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Update to 1.1
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- Update to 1.1
- Add Tactical Shield.
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N7Huntsman authored Feb 29, 2020
1 parent c3fa2f5 commit 80e3a3b
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Showing 40 changed files with 1,148 additions and 247 deletions.
16 changes: 14 additions & 2 deletions About/About.xml
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@@ -1,7 +1,19 @@
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<name>[1.0] Combat Shields</name>
<name>[1.1] Combat Shields</name>
<author>N7Huntsman </author>
<targetVersion>1.0.2053</targetVersion>
<supportedVersions>
<li>1.0</li>
<li>1.1</li>
</supportedVersions>
<packageId>n7huntsman.combatshields</packageId>
<modDependencies>
<li>
<packageId>brrainz.harmony</packageId>
<displayName>Harmony</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>
</li>
</modDependencies>
<description>Adds a variety of shields to Rimworld from different cultures and eras. A special thanks to BukTaki for updating and developing the framework that helped make this mod possible.</description>
</ModMetaData>
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Binary file added Assemblies/CombatShields.dll
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4 changes: 2 additions & 2 deletions Defs/ApparelLayerDefs/AdditionalLayersShield.xml
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@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ApparelLayerDef>
<defName>Accessory</defName>
<label>accessory</label>
<defName>Shield</defName>
<label>Shield</label>
<drawOrder>600</drawOrder>
</ApparelLayerDef>
</Defs>
171 changes: 86 additions & 85 deletions Defs/ThingDefs/Apparel_ShieldBase.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
<Defs>

<ThingDef Name="Apparel_ShieldBase" Abstract="True">
<thingClass>Apparel</thingClass>
<thingClass>CombatShields.ColorableShield</thingClass>
<category>Item</category>
<selectable>True</selectable>
<pathCost>10</pathCost>
Expand Down Expand Up @@ -46,7 +46,7 @@
</bodyPartGroups>
<wornGraphicPath></wornGraphicPath>
<layers>
<li>Belt</li>
<li>Shield</li>
</layers>
<tags>
<li>Shield</li>
Expand All @@ -55,17 +55,18 @@
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<smeltable>True</smeltable>
</ThingDef>

<!-- Makeable Shield -->

<ThingDef Name="Shield_MakeableBase" ParentName="Apparel_ShieldBase" Abstract="True">
<recipeMaker>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<defaultIngredientFilter>
<categories>
<li>Root</li>
Expand All @@ -76,98 +77,98 @@

<!-- Buckler -->

<ThingDef Name="Buckler_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Shoulders</li>
<li>Arms</li>
<li>LeftHand</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<ShootingAccuracyPawn>-1.5</ShootingAccuracyPawn>
<MeleeDodgeChance>0.15</MeleeDodgeChance>
</equippedStatOffsets>
</ThingDef>
<ThingDef Name="Buckler_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Arms</li>
<li>LeftHand</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<ShootingAccuracyPawn>-1.5</ShootingAccuracyPawn>
<MeleeDodgeChance>0.15</MeleeDodgeChance>
</equippedStatOffsets>
</ThingDef>

<!-- Small Shield -->

<ThingDef Name="Small_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Torso</li>
<li>Arms</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.05</MeleeHitChance>
<ShootingAccuracyPawn>-2</ShootingAccuracyPawn>
<AimingDelayFactor>-0.1</AimingDelayFactor>
<MeleeDodgeChance>0.1</MeleeDodgeChance>
</equippedStatOffsets>
</ThingDef>
<ThingDef Name="Small_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Shoulders</li>
<li>Torso</li>
<li>Arms</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.05</MeleeHitChance>
<ShootingAccuracyPawn>-2</ShootingAccuracyPawn>
<AimingDelayFactor>0.1</AimingDelayFactor>
<MeleeDodgeChance>0.1</MeleeDodgeChance>
</equippedStatOffsets>
</ThingDef>

<!-- Medium Shield -->

<ThingDef Name="Medium_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Shoulders</li>
<li>Torso</li>
<li>Arms</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.1</MeleeHitChance>
<MoveSpeed>-0.75</MoveSpeed>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
<AimingDelayFactor>-0.25</AimingDelayFactor>
<MeleeDodgeChance>-0.4</MeleeDodgeChance>
</equippedStatOffsets>
</ThingDef>
<ThingDef Name="Medium_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Shoulders</li>
<li>Torso</li>
<li>Arms</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.1</MeleeHitChance>
<MoveSpeed>-0.75</MoveSpeed>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
<AimingDelayFactor>0.25</AimingDelayFactor>
<MeleeDodgeChance>-0.4</MeleeDodgeChance>
</equippedStatOffsets>
</ThingDef>

<!-- Large Shield -->

<ThingDef Name="Large_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Shoulders</li>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>LeftHand</li>
<li>Legs</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.15</MeleeHitChance>
<MoveSpeed>-1.25</MoveSpeed>
<MeleeDodgeChance>-0.6</MeleeDodgeChance>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
<AimingDelayFactor>-0.3</AimingDelayFactor>
</equippedStatOffsets>
</ThingDef>
<ThingDef Name="Large_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Shoulders</li>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>LeftHand</li>
<li>Legs</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.15</MeleeHitChance>
<MoveSpeed>-1.25</MoveSpeed>
<MeleeDodgeChance>-0.6</MeleeDodgeChance>
<ShootingAccuracyPawn>-4</ShootingAccuracyPawn>
<AimingDelayFactor>0.3</AimingDelayFactor>
</equippedStatOffsets>
</ThingDef>

<!-- Tower Shield -->

<ThingDef Name="Tower_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
<li>FullHead</li>
<li>Feet</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.25</MeleeHitChance>
<MoveSpeed>-2</MoveSpeed>
<ShootingAccuracyPawn>-5</ShootingAccuracyPawn>
<MeleeDodgeChance>-0.8</MeleeDodgeChance>
<AimingDelayFactor>-0.5</AimingDelayFactor>
</equippedStatOffsets>
</ThingDef>
<ThingDef Name="Tower_Shield" ParentName="Shield_MakeableBase" Abstract="True">
<apparel>
<bodyPartGroups Inherit="False">
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
<li>FullHead</li>
<li>Feet</li>
</bodyPartGroups>
</apparel>
<equippedStatOffsets>
<MeleeHitChance>-0.25</MeleeHitChance>
<MoveSpeed>-2</MoveSpeed>
<ShootingAccuracyPawn>-5</ShootingAccuracyPawn>
<MeleeDodgeChance>-0.8</MeleeDodgeChance>
<AimingDelayFactor>0.5</AimingDelayFactor>
</equippedStatOffsets>
</ThingDef>

</Defs>
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