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

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

  <ThingDef Name="VBY_XCOM_Armor_Base" ParentName="ArmorMachineableBase" Abstract="True">
    <techLevel>Spacer</techLevel>
    <recipeMaker>
      <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
      <researchPrerequisite>VBY_Heavy_Weapons</researchPrerequisite>
      <skillRequirements>
        <Crafting>9</Crafting>
      </skillRequirements>
      <recipeUsers Inherit="False">
        <li>FabricationBench</li>
      </recipeUsers>
    </recipeMaker>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/EXO/VBY_XCOM_EXO_Base</texPath>  <!--  !!  -->  
      <graphicClass>Graphic_Single</graphicClass>	  
    </graphicData>
    <generateCommonality>1.75</generateCommonality>
    <statBases>
      <WorkToMake>95000</WorkToMake>
      <MaxHitPoints>340</MaxHitPoints>
      <Mass>16</Mass>
	  <!-- MarketValue ?? -->
      <Flammability>0.3</Flammability>
      <ArmorRating_Sharp>1.07</ArmorRating_Sharp>
      <ArmorRating_Blunt>0.45</ArmorRating_Blunt>
      <ArmorRating_Heat>0.52</ArmorRating_Heat>
      <Insulation_Cold>30</Insulation_Cold>
      <Insulation_Heat>8</Insulation_Heat>
      <EquipDelay>12</EquipDelay>	  
    </statBases>
    <equippedStatOffsets>
      <MoveSpeed>-0.4</MoveSpeed>
	  <CarryingCapacity>+65</CarryingCapacity>
    </equippedStatOffsets>
    <thingCategories>
      <li>ApparelArmor</li>
    </thingCategories>
    <tradeTags>
      <li>HiTechArmor</li>
    </tradeTags>
    <costList>
      <ComponentSpacer>4</ComponentSpacer>
      <Plasteel>100</Plasteel>
      <Uranium>20</Uranium>
    </costList>
    <apparel>
      <bodyPartGroups>
        <li>Torso</li>
        <li>Neck</li>
        <li>Shoulders</li>
        <li>Arms</li>
        <li>Legs</li>
      </bodyPartGroups>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/EXO/VBY_XCom_EXO</wornGraphicPath>
      <layers>
        <li>Middle</li>
        <li>Shell</li>
      </layers>	
      <defaultOutfitTags>
        <li>Soldier</li>
      </defaultOutfitTags>
      <useDeflectMetalEffect>true</useDeflectMetalEffect>
    </apparel>
	<inspectorTabs>
      <li>ITab_Art</li>
    </inspectorTabs>
	
	 <!--	
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>(0.33,0.33,0.33)</only>
        </li>
        <li>
          <weight>10</weight>
          <only>(0.65,0.65,0.65)</only>
        </li>
        <li>
          <weight>6</weight>
          <min>(0.3,0.3,0.3)</min>
          <max>(0.5,0.5,0.5)</max>
        </li>
        <li>
          <weight>10</weight>
          <only>(0.9,0.9,0.9)</only>
        </li>
      </options>
	 </colorGenerator>
	 -->
	
	 
    
    <thingSetMakerTags>
      <li>RewardStandardMidFreq</li>
    </thingSetMakerTags>
    <comps>
      <li Class="CompProperties_BiocodableApparel"/>	  
    </comps>
  </ThingDef>
  
  <!-- ==================================== Rocket =====================================-->

  <ThingDef ParentName="VBY_XCOM_Armor_Base">
    <defName>VBY_XCom_EXO_Suit_Rocket</defName>
    <label>E.X.O suit w/ rocket launcher</label>
    <description>This heavy armor combines reinforced ADVENT plating with a powered exoskeleton, offering superior protection and damage resistance coupled with a wrist-mounted rocket launcher. With further study we could unlock additional heavy weapon options for this suit.</description>
    <apparel>
      <tags>
        <li>SpacerMilitary</li>
        <li>RoyalCombatGear</li>
      </tags>
    </apparel>
	<drawGUIOverlay>true</drawGUIOverlay>
	
	<techHediffsTags>
			<li>AdvancedWeapon</li>
	</techHediffsTags>
	<costList>
      <ComponentSpacer>6</ComponentSpacer>
      <Plasteel>90</Plasteel>
      <Uranium>20</Uranium>
	  <Steel>15</Steel>
      <ComponentIndustrial>2</ComponentIndustrial>
    </costList>
	<comps>
		<li Class="HediffApparel.CompProperties_HediffApparel">
			<hediffDef>VBY_XCOM_Wrist_Rocket</hediffDef>
			<partsToAffect>
				<li>Torso</li>
			</partsToAffect>
		</li>
		<!-- come back to this
	    <li Class="CompProperties_Refuelable">
        <fuelLabel>Shots until barrel change</fuelLabel>
        <fuelGizmoLabel>Barrel durability</fuelGizmoLabel>
        <fuelFilter>
          <thingDefs>
            <li>Steel</li>
          </thingDefs>
        </fuelFilter>
        <fuelCapacity>120</fuelCapacity>
        <initialFuelPercent>1</initialFuelPercent>
        <autoRefuelPercent>0.75</autoRefuelPercent>
        <showFuelGizmo>true</showFuelGizmo>
        <minimumFueledThreshold>1</minimumFueledThreshold>
        <fuelMultiplier>2</fuelMultiplier>
        <factorByDifficulty>true</factorByDifficulty>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <outOfFuelMessage>Cannot shoot: Needs new barrel</outOfFuelMessage>
        <fuelIconPath>UI/Overlays/Barrel</fuelIconPath>
      </li>
	  -->
	
    </comps>
	
  </ThingDef>
  
  <HediffDef> 
    <hediffClass>HediffWithComps</hediffClass>
    <defName>VBY_XCOM_Wrist_Rocket</defName>
    <label>wrist rocket</label>
	<description>A wrist-mounted rocket launcher wired to the base of the suit.</description>
    <addedPartProps>
      <partEfficiency>1.0</partEfficiency>      
    </addedPartProps>
    <stages>
	 <li> 
      <capMods>
        <li>
          <capacity>Manipulation</capacity>
          <offset>+0.20</offset>
        </li>
      </capMods>
	  
	 </li> 
    </stages>
	<comps>
	  <li Class="OrenoPCF.HediffCompProperties_VerbGiverExtended">
	    <toggleLabel>E.X.O. Rocket</toggleLabel>
				<toggleDescription>Launch wrist-mounted rockets.</toggleDescription>
				<!-- <toggleBackgroundPath>UI/Widgets/Prosthetic/DesButBGLG</toggleBackgroundPath> -->
				<toggleIconPath>Things/Projectile/VBY_XCOMRocket_UiIcon</toggleIconPath>
				<toggleIconAngle>-45.0</toggleIconAngle>
	    
        <verbs>
          <li>
            <verbClass>Verb_Shoot</verbClass>
            <hasStandardCommand>true</hasStandardCommand>
            <defaultProjectile>VBY_WristRocket_Bullet</defaultProjectile>
            <warmupTime>1.0</warmupTime>			
            <range>25.9</range>
			<forcedMissRadius>1.2</forcedMissRadius>
			 
            <ticksBetweenBurstShots>900</ticksBetweenBurstShots>
			
            <burstShotCount>1</burstShotCount>
			<onlyManualCast>true</onlyManualCast>
			
            <soundCast>Shot_IncendiaryLauncher</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<accuracyTouch>0.30</accuracyTouch>
			<accuracyShort>0.35</accuracyShort>
			<accuracyMedium>0.33</accuracyMedium>
			<accuracyLong>0.28</accuracyLong>
			<minRange>3.5</minRange>
			<ai_AvoidFriendlyFireRadius>4</ai_AvoidFriendlyFireRadius>
			<ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>		
			<targetParams>
                <canTargetLocations>true</canTargetLocations>
            </targetParams>
          </li>
        </verbs>
		
		
		<verbsProperties>
			<li>
				<label>E.X.O. Rocket Launcher</label>
				<description>E.X.O. Rocket LAuncher: A weapon mounted to your pawn {0}. It fires a rocket directly at an area, exploding and dealing damage to all units in the area. It deals moderate damage, and shreds armor of targets hit. The Rocket Launcher is an all around useful weapon for dealing with crowds of enemies and heavily armored units.</description>
				<uiIconPath>Things/Projectile/VBY_XCOMRocket_UiIcon</uiIconPath>
                		
			</li>
		</verbsProperties>
		
	 </li>
     
	</comps>  
  </HediffDef>
  
  <ThingDef ParentName="BaseBullet">
    <defName>VBY_WristRocket_Bullet</defName>
    <label>wrist rocket</label>
    <graphicData>
      <texPath>Things/Projectile/VBY_Rocket_Projectile</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>TransparentPostLight</shaderType>
      <color>(254,189,58)</color>
    </graphicData>
    <thingClass>Projectile_Explosive</thingClass>
    <projectile>
      <speed>55</speed>
      <damageDef>VBY_XCOM_Small_Bomb</damageDef>
      <!-- Use default damage from explosion def -->
      <explosionRadius>1.0</explosionRadius>
      <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
      <preExplosionSpawnChance>0.6</preExplosionSpawnChance>
      <ai_IsIncendiary>true</ai_IsIncendiary>
    </projectile>
  </ThingDef>
  
  <!--  ======================================== Shredder Gun ================================================================  -->
  
  <ThingDef ParentName="VBY_XCOM_Armor_Base">
    <defName>VBY_XCom_EXO_Suit_Shredder</defName>
    <label>E.X.O. suit w/ shredder gun</label>
    <description>This heavy armor combines reinforced ADVENT plating with a powered exoskeleton, offering superior protection and damage resistance coupled with a wrist-mounted shredder gun. This wrist-mounted slug thrower sprays a cone of razor-sharp particles, ideal for shredding armor.</description>
    <apparel>
      <tags>
        <li>SpacerMilitary</li>
        <li>RoyalCombatGear</li>
      </tags>
    </apparel>
	<drawGUIOverlay>true</drawGUIOverlay>
	
	<techHediffsTags>
			<li>AdvancedWeapon</li>
	</techHediffsTags>
	<costList>
      <ComponentSpacer>6</ComponentSpacer>
      <Plasteel>90</Plasteel>
      <Uranium>20</Uranium>
	  <Steel>30</Steel>      
    </costList>
	<comps>
		<li Class="HediffApparel.CompProperties_HediffApparel">
			<hediffDef>VBY_XCOM_ShredderGun</hediffDef>
			<partsToAffect>
				<li>Torso</li>
			</partsToAffect>
		</li>
		<!-- come back to this
	    <li Class="CompProperties_Refuelable">
        <fuelLabel>Shots until barrel change</fuelLabel>
        <fuelGizmoLabel>Barrel durability</fuelGizmoLabel>
        <fuelFilter>
          <thingDefs>
            <li>Steel</li>
          </thingDefs>
        </fuelFilter>
        <fuelCapacity>120</fuelCapacity>
        <initialFuelPercent>1</initialFuelPercent>
        <autoRefuelPercent>0.75</autoRefuelPercent>
        <showFuelGizmo>true</showFuelGizmo>
        <minimumFueledThreshold>1</minimumFueledThreshold>
        <fuelMultiplier>2</fuelMultiplier>
        <factorByDifficulty>true</factorByDifficulty>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <outOfFuelMessage>Cannot shoot: Needs new barrel</outOfFuelMessage>
        <fuelIconPath>UI/Overlays/Barrel</fuelIconPath>
      </li>
	  -->
	
    </comps>
	
  </ThingDef>
  
  <HediffDef> 
    <hediffClass>HediffWithComps</hediffClass>
    <defName>VBY_XCOM_ShredderGun</defName>
    <label>shredder gun</label>
	<description>A wrist-mounted shredder gun wired to the base of the suit.</description>
    <addedPartProps>
      <partEfficiency>1.0</partEfficiency>      
    </addedPartProps>
    <stages>
	 <li> 
      <capMods>
        <li>
          <capacity>Manipulation</capacity>
          <offset>+0.20</offset>
        </li>
      </capMods>
	 </li> 
    </stages>
	<comps>
	  <li Class="OrenoPCF.HediffCompProperties_VerbGiverExtended">
	    <toggleLabel>E.X.O. Shredder Gun</toggleLabel>
				<toggleDescription>Fire wrist-mounted shredder gun.</toggleDescription>
				<!-- <toggleBackgroundPath>UI/Widgets/Prosthetic/DesButBGLG</toggleBackgroundPath> -->
				<toggleIconPath>Things/Projectile/VBY_XCom_ShredderGun_UiIcon</toggleIconPath>
				<toggleIconAngle>-45.0</toggleIconAngle>
	    
        <verbs>
          <li>
            <verbClass>Verb_Shoot</verbClass>
            <hasStandardCommand>true</hasStandardCommand>
            <defaultProjectile>VBY_ShredderGun_Bullet</defaultProjectile>
            <warmupTime>1.0</warmupTime>			
            <range>12.4</range>
			
			<!--  -->
            <ticksBetweenBurstShots>920</ticksBetweenBurstShots>  <!-- Come Back  -->
            <burstShotCount>1</burstShotCount>
			<onlyManualCast>true</onlyManualCast>
			
            <soundCast>Shot_Shotgun</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>12</muzzleFlashScale>
			<accuracyTouch>0.38</accuracyTouch>
			<accuracyShort>0.36</accuracyShort>
			<accuracyMedium>0.28</accuracyMedium>
			<accuracyLong>0.19</accuracyLong>
			<minRange>1</minRange>
			<ai_AvoidFriendlyFireRadius>5</ai_AvoidFriendlyFireRadius>
			<ai_IsBuildingDestroyer>false</ai_IsBuildingDestroyer>		
			<targetParams>
                <canTargetLocations>true</canTargetLocations>
            </targetParams>
          </li>
        </verbs>
		<verbsProperties>
			<li>
				<label>E.X.O. Shredder Gun</label>
				<description>EXO Shredder Gun: A weapon mounted to your pawn {0}. It sprays a cone of razor-sharp particles, damaging multiple enemies and shredding their armor.</description>
				<uiIconPath>Things/Projectile/VBY_XCom_ShredderGun_UiIcon</uiIconPath> 
			</li>
		</verbsProperties>
		
	 </li>
     
	</comps>  
  </HediffDef>
  
  <ThingDef ParentName="BaseBullet">
    <defName>VBY_ShredderGun_Bullet</defName>
    <label>shredder slugs</label>
    <graphicData>
      <texPath>Things/Projectile/VBY_XCOM_Shredder_Bullets</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>TransparentPostLight</shaderType>
      <color>(254,189,58)</color>
    </graphicData>
    
    <projectile>
      <speed>70</speed>
      <damageDef>VBY_XCOM_Shredder</damageDef>
	  <damageAmountBase>23</damageAmountBase>
      <stoppingPower>4</stoppingPower>
      <armorPenetrationBase>0.12</armorPenetrationBase>    
      
      <ai_IsIncendiary>false</ai_IsIncendiary>
    </projectile>
  </ThingDef>
  
  
  <!--  ============================================================================================================  -->
  
  
  <ThingDef ParentName="VBY_XCOM_Armor_Base">
    <defName>VBY_XCom_EXO_Suit_Flame</defName>
    <label>E.X.O suit w/ flamethrower</label>
    <description>This heavy armor combines reinforced ADVENT plating with a powered exoskeleton, offering superior protection and damage resistance coupled with a wrist-mounted flamethrower. This wrist-mounted flamethrower relies on a super-pressurized fuel canister and a very focused nozzle to unleash a deadly cone of fire on multiple enemies.</description>
    <apparel>
      <tags>
        <li>SpacerMilitary</li>
        <li>RoyalCombatGear</li>
      </tags>
    </apparel>
	<drawGUIOverlay>true</drawGUIOverlay>
	
	<techHediffsTags>
			<li>AdvancedWeapon</li>
	</techHediffsTags>
	<costList>
      <ComponentSpacer>6</ComponentSpacer>
      <Plasteel>90</Plasteel>
      <Uranium>20</Uranium>
	  <Steel>15</Steel>
	  <Chemfuel>30</Chemfuel>
      <ComponentIndustrial>2</ComponentIndustrial>
    </costList>
	<comps>
		<li Class="HediffApparel.CompProperties_HediffApparel">
			<hediffDef>VBY_XCOM_Flamethrower</hediffDef>
			<partsToAffect>
				<li>Torso</li>
			</partsToAffect>
		</li>
		<!-- come back to this
	    <li Class="CompProperties_Refuelable">
        <fuelLabel>Shots until barrel change</fuelLabel>
        <fuelGizmoLabel>Barrel durability</fuelGizmoLabel>
        <fuelFilter>
          <thingDefs>
            <li>Steel</li>
          </thingDefs>
        </fuelFilter>
        <fuelCapacity>120</fuelCapacity>
        <initialFuelPercent>1</initialFuelPercent>
        <autoRefuelPercent>0.75</autoRefuelPercent>
        <showFuelGizmo>true</showFuelGizmo>
        <minimumFueledThreshold>1</minimumFueledThreshold>
        <fuelMultiplier>2</fuelMultiplier>
        <factorByDifficulty>true</factorByDifficulty>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <outOfFuelMessage>Cannot shoot: Needs new barrel</outOfFuelMessage>
        <fuelIconPath>UI/Overlays/Barrel</fuelIconPath>
      </li>
	  -->
	
    </comps>
	
  </ThingDef>
  
  <HediffDef> 
    <hediffClass>HediffWithComps</hediffClass>
    <defName>VBY_XCOM_Flamethrower</defName>
    <label>flamethrower</label>
	<description>A wrist-mounted flamethrower wired to the base of the suit.</description>
    <addedPartProps>
      <partEfficiency>1.0</partEfficiency>      
    </addedPartProps>
    <stages>
	 <li> 
      <capMods>
        <li>
          <capacity>Manipulation</capacity>
          <offset>+0.20</offset>
        </li>
      </capMods>
	 </li> 
    </stages>
	<comps>
	  <li Class="OrenoPCF.HediffCompProperties_VerbGiverExtended">
	    <toggleLabel>E.X.O. Flamethrower</toggleLabel>
				<toggleDescription>Spray wrist-mounted flames.</toggleDescription>
				<!-- <toggleBackgroundPath>UI/Widgets/Prosthetic/DesButBGLG</toggleBackgroundPath> -->
				<toggleIconPath>Things/Projectile/VBY_XCOM_Flamethrower_UiIcon</toggleIconPath>
				<toggleIconAngle>-45.0</toggleIconAngle>
	    
        <verbs>
          <li>
            <verbClass>Verb_Shoot</verbClass>
            <hasStandardCommand>true</hasStandardCommand>
            <defaultProjectile>VBY_Flamethrower_Bullet</defaultProjectile>
            <warmupTime>1.0</warmupTime>			
            <range>15.9</range>
			<forcedMissRadius>0.6</forcedMissRadius>
			<!--  -->
            <ticksBetweenBurstShots>900</ticksBetweenBurstShots> <!-- Come Back to this  -->
            <burstShotCount>1</burstShotCount>
			<onlyManualCast>true</onlyManualCast>
			
            <soundCast>Shot_IncendiaryLauncher</soundCast>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>14</muzzleFlashScale>
			<accuracyTouch>0.39</accuracyTouch>
			<accuracyShort>0.33</accuracyShort>
			<accuracyMedium>0.28</accuracyMedium>
			<accuracyLong>0.22</accuracyLong>
			<minRange>2.5</minRange>
			<ai_AvoidFriendlyFireRadius>2</ai_AvoidFriendlyFireRadius>
			<ai_IsBuildingDestroyer>false</ai_IsBuildingDestroyer>		
			<targetParams>
                <canTargetLocations>true</canTargetLocations>
            </targetParams>
          </li>
        </verbs>
		<verbsProperties>
			<li>
				<label>E.X.O. Flamethrower</label>
				<description>E.X.O. Flamethrower: A weapon mounted to your pawn {0}. This weapon sprays flames, dealing moderate damage and inflicting Burning on the target.</description>
				<uiIconPath>Things/Projectile/VBY_XCOM_Flamethrower_UiIcon</uiIconPath> 
			</li>
		</verbsProperties>
		
	 </li>
     
	</comps>  
  </HediffDef>
  
  <ThingDef ParentName="BaseBullet">
    <defName>VBY_Flamethrower_Bullet</defName>
    <label>flame</label>
    <graphicData>
      <texPath>Things/Projectile/VBY_XCOM_Flame_Projectile2</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>TransparentPostLight</shaderType>
      <color>(254,189,58)</color>
    </graphicData>
    <thingClass>Projectile_Explosive</thingClass>
    <projectile>
      <speed>35</speed>
      <damageDef>Flame</damageDef>
      <!-- Use default damage from explosion def -->
      <explosionRadius>0.75</explosionRadius>
      <explosionChanceToStartFire>0.95</explosionChanceToStartFire>      
      <ai_IsIncendiary>true</ai_IsIncendiary>
    </projectile>
  </ThingDef>
  
  
  
  
</Defs>