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Merge branch 'master' of https://github.com/jecrell/JecsTools
2 parents 110eb73 + 07b253e commit 1faae43

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265 files changed

+3190
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<DamageDef>
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<defName>Laser</defName>
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<workerClass>DamageWorker_AddInjury</workerClass>
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<label>burn</label>
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<hasForcefulImpact>true</hasForcefulImpact>
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<makesBlood>false</makesBlood>
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<!-- <incapChanceMultiplier>1.2</incapChanceMultiplier> -->
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<canInterruptJobs>false</canInterruptJobs>
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<externalViolence>true</externalViolence>
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<deathMessage>{0} has been shot to death.</deathMessage>
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<hediff>Burn</hediff>
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<armorCategory>Heat</armorCategory>
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<explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell>
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<explosionCellMote>Mote_BlastFlame</explosionCellMote>
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<explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter>
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<explosionColorEdge>(1, 1, 0.7)</explosionColorEdge>
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<soundExplosion>Explosion_Flame</soundExplosion>
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</DamageDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<defName>CompVehicle_LoadPassenger</defName>
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<driverClass>CompVehicle.JobDriver_LoadPassenger</driverClass>
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<reportString>entering TargetA.</reportString>
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</JobDef>
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<JobDef>
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<defName>CompVehicle_Assemble</defName>
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<driverClass>CompVehicle.JobDriver_AssembleVehicle</driverClass>
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<reportString>assembling TargetA.</reportString>
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</JobDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef Name="JT_BaseBullet" Abstract="True">
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<category>Projectile</category>
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<tickerType>Normal</tickerType>
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<altitudeLayer>Projectile</altitudeLayer>
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<thingClass>Bullet</thingClass>
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<label>bullet</label>
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<useHitPoints>False</useHitPoints>
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<neverMultiSelect>True</neverMultiSelect>
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<graphicData>
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<shaderType>Transparent</shaderType>
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</graphicData>
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</ThingDef>
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<ThingDef ParentName="JT_BaseBullet" Name="JT_FlyingObject">
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<defName>JT_FlyingObject</defName>
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<thingClass>AbilityUser.FlyingObject</thingClass>
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<label>flying object</label>
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<graphicData>
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<texPath>NullTex</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<flyOverhead>true</flyOverhead>
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<damageDef>Stun</damageDef>
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<damageAmountBase>0</damageAmountBase>
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<speed>10</speed>
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</projectile>
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</ThingDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8" ?>
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<!-- ThinkTree by Jecrell and Swenzi -->
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<Defs>
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<ThinkTreeDef>
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<defName>CompVehicle_Simple</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>Downed</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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</li>
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<li Class="ThinkNode_QueuedJob" />
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<!-- Vehicle can take direct orders when drafted -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>DraftedOrder</tagToGive>
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<subNodes>
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<li Class="JobGiver_Orders" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Vehicle joins auto joinable caravan -->
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<li Class="ThinkNode_Subtree">
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<treeDef>JoinAutoJoinableCaravan</treeDef>
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</li>
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<!--Mod determined, some mods may not want their vehicle to haul-->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Fieldwork</tagToGive>
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<subNodes>
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<li Class="JobGiver_Haul" />
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</subNodes>
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</li>
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<!--Vehicle Unloads its own inventory, logical so long as someone is inside-->
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<li Class="CompVehicle.ThinkNode_ConditionalCanManipulate">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>UnloadingOwnInventory</tagToGive>
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<subNodes>
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<li Class="JobGiver_UnloadYourInventory" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Lets you set vehicle "parking spots," places for vehicles to stay. -->
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<li Class="ThinkNode_ConditionalForcedGoto">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ForcedGoto" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_SeekAllowedArea" />
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<!-- Neutral Vehicles shouldn't be in the player map, get them out'-->
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<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapBest">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="JobGiver_Idle" />
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</subNodes>
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</li>
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<li Class="JobGiver_IdleError"/>
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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<ThinkTreeDef>
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<defName>CompVehicle_SimpleConstant</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<li Class="ThinkNode_ConditionalCanDoConstantThinkTreeJobNow">
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<subNodes>
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<!-- Hostility response -->
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<li Class="JobGiver_ConfigurableHostilityResponse" />
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<!-- Lord directives -->
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDutyConstant</treeDef>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<Laser.label>灼伤(光剑)</Laser.label>
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<Laser.deathMessage>{0}被击毙了。</Laser.deathMessage>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<CastAbilityVerb.reportString>使用原力技</CastAbilityVerb.reportString>
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<CastAbilitySelf.reportString>使用原力技</CastAbilitySelf.reportString>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<CastDeflectVerb.reportString>偏转了</CastDeflectVerb.reportString>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<CompInstalledPart_InstallPart.reportString>安装TargetA。</CompInstalledPart_InstallPart.reportString>
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<CompInstalledPart_UninstallPart.reportString>卸载TargetA。</CompInstalledPart_UninstallPart.reportString>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<GatherSlotItem.reportString>装备TargetA。</GatherSlotItem.reportString>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<CompVehicle_LoadPassenger.reportString>搭载TargetA。</CompVehicle_LoadPassenger.reportString>
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<CompVehicle_Assemble.reportString>装配TargetA。</CompVehicle_Assemble.reportString>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<!-- SPECIAL: These Recipes from makeable ThingDefs (which include <recipeMaker>), generated by RimTrans -->
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<!-- Recipe Users: ElectricSmithy, FueledSmithy -->
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<Make_MeleeWeapon_TestKnife.label>打造[SW]开槽刀</Make_MeleeWeapon_TestKnife.label>
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<Make_MeleeWeapon_TestKnife.description>打造一把开槽刀。</Make_MeleeWeapon_TestKnife.description>
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<Make_MeleeWeapon_TestKnife.jobString>正在打造开槽刀中。</Make_MeleeWeapon_TestKnife.jobString>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<MeleeWeapon_DeflectionChance.label>偏转几率</MeleeWeapon_DeflectionChance.label>
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<MeleeWeapon_DeflectionChance.description>以近战武器偏转远程抛射物的几率。</MeleeWeapon_DeflectionChance.description>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<SlotTest.label>测试</SlotTest.label>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<MeleeWeapon_TestKnife.label>[SW]开槽刀</MeleeWeapon_TestKnife.label>
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<MeleeWeapon_TestKnife.description>一件人类早期使用的原始工具,既可以当日常工具也可以当武器使用。</MeleeWeapon_TestKnife.description>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<WorldObject_ProgressBar.label>progress bar</WorldObject_ProgressBar.label>
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<WorldObject_ProgressBar.description>This should not be visible to players.</WorldObject_ProgressBar.description>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<AU_DISABLED>禁用</AU_DISABLED>
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<AU_Type>类型:</AU_Type>
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<AU_TargetAoE>有效范围</AU_TargetAoE>
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<AU_TargetSelf>以自己为目标</AU_TargetSelf>
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<AU_TargetThing>以其他为目标</AU_TargetThing>
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<AU_TargetLocation>目标位置</AU_TargetLocation>
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<AU_Cooldown>冷却:</AU_Cooldown>
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<AU_Extra>附加</AU_Extra>
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<AU_MentalStateChance>精神影响几率</AU_MentalStateChance>
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<AU_EffectChance>影响几率</AU_EffectChance>
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<AU_PawnAbilityRecharging>{0}需要时间恢复能量</AU_PawnAbilityRecharging>
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<AU_AoEProperties>有效范围属性</AU_AoEProperties>
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<AU_TargetClass>目标:</AU_TargetClass>
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<AU_AoECharacters>角色</AU_AoECharacters>
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<AU_AoEFriendlyFire>误伤:</AU_AoEFriendlyFire>
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<AU_AoEMaxTargets>最大目标数:</AU_AoEMaxTargets>
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<AU_AoEStartsFromCaster>从施法者开始:</AU_AoEStartsFromCaster>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<DeactivatedWarning>警告:{0}当前装备武器是无效的!</DeactivatedWarning>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<NoDeflectorEquipped>没有配备导流板</NoDeflectorEquipped>
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<DeflectChance>偏转几率</DeflectChance>
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<DeflectChanceEx>决定该武器反射袭击者的抛射物或子弹的偏转几率。</DeflectChanceEx>
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<MaxDeflectChance>最大偏转几率</MaxDeflectChance>
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<MaxDeflectChanceEx>每点{0}技能能提供角色{1}的反射目标抛射物的偏转几率。理论上最大的偏转几率为{2}。</MaxDeflectChanceEx>
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<DeflectChancePerLevel>每点{0}技能增加的偏转百分比</DeflectChancePerLevel>
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<DeflectChancePerLevelEx>每点{0}技能提供角的偏转抛射物的几率。</DeflectChancePerLevelEx>
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<StatsReport_DeflectionExplanation>偏转几率=(基础偏转几率+(原力等级*每级加成))×操作能力</StatsReport_DeflectionExplanation>
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<StatsReport_BaseDeflectChance>基础偏转几率</StatsReport_BaseDeflectChance>
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<StatsReport_DeflectPerSkillLevel>每点技能增加的偏转百分比</StatsReport_DeflectPerSkillLevel>
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</LanguageData>
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<?xml version="1.0" encoding="utf-8"?>
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<LanguageData>
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<CompInstalledPart_Install>安装在{2}上</CompInstalledPart_Install>
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<CompInstalledPart_Uninstall>卸下{0}</CompInstalledPart_Uninstall>
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<CompInstalledPart_Installed>{0}将{1}安装在{2}上</CompInstalledPart_Installed>
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<CompInstalledPart_Uninstalled>{0}将{1}从{2}上卸下</CompInstalledPart_Uninstalled>
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</LanguageData>

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