mirror of
https://github.com/FalloutCollaborationProject/FCP-NCR.git
synced 2026-07-27 17:00:12 -07:00
Various edits
This commit is contained in:
@@ -933,6 +933,7 @@
|
||||
</categoriesAdulthood>
|
||||
</li>
|
||||
</backstoryFiltersOverride>
|
||||
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
|
||||
</PawnKindDef>
|
||||
|
||||
<!-- 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>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Unique</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -455,6 +460,11 @@
|
||||
<li>Worker</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -616,6 +626,11 @@
|
||||
<li>Soldier</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -676,6 +691,11 @@
|
||||
<li>Soldier</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -1123,6 +1143,11 @@
|
||||
<li>Soldier</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -1194,6 +1219,11 @@
|
||||
<displayBodyType>Hulk</displayBodyType>
|
||||
</li>
|
||||
</modExtensions>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -1321,6 +1351,11 @@
|
||||
<li>Soldier</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
|
||||
@@ -286,6 +286,11 @@
|
||||
<li>FCP_NCR_Trooper_Recon</li>
|
||||
</tags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<!--___ Power Armor ___-->
|
||||
@@ -337,6 +342,11 @@
|
||||
<li>Soldier</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
@@ -472,6 +482,11 @@
|
||||
</tags>
|
||||
<wornGraphicPath>Apparel/NCR_Rangers/NCR_Patrol_Rangers/NCR_Ranger_Patrol_Hat/FCP_NCR_Ranger_Patrol_Hat</wornGraphicPath>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<!--___ Helmets ___-->
|
||||
@@ -526,6 +541,11 @@
|
||||
<li>Soldier</li>
|
||||
</defaultOutfitTags>
|
||||
</apparel>
|
||||
<comps>
|
||||
<li Class="FCP.Core.CompProperties_LabelColored">
|
||||
<rarity>Rare</rarity>
|
||||
</li>
|
||||
</comps>
|
||||
<tradeTags>
|
||||
<li>FCP_Trade_Tag_NCR_Apparel</li>
|
||||
</tradeTags>
|
||||
|
||||
@@ -3,69 +3,6 @@
|
||||
|
||||
<!--__________ 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 _____-->
|
||||
|
||||
<!-- Service Rifle -->
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<ModMetaData>
|
||||
|
||||
<!-- About Information -->
|
||||
|
||||
<packageId>Rick.FCP.NCR</packageId>
|
||||
<author>Rick</author>
|
||||
<name>FCP - New California Republic</name>
|
||||
|
||||
Reference in New Issue
Block a user