Various edits

This commit is contained in:
RickGrymes
2024-12-11 00:59:29 -06:00
parent d99ac84541
commit 56fc12901a
7 changed files with 497 additions and 63 deletions
+1
View File
@@ -933,6 +933,7 @@
</categoriesAdulthood> </categoriesAdulthood>
</li> </li>
</backstoryFiltersOverride> </backstoryFiltersOverride>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
</PawnKindDef> </PawnKindDef>
<!-- NCRCF Inmate --> <!-- NCRCF Inmate -->
@@ -0,0 +1,158 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Quests __________-->
<!--_____ NCR Quests _____-->
<!--___ Rescue Humanlikes ___-->
<!-- Rescue Citizen -->
<QuestScriptDef>
<defName>FCP_Quest_NCR_Pawn_Rescue_Humanlike_Citizen</defName>
<rootSelectionWeight>1.0</rootSelectionWeight>
<rootMinPoints>50</rootMinPoints>
<defaultChallengeRating>1</defaultChallengeRating>
<canGiveRoyalFavor>true</canGiveRoyalFavor>
<expireDaysRange>4~8</expireDaysRange>
<questNameRules>
<rulesStrings>
<li>questName->[prisoner_nameDef]'s Rescue</li>
<li>questName->[prisoner_nameDef]'s Breakout</li>
<li>questName->Rescuing [prisoner_nameDef]</li>
<li>questName->Saving [prisoner_nameDef]</li>
<li>questName->Breaking [prisoner_nameDef] Out</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<rulesStrings>
<li>questDescription->[prisoner_nameDef] has been captured by the Legion, it's up to you to rescue them.</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="FCP_RadiantQuests.QuestNode_GetLeaderOfFaction">
<storeAs>asker</storeAs>
<!--The faction def that issues the quest-->
<factionDef>FCP_Faction_NCR</factionDef>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>enemyFaction</storeAs>
<!--The faction def that will be guarding-->
<factionDefs>
<li>PirateWaster</li>
<li MayRequire="Rick.FCP.Legion">FCP_Faction_Caesars_Legion</li>
</factionDefs>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>prisonerFaction</storeAs>
<!--The faction def that will be the prisoner-->
<factionDefs>
<li>FCP_Faction_NCR</li>
</factionDefs>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GetPawnKind">
<!--Dont change storeAs its hardcoded in C#-->
<storeAs>prisonerPawnKind</storeAs>
<pawnKindDef>FCP_NCR_Citizen</pawnKindDef>
</li>
<li Class="QuestNode_GetRandomInRangeFloat">
<storeAs>chanceToJoinVal</storeAs>
<range>0~1</range>
</li>
<li Class="QuestNode_Set">
<name>chanceToJoin</name>
<value>0.25</value>
</li>
<li Class="QuestNode_SubScript">
<def>Util_RandomizePointsChallengeRating</def>
<parms>
<pointsFactorTwoStar>1.5</pointsFactorTwoStar>
<pointsFactorThreeStar>2</pointsFactorThreeStar>
</parms>
</li>
<li Class="QuestNode_SubScript">
<def>Util_AdjustPointsForDistantFight</def>
</li>
<li Class="QuestNode_GetMap" />
<li Class="QuestNode_GetSiteTile">
<storeAs>siteTile</storeAs>
<preferCloserTiles>true</preferCloserTiles>
</li>
<li Class="QuestNode_GetSitePartDefsByTagsAndFaction">
<storeAs>sitePartDefs</storeAs>
<storeFactionAs>siteFaction</storeFactionAs>
<sitePartsTags>
<li>
<tag>FCP_Site_PawnRescue</tag>
</li>
</sitePartsTags>
</li>
<li Class="QuestNode_GetDefaultSitePartsParams">
<tile>$siteTile</tile>
<faction>$siteFaction</faction>
<sitePartDefs>$sitePartDefs</sitePartDefs>
<storeSitePartsParamsAs>sitePartsParams</storeSitePartsParamsAs>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GenerateSite</def>
<parms>
<hiddenSitePartsPossible>true</hiddenSitePartsPossible>
</parms>
</li>
<li Class="QuestNode_SpawnWorldObjects">
<worldObjects>$site</worldObjects>
<defsToExcludeFromHyperlinks>Human</defsToExcludeFromHyperlinks>
</li>
<li Class="QuestNode_WorldObjectTimeout">
<worldObject>$site</worldObject>
<isQuestTimeout>true</isQuestTimeout>
<delayTicks>$(randInt(12,28)*60000)</delayTicks>
<inSignalDisable>site.MapGenerated</inSignalDisable>
<node Class="QuestNode_End">
<outcome>Fail</outcome>
<sendStandardLetter>true</sendStandardLetter>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>prisoner.RescuedFromPrison</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Notify_PlayerRaidedSomeone">
<getRaidersFromMapParent>$site</getRaidersFromMapParent>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>true</allowRoyalFavor>
<chosenPawnSignal>ChosenPawnForReward</chosenPawnSignal>
</parms>
<addCampLootReward>true</addCampLootReward>
<customLetterLabel TKey="LetterLabelPaymentArrived">Payment arrived</customLetterLabel>
<customLetterText TKey="LetterTextPaymentArrived">You have defeated the prisoner camp!\n\nThe payment from [asker_faction_name] has arrived.</customLetterText>
<nodeIfChosenPawnSignalUsed Class="QuestNode_Letter">
<letterDef>ChoosePawn</letterDef>
<label TKey="LetterLabelFavorReceiver">[asker_faction_royalFavorLabel]</label>
<text TKey="LetterTextFavorReceiver">These colonists participated in the victory for the quest [resolvedQuestName]. [asker_definite] wants to know who should receive the [royalFavorReward_amount] [asker_faction_royalFavorLabel] for this service.</text>
<useColonistsOnMap>$site</useColonistsOnMap>
<chosenPawnSignal>ChosenPawnForReward</chosenPawnSignal>
</nodeIfChosenPawnSignalUsed>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_End">
<inSignal>prisoner.RescuedFromPrison</inSignal>
<outcome>Success</outcome>
</li>
<li Class="QuestNode_NoWorldObject">
<worldObject>$site</worldObject>
<node Class="QuestNode_End" />
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>
@@ -0,0 +1,281 @@
<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<QuestScriptDef>
<defName>FCP_Quest_SettlementRaidDefense</defName>
<rootSelectionWeight>1.0</rootSelectionWeight>
<rootMinPoints>50</rootMinPoints>
<defaultChallengeRating>1</defaultChallengeRating>
<canGiveRoyalFavor>true</canGiveRoyalFavor>
<expireDaysRange>4~8</expireDaysRange>
<questNameRules>
<rulesStrings>
<li>questName->Saving [settlement]</li>
<li>settlement->a settlement</li>
<li>settlement->an outpost</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<rulesStrings>
<li>questDescription->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], has sent us a message. One of their settlements will be raided soon and they request your assistance in dealing with the raiders.</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="FCP_RadiantQuests.QuestNode_GetLeaderOfFaction">
<storeAs>asker</storeAs>
<!--The faction def that issues the quest-->
<factionDef>OutlanderCivil</factionDef>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>enemyFaction</storeAs>
<!--The faction def that will raid-->
<factionDefs>
<li>PirateWaster</li>
</factionDefs>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>settlementFaction</storeAs>
<!--The faction def that will be raided-->
<factionDefs>
<li>OutlanderCivil</li>
</factionDefs>
</li>
<li Class="QuestNode_SubScript">
<def>Util_RandomizePointsChallengeRating</def>
<parms>
<pointsFactorTwoStar>1.5</pointsFactorTwoStar>
<pointsFactorThreeStar>2</pointsFactorThreeStar>
</parms>
</li>
<li Class="QuestNode_SubScript">
<def>Util_AdjustPointsForDistantFight</def>
</li>
<li Class="QuestNode_GetMap" />
<li Class="QuestNode_GetSiteTile">
<storeAs>siteTile</storeAs>
<preferCloserTiles>true</preferCloserTiles>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GetSitePartDefsByTagsAndFaction">
<factionToUse>$settlementFaction</factionToUse>
<storeAs>sitePartDefs</storeAs>
<storeFactionAs>siteFaction</storeFactionAs>
<sitePartsTags>
<li>
<tag>FCP_Site_SettlementRaidInProgress</tag>
</li>
</sitePartsTags>
</li>
<li Class="QuestNode_GetDefaultSitePartsParams">
<tile>$siteTile</tile>
<faction>$siteFaction</faction>
<sitePartDefs>$sitePartDefs</sitePartDefs>
<storeSitePartsParamsAs>sitePartsParams</storeSitePartsParamsAs>
</li>
<li Class="QuestNode_GetSiteThreatPoints">
<storeAs>sitePoints</storeAs>
<sitePartsParams>$sitePartsParams</sitePartsParams>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GetDefaultRewardValueFromPoints</def>
<parms>
<!-- Use the actual threat points generated (some site parts define a minimum threshold) -->
<points>$sitePoints</points>
</parms>
</li>
<!-- Inflate reward value. Since we're basing the reward value on the threat points generated, we need to do this
even though the threat points was deflated from the input points already. -->
<li Class="QuestNode_Multiply">
<value1>$rewardValue</value1>
<value2>1.75</value2>
<storeAs>rewardValue</storeAs>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GenerateSite</def>
<parms>
<sitePartsParams>$sitePartsParams</sitePartsParams>
</parms>
</li>
<li Class="QuestNode_SpawnWorldObjects">
<worldObjects>$site</worldObjects>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.MapGenerated</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Set">
<name>pointsForSettlers</name>
<value>$($points * 0.5)</value>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GeneratePawns">
<storeAs>settlers</storeAs>
<faction>$siteFaction</faction>
<pawnGroupKind>Peaceful</pawnGroupKind>
<pointsToUse>$pointsForSettlers</pointsToUse>
</li>
<li Class="FCP_RadiantQuests.QuestNode_GeneratePawns">
<storeAs>raiders</storeAs>
<faction>$enemyFaction</faction>
<pawnGroupKind>Combat</pawnGroupKind>
<pointsToUse>$points</pointsToUse>
</li>
<li Class="FCP_RadiantQuests.QuestNode_SpawnSettlers">
<inSignal>site.MapGenerated</inSignal>
<pawns>$settlers</pawns>
<radius>20</radius>
</li>
<li Class="QuestNode_GetRandomInRangeFloat">
<storeAs>chanceForInstant</storeAs>
<range>0~1</range>
</li>
<li Class="QuestNode_GreaterOrEqual">
<value1>$chanceForInstant</value1>
<!--If value1 >= value2, spawn raid instantly, otherwise with delay-->
<value2>0.75</value2>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="FCP_RadiantQuests.QuestNode_SpawnRaiders">
<inSignal>site.MapGenerated</inSignal>
<spawnOnEdge>false</spawnOnEdge>
<pawns>$raiders</pawns>
<radius>20</radius>
</li>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelSettlerAidRaidInProgress">The raiders are already here!</label>
<text TKey="LetterTextSettlerAidRaidInProgress">The raiders have already engaged the settlers you were asked to protect!</text>
<letterDef>ThreatBig</letterDef>
<lookTargets>$raiders</lookTargets>
<filterDeadPawnsFromLookTargets>true</filterDeadPawnsFromLookTargets>
</li>
</nodes>
</node>
<elseNode Class="QuestNode_Delay">
<!--1 - 12 hours delay-->
<delayTicks>$(randInt(2500,30000))</delayTicks>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="FCP_RadiantQuests.QuestNode_SpawnRaiders">
<spawnOnEdge>true</spawnOnEdge>
<pawns>$raiders</pawns>
<radius>20</radius>
</li>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelSettlerAidRaidDelayed">The raiders are here!</label>
<text TKey="LetterTextSettlerAidRaidDelayed">The raiders have arrived!</text>
<letterDef>ThreatBig</letterDef>
<lookTargets>$raiders</lookTargets>
<filterDeadPawnsFromLookTargets>true</filterDeadPawnsFromLookTargets>
</li>
</nodes>
</node>
</elseNode>
</li>
<li Class="QuestNode_Delay">
<delayTicks>60000</delayTicks>
<isQuestTimeout>true</isQuestTimeout>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_AnyPawnAlive">
<pawns>$settlers</pawns>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>true</allowRoyalFavor>
<chosenPawnSignal>ChosenPawnForReward</chosenPawnSignal>
</parms>
<addCampLootReward>false</addCampLootReward>
<customLetterLabel TKey="LetterLabelPaymentArrived">The settlers survived</customLetterLabel>
<customLetterText TKey="LetterTextPaymentArrived">The settlers you were assigned to protect have survived the onslaught, you have completed your mission.</customLetterText>
<nodeIfChosenPawnSignalUsed Class="QuestNode_Letter">
<letterDef>ChoosePawn</letterDef>
<label TKey="LetterLabelFavorReceiver">[asker_faction_royalFavorLabel]</label>
<text TKey="LetterTextFavorReceiver">These colonists participated in the victory for the quest [resolvedQuestName]. [asker_definite] wants to know who should receive the [royalFavorReward_amount] [asker_faction_royalFavorLabel] for this service.</text>
<useColonistsOnMap>$site</useColonistsOnMap>
<chosenPawnSignal>ChosenPawnForReward</chosenPawnSignal>
</nodeIfChosenPawnSignalUsed>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelSettlerAidEndFailure">The settlers perished</label>
<letterDef>NegativeEvent</letterDef>
<text TKey="LetterTextSettlerAidEndFailure">The settlers you were assigned to protect have perished, you have failed your mission.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<!--<goodwillChangeReason>QuestPawnLost</goodwillChangeReason> Needs to be settlement lost-->
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_WorldObjectTimeout">
<worldObject>$site</worldObject>
<isQuestTimeout>true</isQuestTimeout>
<delayTicks>$(randInt(12,28)*60000)</delayTicks>
<inSignalDisable>site.MapGenerated</inSignalDisable>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelSettlerAidExpired">Quest expired: [resolvedQuestName]</label>
<text TKey="LetterTextSettlerAidExpired">The settlement has been raided. The quest [resolvedQuestName] has expired.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<!--<goodwillChangeReason>QuestPawnLost</goodwillChangeReason> Needs to be settlement lost-->
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.Destroyed</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelSettlerAidFailedLeft">Quest failed: [resolvedQuestName]</label>
<text TKey="LetterTextSettlerAidFailedLeft">You left the settlement, it has been raided.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<!--<goodwillChangeReason>QuestPawnLost</goodwillChangeReason> Needs to be settlement lost-->
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>
@@ -269,6 +269,11 @@
<li>Worker</li> <li>Worker</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Unique</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -455,6 +460,11 @@
<li>Worker</li> <li>Worker</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -616,6 +626,11 @@
<li>Soldier</li> <li>Soldier</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -676,6 +691,11 @@
<li>Soldier</li> <li>Soldier</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -1123,6 +1143,11 @@
<li>Soldier</li> <li>Soldier</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -1194,6 +1219,11 @@
<displayBodyType>Hulk</displayBodyType> <displayBodyType>Hulk</displayBodyType>
</li> </li>
</modExtensions> </modExtensions>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -1321,6 +1351,11 @@
<li>Soldier</li> <li>Soldier</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -286,6 +286,11 @@
<li>FCP_NCR_Trooper_Recon</li> <li>FCP_NCR_Trooper_Recon</li>
</tags> </tags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef> </ThingDef>
<!--___ Power Armor ___--> <!--___ Power Armor ___-->
@@ -337,6 +342,11 @@
<li>Soldier</li> <li>Soldier</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -472,6 +482,11 @@
</tags> </tags>
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Patrol_Rangers/NCR_Ranger_Patrol_Hat/FCP_NCR_Ranger_Patrol_Hat</wornGraphicPath> <wornGraphicPath>Apparel/NCR_Rangers/NCR_Patrol_Rangers/NCR_Ranger_Patrol_Hat/FCP_NCR_Ranger_Patrol_Hat</wornGraphicPath>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef> </ThingDef>
<!--___ Helmets ___--> <!--___ Helmets ___-->
@@ -526,6 +541,11 @@
<li>Soldier</li> <li>Soldier</li>
</defaultOutfitTags> </defaultOutfitTags>
</apparel> </apparel>
<comps>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
<tradeTags> <tradeTags>
<li>FCP_Trade_Tag_NCR_Apparel</li> <li>FCP_Trade_Tag_NCR_Apparel</li>
</tradeTags> </tradeTags>
@@ -3,69 +3,6 @@
<!--__________ NCR Faction Weapons __________--> <!--__________ NCR Faction Weapons __________-->
<!--_____ Uniques _____-->
<!-- Ranger Ricks "Big Iron" Revolver -->
<ThingDef ParentName="BaseGun">
<defName>FCP_Gun_Ranger_Ricks_Big_Iron_Revolver</defName>
<label>"Big Iron"</label>
<description>.</description>
<graphicData>
<texPath>Weapons/Custom/Ranger_Rick/FCP_Ranger_Ricks_Revolver_Big_Iron</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconScale>1.4</uiIconScale>
<soundInteract>Interact_Revolver</soundInteract>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<MarketValue>5000</MarketValue>
<Mass>2.5</Mass>
<AccuracyTouch>0.75</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.85</AccuracyMedium>
<AccuracyLong>0.80</AccuracyLong>
<RangedWeapon_Cooldown>1.7</RangedWeapon_Cooldown>
</statBases>
<smeltable>false</smeltable>
<weaponTags>
<li>FCP_Ranger_Rick</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>FCP_Bullet_Ranger_Ricks_Big_Iron_Revolver</defaultProjectile>
<warmupTime>0.5</warmupTime>
<range>35</range>
<soundCast>Shot_Revolver</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>10</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>grip</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>11</power>
<cooldownTime>1.6</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>12</power>
<cooldownTime>1.6</cooldownTime>
</li>
</tools>
</ThingDef>
<!--_____ Assault Rifles _____--> <!--_____ Assault Rifles _____-->
<!-- Service Rifle --> <!-- Service Rifle -->
+2
View File
@@ -1,6 +1,8 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<ModMetaData> <ModMetaData>
<!-- About Information -->
<packageId>Rick.FCP.NCR</packageId> <packageId>Rick.FCP.NCR</packageId>
<author>Rick</author> <author>Rick</author>
<name>FCP - New California Republic</name> <name>FCP - New California Republic</name>