<?xml version="1.0" encoding="utf-8" ?>
<Defs>

	<!--====================  =======================-->

  <LostForest.AbilityDef>
    <defName>LFAbilityBase</defName>
    <label>AreBx[X</label>
    <verb>
	<verbClass>LostForest.Verb_CastSkill</verbClass>
	<abilityDef>LFAbilityBase</abilityDef>
	<defaultProjectile>Projectile_LFAbilityBase</defaultProjectile>
	<hasStandardCommand>true</hasStandardCommand>
	<isPrimary>false</isPrimary>
	<warmupTime>2</warmupTime>
	<defaultCooldownTime>10</defaultCooldownTime>
	<minRange></minRange>
	<range>60</range>
	<forcedMissRadius>0</forcedMissRadius>
	<burstShotCount>1</burstShotCount>
	<ticksBetweenBurstShots>15</ticksBetweenBurstShots>
	<stopBurstWithoutLos>true</stopBurstWithoutLos>
	<soundCast>Shot_IncendiaryLauncher</soundCast>
	<soundCastTail>GunTail_Medium</soundCastTail>
	<muzzleFlashScale>0</muzzleFlashScale>
	<requireLineOfSight>false</requireLineOfSight>
	<mustCastOnOpenGround>false</mustCastOnOpenGround>
        <targetParams>
<!--
		<canTargetLocations>true</canTargetLocations>
		public bool canTargetLocations;
		public bool canTargetSelf;
		public bool canTargetPawns = true;
		public bool canTargetFires;
		public bool canTargetBuildings = true;
		public bool canTargetItems;
		public List<Faction> onlyTargetFactions;
		public Predicate<TargetInfo> validator;
		public bool onlyTargetFlammables;
		public Thing targetSpecificThing;
		public bool mustBeSelectable;
		public bool neverTargetDoors;
		public bool neverTargetIncapacitated;
		public bool onlyTargetThingsAffectingRegions;
		public bool onlyTargetDamagedThings;
		public bool mapObjectTargetsMustBeAutoAttackable = true;
		public bool onlyTargetIncapacitatedPawns;
-->
	</targetParams>
    </verb>
  </LostForest.AbilityDef>

  <ThingDef Class="LostForest.ProjectileDef">
    <defName>Projectile_LFAbilityBase</defName>
    <label>AreB_~[</label>
    <graphicData>
      <texPath>Things/Empty</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>TransparentPostLight</shaderType>
    </graphicData>
    <thingClass>LostForest.Projectile_Ability</thingClass>
    <projectile>
      <speed>9999</speed>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>0</damageAmountBase>
      <explosionRadius>4.9</explosionRadius>
      <stoppingPower>0</stoppingPower>
      <flyOverhead>true</flyOverhead>
      <soundHitThickRoof></soundHitThickRoof>
      <soundExplode></soundExplode>
      <soundImpactAnticipate></soundImpactAnticipate>
      <soundAmbient></soundAmbient>
    </projectile>
  </ThingDef>


</Defs>

<!--
	public class VerbProperties
	{
		private enum RangeCategory : byte
		{
			Touch,
			Short,
			Medium,
			Long
		}

		public VerbCategory category = VerbCategory.Misc;

		[TranslationHandle]
		public Type verbClass = typeof(Verb);

		[MustTranslate]
		public string label;

		[TranslationHandle(Priority = 100), Unsaved]
		public string untranslatedLabel;
		public bool isPrimary = true;
		public float minRange;
		public float range = 1.42f;
		public int burstShotCount = 1;
		public int ticksBetweenBurstShots = 15;
		public float noiseRadius = 3f;
		public bool hasStandardCommand;
		public bool targetable = true;
		public TargetingParameters targetParams = new TargetingParameters();
		public bool requireLineOfSight = true;
		public bool mustCastOnOpenGround;
		public bool forceNormalTimeSpeed = true;
		public bool onlyManualCast;
		public bool stopBurstWithoutLos = true;
		public SurpriseAttackProps surpriseAttack;
		public float commonality = 1f;
		public Intelligence minIntelligence;
		public float consumeFuelPerShot;
		public float warmupTime;
		public float defaultCooldownTime;
		public SoundDef soundCast;
		public SoundDef soundCastTail;
		public SoundDef soundAiming;
		public float muzzleFlashScale;
		public ThingDef impactMote;
		public BodyPartGroupDef linkedBodyPartsGroup;
		public bool ensureLinkedBodyPartsGroupAlwaysUsable;
		public DamageDef meleeDamageDef;
		public int meleeDamageBaseAmount = 1;
		public float meleeArmorPenetrationBase = -1f;
		public bool ai_IsWeapon = true;
		public bool ai_IsBuildingDestroyer;
		public float ai_AvoidFriendlyFireRadius;
		public ThingDef defaultProjectile;
		public float forcedMissRadius;
		public float accuracyTouch = 1f;
		public float accuracyShort = 1f;
		public float accuracyMedium = 1f;
		public float accuracyLong = 1f;
		public ThingDef spawnDef;
		public TaleDef colonyWideTaleDef;
		public BodyPartTagDef bodypartTagTarget;
		public RulePackDef rangedFireRulepack;
		public const float DefaultArmorPenetrationPerDamage = 0.015f;
		private const float VerbSelectionWeightFactor_BodyPart = 0.3f;
		private const float MinLinkedBodyPartGroupEfficiencyIfMustBeAlwaysUsable = 0.4f;

-->



