
<category>Gas</category>
<altitudeLayer>Gas</altitudeLayer>
<useHitPoints>false</useHitPoints>
<tickerType>Normal</tickerType>
<graphicData>
<graphicClass>Graphic_Gas</graphicClass>
<shaderType>Transparent</shaderType>
</graphicData>
</ThingDef>



</Defs>
19 changes: 19 additions & 0 deletions 1.5/Defs/ThingDefs_Misc/Gas_Various.xml
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@@ -0,0 +1,19 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="AM_BaseGas">
<defName>AM_FrostPuff</defName>
<label>frosty air</label>
<graphicData>
<texPath>Things/Projectiles/AM_Frost</texPath>
<drawSize>0.75</drawSize>
<color>(255, 255, 255, 170)</color>
</graphicData>
<gas>
<expireSeconds>
<min>17</min>
<max>20</max>
</expireSeconds>
<rotationSpeed>10</rotationSpeed>
</gas>
</ThingDef>
</Defs>
4 changes: 2 additions & 2 deletions 1.5/Defs/ThingDefs_RacesMechanoids/Races_Aura.xml
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Expand Up @@ -3,7 +3,7 @@
<ThingDef ParentName="BaseMechanoidWalker">
<defName>AM_Aura</defName>
<label>aura</label>
<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>
<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>
<tools>
<li>
<label>wing blade</label>
Expand Down Expand Up @@ -34,7 +34,7 @@
<defToChangeTo>Mech_Scyther</defToChangeTo>
</li>
<li Class="AnimalBehaviours.CompProperties_Regeneration">
<rateInTicks>30</rateInTicks>
<rateInTicks>10</rateInTicks>
</li>
</comps>
<race>
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21 changes: 12 additions & 9 deletions 1.5/Defs/ThingDefs_RacesMechanoids/Races_Fireworm.xml
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Expand Up @@ -3,7 +3,7 @@
<ThingDef ParentName="BaseMechanoid">
<defName>AM_Fireworm</defName>
<label>fireworm</label>
<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>
<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>
<statBases>
<MoveSpeed>2.2</MoveSpeed>
<ArmorRating_Blunt>0.20</ArmorRating_Blunt>
Expand All @@ -25,14 +25,18 @@
</li>
</tools>
<comps>
<li Class="AlphaMechs.CompProperties_ChangeDef">
<li Class="AlphaMechs.CompProperties_ChangeDef">
<factionToChangeTo>Mechanoid</factionToChangeTo>
<defToChangeTo>Mech_Pikeman</defToChangeTo>
</li>

</comps>

<race>
<deathAction Class="AlphaMechs.DeathActionProperties_Explosion">
<radius>1.9</radius>
<damType>Bomb</damType>
<damAmount>15</damAmount>
<chanceToStartFire>0</chanceToStartFire>
</deathAction>
<intelligence>ToolUser</intelligence>
<thinkTreeMain>Mechanoid</thinkTreeMain>
<body>MechanicalCentipede</body>
Expand All @@ -58,7 +62,7 @@
<soundMeleeHitPawn>Pawn_Melee_MechanoidBash_HitPawn</soundMeleeHitPawn>
<soundMeleeHitBuilding>Pawn_Melee_MechanoidBash_HitBuilding</soundMeleeHitBuilding>
<soundMeleeMiss>Pawn_Melee_MechanoidBash_Miss</soundMeleeMiss>
<mechWeightClass>Heavy</mechWeightClass>
<mechWeightClass>Heavy</mechWeightClass>
</race>
<butcherProducts>
<Steel>25</Steel>
Expand All @@ -72,7 +76,6 @@
<race>AM_Fireworm</race>
<combatPower>300</combatPower>
<lifeStages>

<li MayRequire="Ludeon.Rimworld.Biotech">
<bodyGraphicData>
<texPath>Things/Pawn/Mechanoid/AM_MechFireworm/AM_MechFirewormClean</texPath>
Expand Down Expand Up @@ -102,8 +105,8 @@
<weaponTags>
<li>AM_MechanoidFlamethrower</li>
</weaponTags>
<techHediffsChance MayRequire="Ludeon.RimWorld.Biotech">1</techHediffsChance>
<techHediffsMoney>9999~9999</techHediffsMoney>
<controlGroupPortraitZoom>0.65</controlGroupPortraitZoom>
<techHediffsChance MayRequire="Ludeon.RimWorld.Biotech">1</techHediffsChance>
<techHediffsMoney>9999~9999</techHediffsMoney>
<controlGroupPortraitZoom>0.65</controlGroupPortraitZoom>
</PawnKindDef>
</Defs>
10 changes: 9 additions & 1 deletion 1.5/Defs/ThingDefs_RacesMechanoids/Races_Phalanx.xml
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Expand Up @@ -6,7 +6,7 @@
<ThingDef ParentName="BaseMechanoid">
<defName>AM_Phalanx</defName>
<label>phalanx</label>
<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>
<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>
<statBases>
<MoveSpeed>2.5</MoveSpeed>
<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
Expand Down Expand Up @@ -35,6 +35,14 @@

</comps>
<race>
<deathAction Class="AlphaMechs.DeathActionProperties_Explosion">
<radius>2.9</radius>
<damType>AM_FreezingBurst</damType>
<damAmount>10</damAmount>
<chanceToStartFire>0</chanceToStartFire>
<sound>AM_IceExplosion</sound>
<postExplosionSpawnThingDef>AM_FrostPuff</postExplosionSpawnThingDef>
</deathAction>
<intelligence>ToolUser</intelligence>
<thinkTreeMain>Mechanoid</thinkTreeMain>
<body>MechanicalCentipede</body>
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9 changes: 7 additions & 2 deletions 1.5/Mods/Biotech/Defs/AbilityDefs/Abilities_Biotech.xml
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Expand Up @@ -38,15 +38,20 @@
<AbilityDef>
<defName>AM_ResurrectionMechSlow</defName>
<label>resurrect mech, minor</label>
<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>
<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>
<iconPath>UI/Abilities/MechResurrection</iconPath>
<cooldownTicksRange>60000</cooldownTicksRange>
<aiCanUse>true</aiCanUse>
<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
<warmupStartSound>MechResurrect_Warmup</warmupStartSound>
<warmupEffecter>ApocrionAoeWarmup</warmupEffecter>
<jobDef>CastAbilityGoToThing</jobDef>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<jobDef>CastAbilityOnThing</jobDef>
<canUseAoeToGetTargets>true</canUseAoeToGetTargets>
<useAverageTargetPositionForWarmupEffecter>true</useAverageTargetPositionForWarmupEffecter>
<hostile>false</hostile>
<showCastingProgressBar>true</showCastingProgressBar>
<statBases>
<Ability_EffectRadius>4</Ability_EffectRadius>
</statBases>
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