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FCP-Energy-Weapons/1.5/Defs/ThingDefs_Weapons/ThingDefs_Plasma_Weapons.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ FCP Plasma Weapons __________-->
<!-- plasma Pistol -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Plasma_Pistol</defName>
<label>Plasma Pistol</label>
<description>A downscaled version of the plasma rifle. The plasma pistol has five tributary
energy arcs connected to a central cathode, and the cathode functions as a point of
focus, or the barrel. The energy is projected forward and forms a plasma pinch; though
rather slow, the pinch carries high levels of both thermal and kinetic energy,
inflicting massive damage.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Plasma/FCP_Plasma_Pistol</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<statBases>
<WorkToMake>50000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.80</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.55</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.4</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>ChargedShot</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>SpacerGun</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Plasma</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>18.9</range>
<soundCast>Shot_Plasma</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<modExtensions>
<li Class="FalloutCore.DeathEffectModExtension">
<effectChance>0.15</effectChance>
</li>
</modExtensions>
</ThingDef>
<!-- Plasma Defender -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Plasma_Defender</defName>
<label>Plasma Defender</label>
<description>
An Austrian-made energy pistol, the plasma defender fires superheated bolts of
green plasma. Despite its small frame, its projectiles deal significant damage and are
able to penetrate most armors with ease. It does more damage, is more accurate and fires
faster compared to the standard plasma pistol. However, its an exceptionally rare and
expensive weapon usually reserved as a sidearm for high-ranking officers in high-tech
groups such as the Enclave.
</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Plasma/FCP_Plasma_Defender</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<statBases>
<WorkToMake>50000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.85</AccuracyTouch>
<AccuracyShort>0.80</AccuracyShort>
<AccuracyMedium>0.60</AccuracyMedium>
<AccuracyLong>0.40</AccuracyLong>
<RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>ChargedShot</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>SpacerGun</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Plasma</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>17.9</range>
<soundCast>Shot_Plasma</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<modExtensions>
<li Class="FalloutCore.DeathEffectModExtension">
<effectChance>0.18</effectChance>
</li>
</modExtensions>
</ThingDef>
<!-- Plasma Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Plasma_Rifle</defName>
<label>Plasma Rifle</label>
<description>The plasma rifle fires superheated bolts of plasma capable of reducing its
target to a pile of goo. It is a rare and nowadays poorly understood weapon which
demands proper care and maintenance. Its “projectiles” are significantly more dangerous
than those of a lase rifle but move somewhat slow however, making it a weapon best
suited for experienced soldiers.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Plasma/FCP_Plasma_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<statBases>
<WorkToMake>70000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.75</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.60</AccuracyLong>
<RangedWeapon_Cooldown>1.75</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>ChargedShot</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>SpacerGun</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Plasma</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>20.9</range>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<burstShotCount>3</burstShotCount>
<soundCast>Shot_Plasma</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<modExtensions>
<li Class="FalloutCore.DeathEffectModExtension">
<effectChance>0.25</effectChance>
</li>
</modExtensions>
</ThingDef>
<!-- Q-35 matter modulator -->
<ThingDef ParentName="BaseHumanMakeableGun">
<description>Also known as the V.35 Quantum plasma modulation matter injection rifle, the
Q-35 matter modulator was created by REPCONN Aerospace engineers as part of the Quantum
Plasma Modulation Matter Injection Rifle project. The prototype, whose three previous
versions (V.32, V.33, V.34) had failed, was created by a team of engineers under the
leadership of Senior Staff Engineer Xuan Duong, using design specifications stolen from
Poseidon Energy for the canceled plasma rifle initiative, Project SEMELE, in conjunction
with designs from their own plasma engine, the failed quantum matter modulator of the
Z43-521P rocket. Poseidon data allowed the REPCONN team to rectify issues with matter
inversion by using a polarized quantum spin, simultaneously solving the issues with
matter conversion in the Heisenberg compensation field, enabling the creation of the
first prototype of a new line of plasma weapon. With the data from the SEMELE project,
REPCONN was finally able to create a functional prototype. While prototype materials
make it unsuitable for prolonged field use, the Q-35 has a longer refire rate on
average, but a more consistent delay between shots, an increase in active bolt charge
time, increased accuracy and a 30% increase in bolt energy.</description>
average, but a more consistent delay between shots, an increase in active bolt charge
time, increased accuracy and a 30% increase in bolt energy.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Plasma/FCP_Q35_Matter_Modulator</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<statBases>
<WorkToMake>100000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.80</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.70</AccuracyMedium>
<AccuracyLong>0.65</AccuracyLong>
<RangedWeapon_Cooldown>1.55</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>ChargedShot</researchPrerequisite>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>SpacerGun</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Plasma</defaultProjectile>
<warmupTime>1.5</warmupTime>
<range>25.9</range>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<burstShotCount>5</burstShotCount>
<soundCast>Shot_Plasma</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<modExtensions>
<li Class="FalloutCore.DeathEffectModExtension">
<effectChance>0.65</effectChance>
</li>
</modExtensions>
</ThingDef>
<!-- Multiplas Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Multiplas_Rifle</defName>
<label>Multiplas Rifle</label>
<description>Effectively a plasma shotgun, the multiplas rifle is easily distinguishable by
its three plasma barrels at the rifle's tip, which fire three very destructive rounds of
plasma. Like less advanced shotguns, the multiplas rifle is best suited for combat over
short ranges.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Plasma/FCP_Multiplas_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<statBases>
<WorkToMake>75000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.85</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.60</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.8</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>ChargedShot</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>SpacerGun</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Plasma</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>15.9</range>
<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
<burstShotCount>3</burstShotCount>
<soundCast>Shot_Plasma</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<modExtensions>
<li Class="FalloutCore.DeathEffectModExtension">
<effectChance>0.20</effectChance>
</li>
</modExtensions>
</ThingDef>
<!-- Plasma Caster -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Plasma_Caster</defName>
<label>Plasma Caster</label>
<description>
The plasma caster functions very similar to its rifle-based counterpart.
It was first developed as an industrial tool but was soon after downscaled
and adapted as a weapon, its still very heavy though. Compared to the plasma
rifle, it fires both faster and harder-hitting, but is significantly less accurate.
</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Plasma/FCP_Plasma_Caster</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<equippedAngleOffset>45</equippedAngleOffset>
<soundInteract>Interact_ChargeRifle</soundInteract>
<statBases>
<WorkToMake>90000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.85</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.75</AccuracyMedium>
<AccuracyLong>0.75</AccuracyLong>
<RangedWeapon_Cooldown>1.9</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>ChargedShot</researchPrerequisite>
<skillRequirements>
<Crafting>9</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>45</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>SpacerGun</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Plasma</defaultProjectile>
<warmupTime>1.50</warmupTime>
<range>35.9</range>
<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
<burstShotCount>4</burstShotCount>
<soundCast>Shot_Plasma</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<modExtensions>
<li Class="FalloutCore.DeathEffectModExtension">
<effectChance>0.65</effectChance>
</li>
</modExtensions>
</ThingDef>
<!-- Bullet -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Plasma</defName>
<label>Plasma Cast</label>
<graphicData>
<texPath>Things/Projectile/FCP_Plasma</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Plasmaburn</damageDef>
<damageAmountBase>18</damageAmountBase>
<armorPenetrationBase>1.5</armorPenetrationBase>
<speed>55</speed>
</projectile>
</ThingDef>
</Defs>