Add flame, gauss, and laser weapon XML definitions

Introduced new XML definition files for flame, gauss, and laser energy weapons, including standard and unique variants. Also renamed WeaponDefs_Energy.xml to WeaponDefs_Plasma.xml to better reflect its contents.
This commit is contained in:
Ranger Rick
2025-12-23 12:05:22 -06:00
parent d235fe83e5
commit a48ad18c6e
4 changed files with 2531 additions and 586 deletions
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Energy Weapons __________-->
<!--_____ Flame Weapons _____-->
<!-- Flamer Mk I -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Flamer_MkI</defName>
<label>Flamer Mk I</label>
<description>The Flamer Mk I is an early-generation incendiary weapon that sprays a stream of burning fuel at close to medium range. Favored by pre-war military forces for clearing trenches and fortifications, it excels at dealing with groups of enemies in confined spaces. Its crude but effective design makes it a terror on the battlefield.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Flame/FCP_Flamer_mkI</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Autopistol</soundInteract>
<recipeMaker>
<researchPrerequisites>
<li>FCP_Research_Energy_Based_Weaponry</li>
</researchPrerequisites>
<researchPrerequisite>FCP_Research_Energy_Based_Weaponry</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<recipeUsers>
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<Mass>5.5</Mass>
<AccuracyTouch>0.90</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.50</AccuracyMedium>
<AccuracyLong>0.30</AccuracyLong>
<RangedWeapon_Cooldown>1.8</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>70</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<Chemfuel>20</Chemfuel>
</costList>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Flame_Weapon</li>
</weaponTags>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
<verbs>
<li>
<label>spray burning fuel</label>
<verbClass MayRequire="Ludeon.RimWorld.Biotech">Verb_SpewFire</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>12.9</range>
<warmupTime>1.2</warmupTime>
<ai_AvoidFriendlyFireRadius>3</ai_AvoidFriendlyFireRadius>
<soundCast>Shot_FirefoamPopper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</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>
<comps>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_Refuelable">
<fuelConsumptionRate>10.0</fuelConsumptionRate>
<fuelCapacity>60.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!-- Flamer Mk II -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Flamer_MkII</defName>
<label>Flamer Mk II</label>
<description>An improved version of the original flamer design, the Mk II features enhanced fuel efficiency, greater range, and more consistent flame projection. Popular among pre-war assault teams and post-war scavengers alike, it represents the pinnacle of portable incendiary weapon technology before the war.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Flame/FCP_Flamer_mkII</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Autopistol</soundInteract>
<recipeMaker>
<researchPrerequisites>
<li>FCP_Research_Energy_Based_Weaponry</li>
</researchPrerequisites>
<researchPrerequisite>FCP_Research_Energy_Based_Weaponry</researchPrerequisite>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<recipeUsers>
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<Mass>5.0</Mass>
<AccuracyTouch>0.92</AccuracyTouch>
<AccuracyShort>0.80</AccuracyShort>
<AccuracyMedium>0.60</AccuracyMedium>
<AccuracyLong>0.35</AccuracyLong>
<RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>8</ComponentIndustrial>
<Chemfuel>25</Chemfuel>
</costList>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Flame_Weapon</li>
</weaponTags>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
<verbs>
<li>
<label>spray burning fuel</label>
<verbClass MayRequire="Ludeon.RimWorld.Biotech">Verb_SpewFire</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>15.9</range>
<warmupTime>1.0</warmupTime>
<ai_AvoidFriendlyFireRadius>3</ai_AvoidFriendlyFireRadius>
<soundCast>Shot_FirefoamPopper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</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>
<comps>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_Refuelable">
<fuelConsumptionRate>8.0</fuelConsumptionRate>
<fuelCapacity>80.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!-- Heavy Incinerator -->
<ThingDef ParentName="BaseGun">
<defName>FCP_Gun_Heavy_Incinerator</defName>
<label>Heavy Incinerator</label>
<description>The Heavy Incinerator is a unique and devastating pre-war heavy flamethrower issued to elite Enclave Hellfire units. Built with reinforced components and an advanced fuel delivery system, it projects an intense stream of fire over considerable distances. This weapon is both a symbol of terror and a masterpiece of destructive engineering, capable of reducing enemies to ash.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Flame/FCP_Heavy_Incinerator</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Autopistol</soundInteract>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<Mass>6.5</Mass>
<AccuracyTouch>0.95</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.70</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.4</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Flame_Weapon</li>
<li>FCP_Unique_Weapon</li>
</weaponTags>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
<smeltable>false</smeltable>
<verbs>
<li>
<label>spray burning fuel</label>
<verbClass MayRequire="Ludeon.RimWorld.Biotech">Verb_SpewFire</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>18.9</range>
<warmupTime>0.8</warmupTime>
<ai_AvoidFriendlyFireRadius>3</ai_AvoidFriendlyFireRadius>
<soundCast>Shot_FirefoamPopper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>11</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<comps>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_Refuelable">
<fuelConsumptionRate>6.0</fuelConsumptionRate>
<fuelCapacity>100.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Unique</rarity>
</li>
</comps>
<modExtensions>
<li Class="FCP.Core.UniqueThingExtension" />
</modExtensions>
</ThingDef>
</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Energy Weapons __________-->
<!--_____ Gauss Weapons _____-->
<!-- PPK12 Gauss Pistol -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_PPK12_Gauss_Pistol</defName>
<label>PPK12 Gauss Pistol</label>
<description>The PPK12 Gauss pistol is a German-designed electromagnetic weapon that uses magnetic induction to propel projectiles at extremely high velocities. Compact and reliable, it delivers devastating kinetic energy with minimal recoil, making it an excellent sidearm for those who can afford such advanced technology.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Gauss/FCP_ppk12_Gauss_Pistol</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<statBases>
<WorkToMake>55000</WorkToMake>
<Mass>2.8</Mass>
<AccuracyTouch>0.85</AccuracyTouch>
<AccuracyShort>0.82</AccuracyShort>
<AccuracyMedium>0.70</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>FCP_Research_Gauss_Weapons_Manufacturing</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>35</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Gauss_Weapon</li>
</weaponTags>
<weaponClasses>
<li>RangedLight</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ChargeBlasterHeavy</defaultProjectile>
<warmupTime>0.8</warmupTime>
<range>22.0</range>
<soundCast>Shot_ChargeBlaster</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>grip</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>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!-- M72 Gauss Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_M72_Gauss_Rifle</defName>
<label>M72 Gauss Rifle</label>
<description>The M72 Gauss rifle is a top-of-the-line pre-War weapon utilizing electromagnetic coils to accelerate metallic projectiles to hypersonic velocities. Capable of punching through most armor with ease, the Gauss rifle is a testament to pre-War military innovation. Its precision and stopping power are legendary among wasteland survivors.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Gauss/FCP_M72_Gauss_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<statBases>
<WorkToMake>70000</WorkToMake>
<Mass>4.5</Mass>
<AccuracyTouch>0.75</AccuracyTouch>
<AccuracyShort>0.82</AccuracyShort>
<AccuracyMedium>0.88</AccuracyMedium>
<AccuracyLong>0.85</AccuracyLong>
<RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>FCP_Research_Gauss_Weapons_Manufacturing</researchPrerequisite>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>60</Plasteel>
<ComponentSpacer>6</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Gauss_Weapon</li>
<li>IndustrialGunAdvanced</li>
</weaponTags>
<weaponClasses>
<li>LongShots</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ChargeBlasterHeavy</defaultProjectile>
<warmupTime>1.2</warmupTime>
<range>38.0</range>
<soundCast>Shot_ChargeBlaster</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>12</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>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!-- Gauss Minigun -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Gauss_Minigun</defName>
<label>Gauss Minigun</label>
<description>A devastating heavy weapon combining electromagnetic acceleration technology with minigun-style rotating barrels. The Gauss minigun fires a continuous stream of electromagnetically propelled projectiles capable of shredding armor and flesh alike. Its immense firepower comes at the cost of considerable weight and power requirements.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Gauss/FCP_Gauss_Minigun</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<statBases>
<WorkToMake>90000</WorkToMake>
<Mass>8.0</Mass>
<AccuracyTouch>0.60</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.50</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>FCP_Research_Gauss_Weapons_Manufacturing</researchPrerequisite>
<skillRequirements>
<Crafting>11</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>90</Plasteel>
<ComponentSpacer>10</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Gauss_Weapon</li>
<li>GunHeavy</li>
</weaponTags>
<weaponClasses>
<li>RangedHeavy</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ChargeBlasterHeavy</defaultProjectile>
<warmupTime>2.0</warmupTime>
<range>30.0</range>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<burstShotCount>15</burstShotCount>
<soundCast>Shot_Minigun</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>12</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>12</power>
<cooldownTime>2.5</cooldownTime>
</li>
</tools>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!-- Gauss Sniper Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Gauss_Sniper_Rifle</defName>
<label>Gauss Sniper Rifle</label>
<description>A masterwork gauss weapon designed for extreme long-range precision. This unique rifle features an extended barrel, advanced targeting optics, and refined electromagnetic coils that deliver unparalleled accuracy at distances that would make conventional snipers envious. Each shot represents the perfect marriage of pre-War science and deadly efficiency.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Gauss/FCP_Gauss_Sniper_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<statBases>
<WorkToMake>80000</WorkToMake>
<Mass>5.5</Mass>
<AccuracyTouch>0.70</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.92</AccuracyMedium>
<AccuracyLong>0.95</AccuracyLong>
<RangedWeapon_Cooldown>2.0</RangedWeapon_Cooldown>
</statBases>
<recipeMaker>
<researchPrerequisite>FCP_Research_Gauss_Weapons_Manufacturing</researchPrerequisite>
<skillRequirements>
<Crafting>11</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FCP_Production_Fabrication_Workbench</li>
</recipeUsers>
</recipeMaker>
<costList>
<Plasteel>70</Plasteel>
<ComponentSpacer>8</ComponentSpacer>
</costList>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Gauss_Weapon</li>
<li>SniperRifle</li>
</weaponTags>
<weaponClasses>
<li>LongShots</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ChargeBlasterHeavy</defaultProjectile>
<warmupTime>1.5</warmupTime>
<range>48.0</range>
<soundCast>Shot_ChargeBlaster</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>12</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>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!--_____ Unique Gauss Weapons _____-->
<!-- M72 A2 Gauss Rifle (Unique) -->
<ThingDef ParentName="BaseGun">
<defName>FCP_Gun_M72_A2_Gauss_Rifle</defName>
<label>M72 A2 Gauss Rifle</label>
<description>An experimental prototype of the M72 Gauss rifle featuring advanced magnetic coil configuration and enhanced power cell efficiency. The M72 A2 represents the pinnacle of pre-War electromagnetic weapon technology, with improved accuracy and greater armor penetration than its standard counterpart. Only a handful were ever produced before the Great War.</description>
<techLevel>Industrial</techLevel>
<graphicData>
<texPath>Things/Weapons/Gauss/FCP_M72_A2_Gauss_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<statBases>
<Mass>4.2</Mass>
<AccuracyTouch>0.78</AccuracyTouch>
<AccuracyShort>0.88</AccuracyShort>
<AccuracyMedium>0.92</AccuracyMedium>
<AccuracyLong>0.90</AccuracyLong>
<RangedWeapon_Cooldown>1.4</RangedWeapon_Cooldown>
</statBases>
<smeltable>false</smeltable>
<thingSetMakerTags>
<li>RewardStandardLowFreq</li>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<weaponTags>
<li>FCP_Energy_Weapon</li>
<li>FCP_Gauss_Weapon</li>
<li>IndustrialGunAdvanced</li>
</weaponTags>
<weaponClasses>
<li>LongShots</li>
</weaponClasses>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ChargeBlasterHeavy</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>42.0</range>
<soundCast>Shot_ChargeBlaster</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>12</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>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Unique</rarity>
</li>
</comps>
<modExtensions>
<li Class="FCP.Core.UniqueThingExtension" />
</modExtensions>
</ThingDef>
</Defs>
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