Initial commit

This commit is contained in:
CanonOverseer
2024-10-02 07:09:42 +08:00
commit 23168c7284
538 changed files with 6092 additions and 0 deletions
+2
View File
@@ -0,0 +1,2 @@
# Auto detect text files and perform LF normalization
* text=auto
+431
View File
@@ -0,0 +1,431 @@
# Created by https://www.toptal.com/developers/gitignore/api/windows,visualstudio
# Edit at https://www.toptal.com/developers/gitignore?templates=windows,visualstudio
# RimPY Auto Gen Textures
*.dds
### Windows ###
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp
*.cache
# Windows shortcuts
*.lnk
### VisualStudio ###
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
*.cache
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
# JetBrains Rider
*.sln.iml
### VisualStudio Patch ###
# Additional files built by Visual Studio
# End of https://www.toptal.com/developers/gitignore/api/windows,visualstudio
File diff suppressed because it is too large Load Diff
+58
View File
@@ -0,0 +1,58 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<CultureDef>
<defName>FCP_NCR_Californian</defName>
<label>New Californian</label>
<description>Description</description>
<pawnNameMaker>NamerPersonCorunan</pawnNameMaker>
<pawnNameMakerFemale>NamerPersonCorunan</pawnNameMakerFemale>
<ideoNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerIdeoAstropolitan</ideoNameMaker>
<deityNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerDeityAstropolitan</deityNameMaker>
<deityTypeMaker MayRequire="Ludeon.RimWorld.Ideology">DeityTypeMakerAstropolitan</deityTypeMaker>
<leaderTitleMaker MayRequire="Ludeon.RimWorld.Ideology">FCP_LeaderTitleMaker_NCR</leaderTitleMaker>
<festivalNameMaker MayRequire="Ludeon.RimWorld.Ideology">NamerFestivalAstropolitan</festivalNameMaker>
<allowedPlaceTags>
<li>OriginSpacer</li>
</allowedPlaceTags>
<iconPath>World_Icon/NCR_Icon/FCP_NCR_World_Icon</iconPath>
<styleItemTags>
<li>
<tag>Urban</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>Rural</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoBeard</tag>
<baseWeight>10</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>BeardUrban</tag>
<baseWeight>0</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>BeardRural</tag>
<baseWeight>0</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>MoustacheOnly</tag>
<baseWeight>0.15</baseWeight>
<weightFactor>1</weightFactor>
</li>
<li>
<tag>NoTattoo</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
</styleItemTags>
</CultureDef>
</Defs>
+335
View File
@@ -0,0 +1,335 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Factions __________-->
<!-- NCR -->
<FactionDef ParentName="FactionBase">
<defName>FCP_Faction_NCR</defName>
<label>New California Republic</label>
<description>The New California Republic is a faction based out of Shady Sands in the former state of California. It is a federal parliamentary republic, similar to the pre-war USA before it descended into authoritarianism. They represent the old world and its values. Roads, taxes, prisons, elections, and other phenomena long forgotten made a comeback with the NCRs rise to power. It is seen by its citizens to be the sole haven of civilisation, democracy, and freedom in the wasteland. While there certainly is truth to that notion, the NCR also suffers from widespread corruption and oligarchic tendencies, for much power is held by exceedingly rich ranchers and farm owners. Furthermore, it uses its vast military, well supplied by their industrial centres, to aggressively expand their territory and claim the resources of neighbouring regions to sate the ever-growing hunger of its population.</description>
<royalTitleTags>
<li>FCP_NCR_Title</li>
</royalTitleTags>
<royalFavorLabel>Service Points</royalFavorLabel>
<royalTitleInheritanceWorkerClass>RoyalTitleInheritanceWorker</royalTitleInheritanceWorkerClass>
<royalTitleInheritanceRelations>
</royalTitleInheritanceRelations>
<colorSpectrum>
<li>(1, 1, 1)</li>
</colorSpectrum>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<pawnSingular>New Californian</pawnSingular>
<pawnsPlural>New Californians</pawnsPlural>
<categoryTag>Outlander</categoryTag>
<settlementGenerationWeight>1</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>President</leaderTitle>
<factionIconPath>World_Icon/NCR_Icon/FCP_NCR_World_Icon</factionIconPath>
<techLevel>Industrial</techLevel>
<fixedName>New California Republic</fixedName>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<allowedCultures>
<li>FCP_NCR_Californian</li>
</allowedCultures>
<disallowedPrecepts>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Disapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Horrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Slavery_Abhorrent</li>
<li MayRequire="Ludeon.RimWorld.Ideology">DrugUse_MedicalOnly</li>
<li MayRequire="Ludeon.RimWorld.Ideology">DrugUse_Prohibited</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Strong_Subordinate</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ApparelDesired_Soft_Subordinate</li>
</disallowedPrecepts>
<requiredMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Structure_Ideological</li>
</requiredMemes>
<disallowedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Nudism</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Blindsight</li>
</disallowedMemes>
<xenotypeSet>
<xenotypeChances>
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0</Neanderthal>
<Hussar MayRequire="Ludeon.RimWorld.Biotech">0</Hussar>
<Pigskin MayRequire="Ludeon.RimWorld.Biotech">0</Pigskin>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0</Yttakin>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0</Genie>
<Dirtmole MayRequire="Ludeon.RimWorld.Biotech">0</Dirtmole>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0</Highmate>
</xenotypeChances>
</xenotypeSet>
<backstoryFilters>
<li>
<categories>
<li>FCP_NCR_Citizen</li>
<li>FCP_Wastelander</li>
<li>FCP_NCR_Ranger</li>
<li>FCP_NCR_Trooper</li>
<li>FCP_NCR_Ambassador</li>
<li>FCP_NCR_Caravaneer</li>
<li>FCP_NCRCF_Inmate</li>
<li>FCP_NCR_Recon_Trooper</li>
<li>FCP_NCR_Child</li>
</categories>
<commonality>1</commonality>
</li>
</backstoryFilters>
<caravanTraderKinds>
<!-- <li>FCP_Caravan_Pre_War_Goods_Trader</li> -->
<!-- <li>FCP_Caravan_Gun_Runners</li> -->
<!-- <li>FCP_Caravan_Crimson_Caravan_Trader</li> -->
<li>FCP_Caravan_NCRCF_Prisoner_Exchange</li>
<li>FCP_Caravan_Brahmin_Herder</li>
</caravanTraderKinds>
<visitorTraderKinds>
<li>Visitor_Outlander_Standard</li>
</visitorTraderKinds>
<baseTraderKinds>
<li>FCP_Base_NCR_Standard</li>
</baseTraderKinds>
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<raidLootMaker>FCP_NCRRaidLootMaker</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<!-- NCR Army Squad -->
<li>
<!-- Normal fights, standard troopers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>ImmediateAttackSmart</li>
<li>ImmediateAttack</li>
<li>StageThenAttack</li>
<li>EmergeFromWater</li>
<li>Siege</li>
</disallowedStrategies>
<options>
<FCP_NCR_Trooper>15</FCP_NCR_Trooper>
<FCP_NCR_Officer>2</FCP_NCR_Officer>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!-- NCR Recon Squad -->
<li>
<!-- Distance fights, scout recon troopers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>ImmediateAttackSmart</li>
<li>ImmediateAttack</li>
<li>StageThenAttack</li>
<li>EmergeFromWater</li>
<li>Siege</li>
</disallowedStrategies>
<options>
<FCP_NCR_Scout_Recon>6</FCP_NCR_Scout_Recon>
<FCP_NCR_Officer>1</FCP_NCR_Officer>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!-- NCR Army Heavy Squad -->
<li>
<!-- Normal fights, heavy troopers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>ImmediateAttackSmart</li>
<li>ImmediateAttack</li>
<li>StageThenAttack</li>
<li>EmergeFromWater</li>
<li>Siege</li>
</disallowedStrategies>
<options>
<FCP_NCR_Trooper_Heavy>5</FCP_NCR_Trooper_Heavy>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!-- NCR Ranger Volunteers -->
<li>
<!-- Normal fights, light rangers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>ImmediateAttackSmart</li>
<li>ImmediateAttack</li>
<li>StageThenAttack</li>
<li>EmergeFromWater</li>
<li>Siege</li>
</disallowedStrategies>
<options>
<FCP_NCR_Trooper>5</FCP_NCR_Trooper>
<FCP_NCR_Ranger_Volunteer>3</FCP_NCR_Ranger_Volunteer>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!-- NCR Ranger Patrolman -->
<li>
<!-- Normal fights, patrol rangers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>ImmediateAttackSmart</li>
<li>ImmediateAttack</li>
<li>StageThenAttack</li>
<li>EmergeFromWater</li>
<li>Siege</li>
</disallowedStrategies>
<options>
<FCP_NCR_Trooper>5</FCP_NCR_Trooper>
<FCP_NCR_Ranger_Patrolman>5</FCP_NCR_Ranger_Patrolman>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!-- NCR Ranger Veterans -->
<li>
<!-- Normal fights, veteran rangers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>ImmediateAttackSmart</li>
<li>ImmediateAttack</li>
<li>StageThenAttack</li>
<li>EmergeFromWater</li>
<li>Siege</li>
</disallowedStrategies>
<options>
<FCP_NCR_Trooper>2</FCP_NCR_Trooper>
<FCP_NCR_Ranger_Veteran>3</FCP_NCR_Ranger_Veteran>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!-- NCR Peaceful -->
<li>
<kindDef>Peaceful</kindDef>
<options>
<FCP_NCR_Citizen>14</FCP_NCR_Citizen>
<FCP_NCR_Trooper>9</FCP_NCR_Trooper>
<FCP_NCR_Officer>1</FCP_NCR_Officer>
<FCP_NCR_Ranger_Veteran>3</FCP_NCR_Ranger_Veteran>
<FCP_NCR_General>1</FCP_NCR_General>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
<!--__________ NCR Traders __________-->
<!-- Pre-War Goods Trader -->
<!-- <li Class="FCP.Factions.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_Pre_War_Goods_Trader</li>
</traderKinds>
<traders>
<FCP_NCR_Crimson_Caravan_Trader>1</FCP_NCR_Crimson_Caravan_Trader>
</traders>
<carriers>
<FCP_Animal_Brahmin>2</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_NCR_Caravan_Guard>5</FCP_NCR_Caravan_Guard>
<FCP_NCR_President>1</FCP_NCR_President>
</guards>
</li> -->
<!-- Brahmin Herder -->
<li Class="FCP.Factions.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_Brahmin_Herder</li>
</traderKinds>
<traders>
<FCP_NCR_Crimson_Caravan_Trader>1</FCP_NCR_Crimson_Caravan_Trader>
</traders>
<carriers>
<FCP_Animal_Brahmin>6</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_NCR_Citizen>5</FCP_NCR_Citizen>
<FCP_NCR_Ranger_Volunteer>1</FCP_NCR_Ranger_Volunteer>
<FCP_NCR_President>1</FCP_NCR_President>
</guards>
</li>
<!-- NCRCF Prisoner Caravan -->
<li Class="FCP.Factions.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_NCRCF_Prisoner_Exchange</li>
</traderKinds>
<traders>
<FCP_NCR_NCRCF_Warden>1</FCP_NCR_NCRCF_Warden>
</traders>
<carriers>
<FCP_Animal_Brahmin>1</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_NCR_NCRCF_Guard>4</FCP_NCR_NCRCF_Guard>
<FCP_NCR_President>1</FCP_NCR_President>
</guards>
</li>
<!-- NCR Settlement -->
<li>
<kindDef>Settlement</kindDef>
<options>
<FCP_NCR_Citizen>30</FCP_NCR_Citizen>
<FCP_NCR_Crimson_Caravan_Trader>3</FCP_NCR_Crimson_Caravan_Trader>
<FCP_NCR_Engineer>15</FCP_NCR_Engineer>
<FCP_NCR_Trooper>4</FCP_NCR_Trooper>
<FCP_NCR_Ranger_Volunteer>5</FCP_NCR_Ranger_Volunteer>
<FCP_NCR_MP>12</FCP_NCR_MP>
<FCP_NCR_Ambassador>2</FCP_NCR_Ambassador>
<FCP_NCR_President>1</FCP_NCR_President>
</options>
</li>
</pawnGroupMakers>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<modExtensions Inherit="False">
<li Class="FCP.Currencies.CurrencyReplacement">
<currency>FCP_Currency_NCR_Dollar</currency>
</li>
</modExtensions>
</FactionDef>
<ThingSetMakerDef>
<defName>FCP_NCRRaidLootMaker</defName>
<root Class="ThingSetMaker_MarketValue">
<fixedParams>
<filter>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li>
<li>ComponentIndustrial</li>
<li>MealSurvivalPack</li>
<li>Neutroamine</li>
</thingDefs>
</filter>
</fixedParams>
</root>
</ThingSetMakerDef>
</Defs>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<RulePackDef>
<defName>FCP_LeaderTitleMaker_NCR</defName>
<rulePack>
<rulesStrings>
<li>r_leaderTitle->president</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ FCP Research Tabs __________-->
<ResearchTabDef>
<defName>FCP_Research</defName>
<label>FCP Research</label>
</ResearchTabDef>
</Defs>
@@ -0,0 +1,139 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ FCP NCR Research __________-->
<!--_____ NCR Civilian _____-->
<!-- Civilian Clothes -->
<ResearchProjectDef>
<defName>FCP_NCR_Civilian_Outfitters</defName>
<label>Civilian Outfitters</label>
<description>The clothes used by the various civilians working for the NCR.</description>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>ComplexClothing</li>
</prerequisites>
<researchViewX>2.00</researchViewX>
<researchViewY>0</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!-- President Clothes -->
<ResearchProjectDef>
<defName>FCP_NCR_Presidential_Suite</defName>
<label>Presidential Suite</label>
<description>Clothes fit for the president of the NCR.</description>
<baseCost>500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>FCP_NCR_Civilian_Outfitters</li>
</prerequisites>
<researchViewX>2.00</researchViewX>
<researchViewY>1</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!--_____ NCR Army _____-->
<!-- Standard Trooper -->
<ResearchProjectDef>
<defName>FCP_NCR_Standard_Trooper_Corps</defName>
<label>Standard Trooper Outfitting</label>
<description>Basic equipment used by the NCR.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>Machining</li>
</prerequisites>
<researchViewX>1</researchViewX>
<researchViewY>0</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!-- Trooper Variations -->
<ResearchProjectDef>
<defName>FCP_NCR_Trooper_Variations</defName>
<label>Trooper Variations</label>
<description>The various other tooper armors.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>FCP_NCR_Standard_Trooper_Corps</li>
</prerequisites>
<researchViewX>1</researchViewX>
<researchViewY>1</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!-- Special Forces -->
<ResearchProjectDef>
<defName>FCP_NCR_Special_Forces</defName>
<label>Special Operations Forces</label>
<description>Special Forces Armor.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>FCP_NCR_Trooper_Variations</li>
</prerequisites>
<researchViewX>0</researchViewX>
<researchViewY>1</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!-- Heavy Trooper -->
<ResearchProjectDef>
<defName>FCP_NCR_Heavy_Trooper_Corps</defName>
<label>Heavy Trooper Regiment</label>
<description>Learn to make salvaged power armor.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>FCP_NCR_Trooper_Variations</li>
</prerequisites>
<researchViewX>2</researchViewX>
<researchViewY>2</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!-- Ranger Corps -->
<ResearchProjectDef>
<defName>FCP_NCR_Ranger_Corps</defName>
<label>Ranger Corps</label>
<description>Ranger Armor.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>FCP_NCR_Trooper_Variations</li>
<li>FCP_NCR_Special_Forces</li>
</prerequisites>
<researchViewX>0</researchViewX>
<researchViewY>2</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
<!-- Elite Ranger Corps -->
<ResearchProjectDef>
<defName>FCP_NCR_Ranger_Elite_Corps</defName>
<label>Elite Ranger Corps</label>
<description>Elite Ranger Armor.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>FCP_NCR_Ranger_Corps</li>
</prerequisites>
<researchViewX>0</researchViewX>
<researchViewY>3</researchViewY>
<tab>FCP_Research</tab>
</ResearchProjectDef>
</Defs>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Currencies ___________-->
<!-- NCR Dollar -->
<ThingCategoryDef>
<defName>FCP_Currencies_NCR</defName>
<label>currencies NCR</label>
<parent>Manufactured</parent>
<iconPath>Things/Items/Currencies/FCP_NCR_Dollar_Currency/FCP_NCR_Dollar_Currency_c</iconPath>
<resourceReadoutRoot>true</resourceReadoutRoot>
</ThingCategoryDef>
</Defs>
@@ -0,0 +1,35 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Currencies __________-->
<!-- NCR Dollars -->
<ThingDef ParentName="ResourceBase">
<defName>FCP_Currency_NCR_Dollar</defName>
<label>NCR Dollar</label>
<description>Paper money made and distributed by the New California Republic government as a means to replace caps. While not worth as much as the cap it is still a means of currency and should be valued as such.</description>
<graphicData>
<texPath>Things/Items/Currencies/FCP_NCR_Dollar_Currency</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
<resourceReadoutPriority>First</resourceReadoutPriority>
<soundInteract>Silver_Drop</soundInteract>
<soundDrop>Silver_Drop</soundDrop>
<useHitPoints>false</useHitPoints>
<healthAffectsPrice>false</healthAffectsPrice>
<resourceReadoutAlwaysShow>true</resourceReadoutAlwaysShow>
<statBases>
<MarketValue>0.75</MarketValue>
<Mass>0.002</Mass>
</statBases>
<thingCategories>
<li>FCP_Currencies_NCR</li>
</thingCategories>
<stackLimit>1000</stackLimit>
<smallVolume>true</smallVolume>
<allowedArchonexusCount>1000</allowedArchonexusCount>
<possessionCount>40</possessionCount>
</ThingDef>
</Defs>
+193
View File
@@ -0,0 +1,193 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Permits __________-->
<!-- Base Permit -->
<RoyalTitlePermitDef Name="FCP_NCR_DropResourcesBase" Abstract="True">
<workerClass>RoyalTitlePermitWorker_DropResources</workerClass>
<faction>FCP_Faction_NCR</faction>
<usableOnWorldMap>true</usableOnWorldMap>
<royalAid>
<targetingRange>39.9</targetingRange>
</royalAid>
</RoyalTitlePermitDef>
<!--_____ NCR Permits _____-->
<!-- Food Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Supply_Drop_Food</defName>
<label>NCR Food Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Food supplies.</description>
<permitPointCost>1</permitPointCost>
<cooldownDays>15</cooldownDays>
<minTitle>FCP_NCR_PVT</minTitle>
<uiPosition>(0,0)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Food_Crate>1</FCP_Food_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_Ranger_Veteran</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
<!--_____ Weapon Drop _____-->
<!-- Army Weapon Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Army_Supply_Drop_Weapons</defName>
<label>NCR Army Weapon Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Army Weapons.</description>
<permitPointCost>1</permitPointCost>
<cooldownDays>30</cooldownDays>
<minTitle>FCP_NCR_SGT</minTitle>
<uiPosition>(0,1)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Weapon_Army_Crate>1</FCP_Weapon_Army_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_COL</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
<!-- Ranger Weapon Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Ranger_Supply_Drop_Weapons</defName>
<label>NCR Ranger Weapon Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Ranger Weapons.</description>
<permitPointCost>1</permitPointCost>
<cooldownDays>30</cooldownDays>
<minTitle>FCP_NCR_Ranger_Veteran</minTitle>
<uiPosition>(1,1)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Weapon_Ranger_Crate>1</FCP_Weapon_Ranger_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_Ranger_Veteran</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
<!--_____ Uniform Drop _____-->
<!-- Army Uniform Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Army_Supply_Drop_Uniforms</defName>
<label>NCR Army Uniform Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Army Uniforms.</description>
<permitPointCost>1</permitPointCost>
<cooldownDays>30</cooldownDays>
<minTitle>FCP_NCR_PVT</minTitle>
<uiPosition>(0,2)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Uniform_Army_Crate>1</FCP_Uniform_Army_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_COL</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
<!-- Ranger Uniform Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Ranger_Supply_Drop_Uniforms</defName>
<label>NCR Ranger Uniform Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Ranger Uniforms.</description>
<permitPointCost>1</permitPointCost>
<cooldownDays>30</cooldownDays>
<minTitle>FCP_NCR_Ranger_Volunteer</minTitle>
<uiPosition>(1,2)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Uniform_Ranger_Crate>1</FCP_Uniform_Ranger_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_Ranger_Veteran</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
<!-- Ranger Patrol Armor Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Ranger_Supply_Drop_Patrol_Armor</defName>
<label>NCR Ranger Uniform Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Ranger Uniforms.</description>
<permitPointCost>1</permitPointCost>
<prerequisite>FCP_NCR_Ranger_Supply_Drop_Uniforms</prerequisite>
<cooldownDays>30</cooldownDays>
<minTitle>FCP_NCR_Ranger_Patrolman</minTitle>
<uiPosition>(2,2)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Uniform_Ranger_Patrol_Armor_Crate>1</FCP_Uniform_Ranger_Patrol_Armor_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_Ranger_Veteran</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
<!-- Ranger Veteran Armor Drop -->
<RoyalTitlePermitDef ParentName="FCP_NCR_DropResourcesBase">
<defName>FCP_NCR_Ranger_Supply_Drop_Veteran_Armor</defName>
<label>NCR Ranger Veteran Armor Drop</label>
<faction>FCP_Faction_NCR</faction>
<description>Call for NCR Ranger Veteran Armor.</description>
<permitPointCost>1</permitPointCost>
<prerequisite>FCP_NCR_Ranger_Supply_Drop_Patrol_Armor</prerequisite>
<cooldownDays>30</cooldownDays>
<minTitle>FCP_NCR_Ranger_Veteran</minTitle>
<uiPosition>(3,2)</uiPosition>
<royalAid>
<itemsToDrop>
<FCP_Uniform_Ranger_Veteran_Armor_Crate>1</FCP_Uniform_Ranger_Veteran_Armor_Crate>
</itemsToDrop>
<favorCost>6</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.MaxTitlePermitExtension">
<maxTitle>FCP_NCR_Ranger_Veteran</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
</Defs>
@@ -0,0 +1,109 @@
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<!-- Trooper Bandoleer -->
<ThingDef ParentName="ArmorMachineableBase">
<defName>FCP_Accessories_NCR_Bandoleer</defName>
<description>A bandoleer often worn by NCR troopers. Its used to store ammunition as well as personal trinkets or talismans.</description>
<techLevel>Industrial</techLevel>
<label>Trooper Bandoleer</label>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
<unfinishedThingDef>UnfinishedArmor</unfinishedThingDef>
<skillRequirements>
<Crafting>2</Crafting>
</skillRequirements>
<recipeUsers>
<li>FCP_Production_Armor_Workbench</li>
</recipeUsers>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Accessories/NCR_Bandoleer/FCP_NCR_Bandoleer</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<thingCategories>
<li>ApparelArmor</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>1000</WorkToMake>
<Mass>4.0</Mass>
<EquipDelay>1.2</EquipDelay>
</statBases>
<equippedStatOffsets>
<CarryingCapacity>5</CarryingCapacity>
</equippedStatOffsets>
<costList>
<Cloth>15</Cloth>
</costList>
<apparel>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Accessories/NCR_Bandoleer/FCP_NCR_Bandoleer</wornGraphicPath>
<layers>
<li>Shell</li>
</layers>
<tags>
<li>FCP_NCR_Trooper_Accessory</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
<!-- Trooper Mantle -->
<ThingDef ParentName="ArmorMachineableBase">
<defName>FCP_Accessories_NCR_Mantle</defName>
<description>A simple mantle made from heavy fabrics. NCR officers often strap these to their shoulder. It doesnt offer much protection but insulates fairly well.</description>
<techLevel>Industrial</techLevel>
<label>Trooper Mantle</label>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
<unfinishedThingDef>UnfinishedArmor</unfinishedThingDef>
<skillRequirements>
<Crafting>2</Crafting>
</skillRequirements>
<recipeUsers>
<li>FCP_Production_Armor_Workbench</li>
</recipeUsers>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Accessories/NCR_Mantle/FCP_NCR_Mantle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<thingCategories>
<li>ApparelArmor</li>
</thingCategories>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>1000</WorkToMake>
<Mass>4.0</Mass>
<EquipDelay>1.2</EquipDelay>
<Insulation_Heat>7</Insulation_Heat>
</statBases>
<costList>
<Cloth>35</Cloth>
</costList>
<apparel>
<bodyPartGroups>
<li>Torso</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Accessories/NCR_Mantle/FCP_NCR_Mantle</wornGraphicPath>
<layers>
<li>Shell</li>
</layers>
<tags>
<li>FCP_NCR_Trooper_Accessory</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
</Defs>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,62 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ Bullets __________-->
<!--_____ Assault Rifles _____-->
<!-- 5.56 Bullet -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_556mm</defName>
<label>556mm Bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>10</damageAmountBase>
<speed>75</speed>
</projectile>
</ThingDef>
<!--_____ Revolvers _____-->
<!-- Ranger Sequoia Bullet -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Ranger_Sequoia</defName>
<label>Ranger Sequoia Bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>18</damageAmountBase>
<stoppingPower>5</stoppingPower>
<speed>70</speed>
</projectile>
</ThingDef>
<!--_____ Sniper Rifles _____-->
<!-- Anti-Material Rifle -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_AMR</defName>
<label>AMR Bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>50</damageAmountBase>
<stoppingPower>5</stoppingPower>
<speed>120</speed>
</projectile>
</ThingDef>
</Defs>
@@ -0,0 +1,461 @@
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<!--__________ NCR Headgear __________-->
<!--_____ NCR Army _____-->
<!--___ Troopers ___-->
<!-- NCR Trooper Helmet -->
<ThingDef ParentName="ArmorHelmetMakeableBase" Name="FCP_NCR_Trooper_Helmet">
<defName>FCP_Apparel_NCR_Trooper_Helmet</defName>
<label>Trooper Helmet</label>
<description>The standard helmet of the NCR armed forces. It is mass-produced in the NCR and easy to make and maintain but offers only marginal protection.</description>
<techLevel>Industrial</techLevel>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Standard_Trooper_Corps</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<skillRequirements>
<Crafting>2</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Trooper_Helmet/FCP_NCR_Trooper_Helmet</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>3000</WorkToMake>
<MaxHitPoints>80</MaxHitPoints>
<Mass>0.8</Mass>
<ArmorRating_Sharp>0.35</ArmorRating_Sharp>
<ArmorRating_Blunt>0.15</ArmorRating_Blunt>
<ArmorRating_Heat>0.15</ArmorRating_Heat>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<costList>
<Cloth>25</Cloth>
</costList>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Trooper_Helmet/FCP_NCR_Trooper_Helmet</wornGraphicPath>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>FCP_NCR_Trooper</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
<!-- NCR Goggles Trooper Helmet -->
<ThingDef ParentName="FCP_NCR_Trooper_Helmet">
<defName>FCP_Apparel_NCR_Goggles_Helmet</defName>
<label>Goggles Trooper Helmet</label>
<description>A cheap, mass-produced helmet worn by the NCRs soldiers. This version comes with a pair of goggles attached which provide additional, albeit modest, protection for the wearers eyes.</description>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Goggles_Helmet/FCP_NCR_Goggles_Helmet</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Eyes</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Goggles_Helmet/FCP_NCR_Goggles_Helmet</wornGraphicPath>
</apparel>
</ThingDef>
<!-- NCR Wrap Trooper Helmet -->
<ThingDef ParentName="FCP_NCR_Trooper_Helmet">
<defName>FCP_Apparel_NCR_Face_Wrap_Helmet</defName>
<label>Face Wrap Trooper Helmet</label>
<description>A trooper helmet with goggles and a piece of fabric attached to it. The fabric can be wrapped around the face to protect the wearer against the dust storms that are common in parts of the Mojave.</description>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
</recipeMaker>
<statBases>
<Insulation_Cold>3</Insulation_Cold>
</statBases>
<equippedStatOffsets>
<ToxicEnvironmentResistance>0.5</ToxicEnvironmentResistance>
</equippedStatOffsets>
<costList>
<Cloth>35</Cloth>
</costList>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Face_Wrap_Helmet/FCP_NCR_Face_Wrap_Helmet</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Mouth</li>
<li>Neck</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Face_Wrap_Helmet/FCP_NCR_Face_Wrap_Helmet</wornGraphicPath>
</apparel>
</ThingDef>
<!-- NCR Wrap and Goggles Trooper Helmet -->
<ThingDef ParentName="FCP_NCR_Trooper_Helmet">
<defName>FCP_Apparel_NCR_Face_Wrap_Goggles_Helmet</defName>
<label>Face Wrap Goggles Trooper Helmet</label>
<description>A trooper helmet with goggles and a piece of fabric attached to it. The fabric can be wrapped around the face to protect the wearer against the dust storms that are common in parts of the Mojave.</description>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
</recipeMaker>
<statBases>
<Insulation_Cold>3</Insulation_Cold>
</statBases>
<equippedStatOffsets>
<ToxicEnvironmentResistance>0.5</ToxicEnvironmentResistance>
</equippedStatOffsets>
<costList>
<Cloth>35</Cloth>
</costList>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Face_Wrap_Goggles_Helmet/FCP_NCR_Face_Wrap_Goggles_Helmet</texPath>
</graphicData>
<apparel>
<bodyPartGroups>
<li>Eyes</li>
<li>Mouth</li>
<li>Neck</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_Face_Wrap_Goggles_Helmet/FCP_NCR_Face_Wrap_Goggles_Helmet</wornGraphicPath>
</apparel>
</ThingDef>
<!-- NCR MP Helmet -->
<ThingDef ParentName="FCP_NCR_Trooper_Helmet">
<defName>FCP_Apparel_NCR_MP_Helmet</defName>
<label>MP Trooper Helmet</label>
<description>A helmet with goggles usually worn by the members of the NCR military police. Like the uniform itself, it gives its wearer an aura of authority.</description>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_MP_Helmet/FCP_NCR_MP_Helmet</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Helmets/NCR_MP_Helmet/FCP_NCR_MP_Helmet</wornGraphicPath>
<tags Inherit="False">
<li>FCP_NCR_MP</li>
</tags>
</apparel>
</ThingDef>
<!--___ Berets ___-->
<!-- NCR Beret -->
<ThingDef ParentName="HatMakeableBase" Name="FCP_NCR_Beret">
<defName>FCP_Apparel_NCR_Beret</defName>
<label>NCR Beret</label>
<description>A simple green beret usually worn by officers of the NCR army. It mainly serves as an insignia of rank but offers a fair bit of protection against the weather.</description>
<techLevel>Industrial</techLevel>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Trooper_Variations</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<skillRequirements>
<Crafting>2</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Berets/NCR_Beret/FCP_NCR_Beret</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>2500</WorkToMake>
<MaxHitPoints>80</MaxHitPoints>
<Mass>0.2</Mass>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<costList>
<Cloth>25</Cloth>
</costList>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Berets/NCR_Beret/FCP_NCR_Beret</wornGraphicPath>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>FCP_NCR_Trooper_Officer</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
<!-- NCR 1st Recon Beret -->
<ThingDef ParentName="FCP_NCR_Beret">
<defName>FCP_Apparel_NCR_Beret_1st_Recon</defName>
<label>NCR First Recon Beret</label>
<description>A red beret worn by the members of the famed 1st recon battalion. They are renowned as some of the best snipers the republic can muster. Fittingly, their motto is: “the last thing you never see.”</description>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Special_Forces</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Troopers/NCR_Trooper_Berets/NCR_1st_Recon_Beret/FCP_NCR_1st_Recon_Beret</texPath>
</graphicData>
<equippedStatOffsets>
<ShootingAccuracyPawn>0.50</ShootingAccuracyPawn> <!-- +1 Perception -->
</equippedStatOffsets>
<apparel>
<wornGraphicPath>Apparel/NCR_Troopers/NCR_Trooper_Berets/NCR_1st_Recon_Beret/FCP_NCR_1st_Recon_Beret</wornGraphicPath>
<tags>
<li>FCP_NCR_Trooper_Recon</li>
</tags>
</apparel>
</ThingDef>
<!--___ Power Armor ___-->
<!-- NCR Salvaged Power Armor Helmet -->
<ThingDef ParentName="ArmorHelmetMakeableBase">
<defName>FCP_Apparel_NCR_Salvaged_Power_Armor_Helmet</defName>
<label>Trooper Helmet</label>
<description>A T-45 power armor helmet usually worn paired with the NCRs salvaged power armors. Despite its salvaged nature, it offers excellent protection and, in contrast to the armor itself, has no major drawbacks compared to a regular power armor.</description>
<techLevel>Industrial</techLevel>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Heavy_Trooper_Corps</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<skillRequirements>
<Crafting>7</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Power_Armor/NCR_Salvaged_Power_Armor/NCR_Power_Armor_Helmets/FCP_NCR_Salvaged_Power_Armor_Helmet</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>3000</WorkToMake>
<MaxHitPoints>80</MaxHitPoints>
<Mass>1</Mass>
<ArmorRating_Sharp>0.75</ArmorRating_Sharp>
<ArmorRating_Blunt>0.4</ArmorRating_Blunt>
<ArmorRating_Heat>0.42</ArmorRating_Heat>
<Insulation_Cold>4</Insulation_Cold>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<costList>
<Cloth>25</Cloth>
</costList>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Power_Armor/NCR_Salvaged_Power_Armor/NCR_Power_Armor_Helmets/FCP_NCR_Salvaged_Power_Armor_Helmet</wornGraphicPath>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>FCP_NCR_Trooper_Heavy</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
<!--___ Misc -->
<!-- NCR General Cap -->
<ThingDef ParentName="FCP_NCR_Beret">
<defName>FCP_Apparel_NCR_General_Cap</defName>
<label>NCR General Cap</label>
<description>A cap adorned with the two-headed bear, the heraldic animal of the New California Republic. It serves as a symbol of rank for the republics generals and is usually reserved for them.</description>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Civilian_Outfitters</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Officers/NCR_General/NCR_Generals_Cap/FCP_NCR_Generals_Cap</texPath>
</graphicData>
<equippedStatOffsets>
<ShootingAccuracyPawn>0.50</ShootingAccuracyPawn> <!-- +1 Perception -->
</equippedStatOffsets>
<apparel>
<wornGraphicPath>Apparel/NCR_Officers/NCR_General/NCR_Generals_Cap/FCP_NCR_Generals_Cap</wornGraphicPath>
<tags>
<li>FCP_NCR_General</li>
</tags>
</apparel>
</ThingDef>
<!--_____ NCR Rangers _____-->
<!--___ Hats ___-->
<!-- Ranger Hat Grey -->
<ThingDef ParentName="HatMakeableBase" Name="FCP_NCR_Ranger_Hat">
<defName>FCP_Apparel_NCR_Ranger_Hat_Grey</defName>
<label>NCR Grey Ranger Hat</label>
<description>A grey cowboy hat favoured by the desert rangers. Its useful for protecting the wearer against the relentless heat of the wasteland.</description>
<techLevel>Industrial</techLevel>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Civilian_Outfitters</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Rangers/NCR_Ranger_Hats/NCR_Ranger_Hat/FCP_NCR_Ranger_Hat</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>2500</WorkToMake>
<MaxHitPoints>80</MaxHitPoints>
<Mass>0.2</Mass>
<ArmorRating_Sharp>0</ArmorRating_Sharp>
<ArmorRating_Blunt>0</ArmorRating_Blunt>
<ArmorRating_Heat>0</ArmorRating_Heat>
<Insulation_Heat>8</Insulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<costList>
<Cloth>25</Cloth>
</costList>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Ranger_Hats/NCR_Ranger_Hat/FCP_NCR_Ranger_Hat</wornGraphicPath>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>FCP_NCR_Ranger_Casual</li>
</tags>
<defaultOutfitTags>
<li>Worker</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
<!-- Ranger Hat Brown -->
<ThingDef ParentName="FCP_NCR_Beret">
<defName>FCP_Apparel_NCR_Ranger_Hat_Brown</defName>
<label>NCR Brown Ranger Hat</label>
<description>A brown cowboy hat favoured by the desert rangers. Its useful for protecting the wearer against the relentless heat of the wasteland.</description>
<graphicData>
<texPath>Apparel/NCR_Rangers/NCR_Ranger_Hats/NCR_Ranger_Brown_Hat/FCP_NCR_Ranger_Brown_Hat</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Ranger_Hats/NCR_Ranger_Brown_Hat/FCP_NCR_Ranger_Brown_Hat</wornGraphicPath>
</apparel>
</ThingDef>
<!-- Ranger Hat Tan -->
<ThingDef ParentName="FCP_NCR_Beret">
<defName>FCP_Apparel_NCR_Ranger_Hat_Tan</defName>
<label>NCR Brown Ranger Hat</label>
<description>A tan cowboy hat favoured by the desert rangers. Its useful for protecting the wearer against the relentless heat of the wasteland.</description>
<graphicData>
<texPath>Apparel/NCR_Rangers/NCR_Ranger_Hats/NCR_Ranger_Tan_Hat/FCP_NCR_Ranger_Tan_Hat</texPath>
</graphicData>
<apparel>
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Ranger_Hats/NCR_Ranger_Tan_Hat/FCP_NCR_Ranger_Tan_Hat</wornGraphicPath>
</apparel>
</ThingDef>
<!-- Ranger Hat Patrol -->
<ThingDef ParentName="FCP_NCR_Beret">
<defName>FCP_Apparel_NCR_Ranger_Hat_Patrol</defName>
<label>NCR Patrol Ranger Hat</label>
<description>A simple cowboy hat favoured by the desert rangers, especially those patrolling the Mojave. Its useful for protecting the wearer against the relentless heat of the wasteland.</description>
<recipeMaker Inherit="False">
<researchPrerequisite>FCP_NCR_Ranger_Corps</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Rangers/NCR_Patrol_Rangers/NCR_Ranger_Patrol_Hat/FCP_NCR_Ranger_Patrol_Hat</texPath>
</graphicData>
<apparel>
<tags Inherit="False">
<li>FCP_NCR_Ranger_Patrol</li>
</tags>
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Patrol_Rangers/NCR_Ranger_Patrol_Hat/FCP_NCR_Ranger_Patrol_Hat</wornGraphicPath>
</apparel>
</ThingDef>
<!--___ Helmets ___-->
<!-- NCR Veteran Ranger Helmet -->
<ThingDef ParentName="ArmorHelmetMakeableBase">
<defName>FCP_Apparel_NCR_Veteran_Ranger_Helmet</defName>
<label>Veteran Ranger Helmet</label>
<description>An enclosed military helmet with built-in low light optics and a gas mask worn by NCR Rangers. It offers better protection in comparison to the Trooper helmet but is significantly rarer.</description>
<techLevel>Industrial</techLevel>
<recipeMaker>
<researchPrerequisite>FCP_NCR_Ranger_Elite_Corps</researchPrerequisite>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<skillRequirements>
<Crafting>2</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Apparel/NCR_Rangers/NCR_Veteran_Rangers/NCR_Veteran_Ranger_Helmet/FCP_NCR_Ranger_Combat_Helmet</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<WorkToMake>3000</WorkToMake>
<MaxHitPoints>80</MaxHitPoints>
<Mass>0.8</Mass>
<ArmorRating_Sharp>0.72</ArmorRating_Sharp>
<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
<ArmorRating_Heat>0.42</ArmorRating_Heat>
<Insulation_Heat>2</Insulation_Heat>
<EquipDelay>1.5</EquipDelay>
</statBases>
<costList>
<Steel>50</Steel>
</costList>
<apparel>
<bodyPartGroups>
<li>UpperHead</li>
</bodyPartGroups>
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Veteran_Rangers/NCR_Veteran_Ranger_Helmet/FCP_NCR_Ranger_Combat_Helmet</wornGraphicPath>
<layers>
<li>Overhead</li>
</layers>
<tags>
<li>FCP_NCR_Ranger_Veteran</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
</Defs>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,322 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ NCR Faction Weapons __________-->
<!--_____ Assault Rifles _____-->
<!-- Service Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Service_Rifle</defName>
<label>Service Rifle</label>
<description>A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.</description>
<graphicData>
<texPath>Weapons/Assault_Rifle/FCP_Service_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisites>
<li>FCP_NCR_Standard_Trooper_Corps</li>
<li>FCP_Tools_Advanced_Weapons_Manufacturing</li>
</researchPrerequisites>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<recipeUsers>
<li>FCP_Production_Simple_Weapons_Workbench</li>
</recipeUsers>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>35000</WorkToMake>
<Mass>3.2</Mass>
<AccuracyTouch>0.55</AccuracyTouch>
<AccuracyShort>0.65</AccuracyShort>
<AccuracyMedium>0.70</AccuracyMedium>
<AccuracyLong>0.65</AccuracyLong>
<RangedWeapon_Cooldown>1.70</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>FCP_NCR_Service_Rifle</li>
</weaponTags>
<costList>
<Steel>60</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_556mm</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>27.9</range>
<burstShotCount>2</burstShotCount>
<ticksBetweenBurstShots>11</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</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>
</ThingDef>
<!--_____ Revolvers _____-->
<!-- Ranger Sequoia -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Ranger_Sequoia</defName>
<label>Ranger Sequoia</label>
<description>A rare, large caliber double-action revolver gifted to NCR rangers after 20 years of service. Its a beautifully made weapon and decorated with NCR symbols and quotes. However, its by no means just for show. In fact, it is one of the most powerful handguns in the whole wasteland and a testament for the skills of the Republics gun smiths.</description>
<graphicData>
<texPath>Weapons/Revolver/FCP_Ranger_Sequoia</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconScale>1.4</uiIconScale>
<soundInteract>Interact_Revolver</soundInteract>
<recipeMaker>
<researchPrerequisites>
<li>FCP_NCR_Ranger_Elite_Corps</li>
<li>FCP_Tools_Advanced_Weapons_Manufacturing</li>
</researchPrerequisites>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<recipeUsers>
<li>FCP_Production_Complex_Weapons_Workbench</li>
</recipeUsers>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<MarketValue>3000</MarketValue>
<WorkToMake>10000</WorkToMake>
<Mass>2.0</Mass>
<AccuracyTouch>0.70</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.80</AccuracyMedium>
<AccuracyLong>0.75</AccuracyLong>
<RangedWeapon_Cooldown>1.9</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>FCP_NCR_Ranger_Sequoia</li>
</weaponTags>
<costList>
<Steel>40</Steel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Ranger_Sequoia</defaultProjectile>
<warmupTime>0.6</warmupTime>
<range>30</range>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</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>
</ThingDef>
<!--_____ Sniper Rifles _____-->
<!-- Anti-Material Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_Anti_Material_Rifle</defName>
<label>Anti-Material Rifle</label>
<description>The anti-materiel rifle is a high-calibre bolt-action precision rifle, originally intended for the use against military equipment. Naturally, it can be, and is, used against living targets. There are relatively few anti-materiel rifles in circulation in the wasteland, most of them in the hands of elite forces of larger factions or high-end mercenaries. As a pure sniper rifle it is very unwieldy and cannot be used effectively in close combat. Over long distances, however, its accuracy and potency are unparalleled, making it a truly fearsome weapon when used by an experienced shooter.</description>
<graphicData>
<texPath>Weapons/Sniper_Rifle/FCP_Anti_Material_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>2.0</drawSize>
</graphicData>
<equippedDistanceOffset >0.5</equippedDistanceOffset >
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisites>
<li>FCP_Tools_Advanced_Weapons_Manufacturing</li>
</researchPrerequisites>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<recipeUsers>
<li>FCP_Production_Complex_Weapons_Workbench</li>
</recipeUsers>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<MarketValue>6000</MarketValue>
<WorkToMake>150000</WorkToMake>
<Mass>8.5</Mass>
<AccuracyTouch>0.50</AccuracyTouch>
<AccuracyShort>0.65</AccuracyShort>
<AccuracyMedium>0.90</AccuracyMedium>
<AccuracyLong>0.95</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>FCP_NCR_Anti_Material_Rifle</li>
</weaponTags>
<equippedAngleOffset>45</equippedAngleOffset>
<costList>
<Plasteel>75</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_AMR</defaultProjectile>
<warmupTime>2.8</warmupTime>
<range>58.9</range>
<soundCast>Shot_BoltActionRifle</soundCast>
<soundCastTail>GunTail_Heavy</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>
</ThingDef>
<!-- Hunting Rifle -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>FCP_Gun_NCR_Hunting_Rifle</defName>
<label>NCR Standard Hunting Rifle</label>
<description>A powerful bolt-action rifle with an attached iron sight intended for hunting big game. It is durable, accurate and easy to use and maintain weapon and thus a popular choice not only for hunters, but for many snipers in the NCR, Legion, and other groups. This particular design is boasted by the NCR recon snipers, deaturing the two headed bear insignia.</description>
<graphicData>
<texPath>Weapons/Sniper_Rifle/FCP_Hunting_Rifle_Scope</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<recipeMaker>
<researchPrerequisites>
<li>FCP_Tools_Advanced_Weapons_Manufacturing</li>
</researchPrerequisites>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<recipeUsers>
<li>FCP_Production_Simple_Weapons_Workbench</li>
</recipeUsers>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<WorkToMake>55000</WorkToMake>
<Mass>4</Mass>
<AccuracyTouch>0.65</AccuracyTouch>
<AccuracyShort>0.70</AccuracyShort>
<AccuracyMedium>0.86</AccuracyMedium>
<AccuracyLong>0.90</AccuracyLong>
<RangedWeapon_Cooldown>2.3</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>FCP_NCR_Hunting_Rifle</li>
</weaponTags>
<costList>
<Steel>60</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_SniperRifle</defaultProjectile>
<warmupTime>3.5</warmupTime>
<range>47.9</range>
<soundCast>Shot_SniperRifle</soundCast>
<soundCastTail>GunTail_Heavy</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>
</ThingDef>
</Defs>
+223
View File
@@ -0,0 +1,223 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Title Defs __________-->
<!--_____ Base Titles _____-->
<RoyalTitleDef Abstract="True" Name="FCP_Base_Empire_Titles">
<awardThought>GainedTitle</awardThought>
<lostThought>LostTitle</lostThought>
</RoyalTitleDef>
<!--_____ NCR Titles _____-->
<!--___ NCR Army Titles ___-->
<!-- NCR Private -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_PVT</defName>
<label>NCR Army Private</label>
<description>The lowest rank within the New California Republic's military. There isn't a lot of repect in this role, nor is the pay well.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>0</seniority>
<favorCost>1</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<permitPointsAwarded>1</permitPointsAwarded>
</RoyalTitleDef>
<!-- NCR Sergeant -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_SGT</defName>
<label>NCR Army Sergeant</label>
<description>The first rank within the New California Republic's non commissioned officer corps. This is the first step in a professional military carrer with reaL power and responsibilities.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>100</seniority>
<favorCost>6</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<commonality>1</commonality>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<permitPointsAwarded>2</permitPointsAwarded>
</RoyalTitleDef>
<!-- NCR Lieutenant -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_LT</defName>
<label>NCR Army Lieutenant</label>
<description>The first rank within the New California Republic's commissioned officer corps. This is the lowest command position with the ability to call in reinforcements and supplies much faster and with greater quality and quantity.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>300</seniority>
<favorCost>10</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<commonality>1</commonality>
<allowDignifiedMeditationFocus>True</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<requiredApparel>
<li>
<bodyPartGroupsMatchAny>
<li>UpperHead</li>
<li>FullHead</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Trooper_Officer</li>
</requiredTags>
</li>
</requiredApparel>
<permitPointsAwarded>3</permitPointsAwarded>
</RoyalTitleDef>
<!-- NCR Colonel -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_COL</defName>
<label>NCR Army Colonel</label>
<description>The highest rank that achievable in the New California Republic without a political ally. This is one of the highest command positions with the ability to call in reinforcements at the company level and higher including special forces.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>600</seniority>
<favorCost>12</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<commonality>1</commonality>
<allowDignifiedMeditationFocus>True</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<requiredApparel>
<li>
<bodyPartGroupsMatchAny>
<li>UpperHead</li>
<li>FullHead</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Trooper_Officer</li>
</requiredTags>
</li>
</requiredApparel>
<permitPointsAwarded>4</permitPointsAwarded>
</RoyalTitleDef>
<!--___ NCR Ranger Titles ___-->
<!-- NCR Ranger Volunteer -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_Ranger_Volunteer</defName>
<label>NCR Ranger Volunteer</label>
<description>.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>650</seniority>
<favorCost>7</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<commonality>1</commonality>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<permitPointsAwarded>2</permitPointsAwarded>
<requiredApparel>
<li>
<bodyPartGroupsMatchAny>
<li>Torso</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Ranger_Casual</li>
</requiredTags>
</li>
<li>
<bodyPartGroupsMatchAny>
<li>UpperHead</li>
<li>FullHead</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Ranger_Casual</li>
</requiredTags>
</li>
</requiredApparel>
</RoyalTitleDef>
<!-- NCR Ranger Patrolman -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_Ranger_Patrolman</defName>
<label>NCR Ranger Patrolman</label>
<description>.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>700</seniority>
<favorCost>11</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<commonality>1</commonality>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<requiredApparel>
<li>
<bodyPartGroupsMatchAny>
<li>Torso</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Ranger_Patrol</li>
</requiredTags>
</li>
<li>
<bodyPartGroupsMatchAny>
<li>UpperHead</li>
<li>FullHead</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Ranger_Patrol</li>
</requiredTags>
</li>
</requiredApparel>
<permitPointsAwarded>3</permitPointsAwarded>
</RoyalTitleDef>
<!-- NCR Ranger Veteran -->
<RoyalTitleDef ParentName="FCP_Base_Empire_Titles">
<defName>FCP_NCR_Ranger_Veteran</defName>
<label>NCR Ranger Veteran</label>
<description>.</description>
<tags>
<li>FCP_NCR_Title</li>
</tags>
<seniority>750</seniority>
<favorCost>13</favorCost>
<changeHeirQuestPoints>1000</changeHeirQuestPoints>
<commonality>1</commonality>
<allowDignifiedMeditationFocus>False</allowDignifiedMeditationFocus>
<awardWorkerClass>RoyalTitleAwardWorker_Instant</awardWorkerClass>
<requiredApparel>
<li>
<bodyPartGroupsMatchAny>
<li>Torso</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Ranger_Veteran</li>
</requiredTags>
</li>
<li>
<bodyPartGroupsMatchAny>
<li>UpperHead</li>
<li>FullHead</li>
</bodyPartGroupsMatchAny>
<requiredTags>
<li>FCP_NCR_Ranger_Veteran</li>
</requiredTags>
</li>
</requiredApparel>
<permitPointsAwarded>4</permitPointsAwarded>
</RoyalTitleDef>
</Defs>
@@ -0,0 +1,82 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ Traders __________-->
<!--_____ NCR Traders _____-->
<!-- Brahmin Herder -->
<TraderKindDef>
<defName>FCP_Caravan_Brahmin_Herder</defName>
<label>Brahmin Herder</label>
<stockGenerators>
<!-- Animals -->
<li Class="StockGenerator_Animals">
<tradeTagsSell>
<li>FCP_Animal_Farm_Brahmin</li>
</tradeTagsSell>
<tradeTagsBuy>
<li>AnimalUncommon</li>
<li>AnimalExotic</li>
</tradeTagsBuy>
<countRange>1~7</countRange>
<createMatingPair>
<li>FCP_Animal_Farm_Brahmin</li>
</createMatingPair>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>750~1200</countRange>
</li>
</stockGenerators>
</TraderKindDef>
<!-- NCRCF Prisoner Exchange -->
<TraderKindDef>
<defName>FCP_Caravan_NCRCF_Prisoner_Exchange</defName>
<label>NCRCF Prisoner Exchange</label>
<category>Slaver</category>
<stockGenerators>
<!-- Slaves -->
<li Class="StockGenerator_Slaves">
<respectPopulationIntent>false</respectPopulationIntent>
<countRange>1~5</countRange>
<slaveKindDef>FCP_NCR_NCRCF_Inmate</slaveKindDef>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>750~1200</countRange>
</li>
</stockGenerators>
</TraderKindDef>
<!-- Pre-War Goods Trader -->
<TraderKindDef>
<defName>FCP_Caravan_Pre_War_Goods_Trader</defName>
<label>Pre-War Goods Trader</label>
<stockGenerators>
<!--___ Pre-War Goods ___-->
<!-- Pre-War Meals -->
<li Class="StockGenerator_SingleDef">
<thingDef>Neutroamine</thingDef>
<countRange>70~160</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>750~1200</countRange>
</li>
</stockGenerators>
</TraderKindDef>
</Defs>

Some files were not shown because too many files have changed in this diff Show More