﻿<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef ParentName="ApparelBase">
    <defName>Apparel_PackJump</defName>
    <label>jump pack</label>
    <description>A single-person burst rocket for short-ranged flight. With its integrated harness and guidance assistant, the jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.\n\nSome spacer tech militaries have melee combat specialists who use jump packs to bypass obstacles and rapidly close with the enemy.</description>
    <techLevel>Industrial</techLevel>
    <comps>
      <li Class="CompProperties_Reloadable">
        <maxCharges>5</maxCharges>
        <ammoDef>Chemfuel</ammoDef>
        <ammoCountPerCharge>20</ammoCountPerCharge>
        <baseReloadTicks>60</baseReloadTicks>
        <soundReload>Standard_Reload</soundReload>
        <hotKey>Misc4</hotKey>
        <chargeNoun>jump</chargeNoun>
        <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
      </li>
    </comps>
    <verbs>
      <li>
        <verbClass>Verb_Jump</verbClass>
        <label>jump</label>
        <violent>false</violent>
        <hasStandardCommand>true</hasStandardCommand>
        <onlyManualCast>True</onlyManualCast>
        <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
        <warmupTime>0.5</warmupTime>
        <warmupEffecter>JumpWarmupEffect</warmupEffecter>
        <requireLineOfSight>true</requireLineOfSight>
        <flightEffecterDef>JumpFlightEffect</flightEffecterDef>
        <soundLanding>JumpPackLand</soundLanding>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
          <canTargetPawns>false</canTargetPawns>
          <canTargetBuildings>false</canTargetBuildings>
        </targetParams>
      </li>
    </verbs>
    <recipeMaker>
      <unfinishedThingDef>UnfinishedPack</unfinishedThingDef>
      <researchPrerequisite>JumpPack</researchPrerequisite>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <useIngredientsForColor>false</useIngredientsForColor>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <skillRequirements>
        <Crafting>4</Crafting>
      </skillRequirements>
      <displayPriority>330</displayPriority>
    </recipeMaker>
    <costList>
      <Plasteel>30</Plasteel>
      <ComponentIndustrial>3</ComponentIndustrial>
      <Chemfuel>100</Chemfuel>
    </costList>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/JumpPack/JumpPack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <tickerType>Normal</tickerType>
    <statBases>
      <WorkToMake>14000</WorkToMake>
      <Mass>3</Mass>
      <Flammability>0.4</Flammability>
      <EquipDelay>2</EquipDelay>
      <JumpRange>23.9</JumpRange>
    </statBases>
    <thingSetMakerTags>
      <li>RewardStandardMidFreq</li>
      <li>RewardStandardQualitySuper</li>
    </thingSetMakerTags>
    <thingCategories>
      <li>ApparelUtility</li>
    </thingCategories>
    <apparel>
      <countsAsClothingForNudity>false</countsAsClothingForNudity>
      <scoreOffset>4</scoreOffset>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/JumpPack/JumpPack</wornGraphicPath>
      <wornGraphicData>
        <renderUtilityAsPack>true</renderUtilityAsPack>
        <east>
          <offset>(-0.35,-0.05)</offset>
          <thin><offset>(0.05,0)</offset></thin>
          <hulk><offset>(-0.1,0)</offset></hulk>
          <fat><offset>(-0.15,0)</offset></fat>
        </east>
        <west>
          <offset>(0.35,-0.05)</offset>
          <thin><offset>(-0.05,0)</offset></thin>
          <hulk><offset>(0.1,0)</offset></hulk>
          <fat><offset>(0.15,0)</offset></fat>
        </west>
        <male>  <scale>(0.75,0.75)</scale></male>
        <female><scale>(0.75,0.75)</scale></female>
        <thin>  <scale>(0.7,0.7)</scale></thin>
        <hulk>  <scale>(0.9,0.9)</scale></hulk>
        <fat>   <scale>(0.9,0.9)</scale></fat>

      </wornGraphicData>
      <careIfWornByCorpse>false</careIfWornByCorpse>
      <careIfDamaged>false</careIfDamaged>
      <wearPerDay>0</wearPerDay>
      <bodyPartGroups>
        <li>Waist</li>
      </bodyPartGroups>
      <layers>
        <li>Belt</li>
      </layers>
      <tags>
        <li>PackJump</li>
      </tags>
    </apparel>
    <tradeTags>
      <li>ExoticMisc</li>
      <li>Clothing</li>
    </tradeTags>
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>(0.33,0.33,0.33,1)</only>
        </li>
        <li>
          <weight>10</weight>
          <only>(0.65,0.65,0.65,1)</only>
        </li>
        <li>
          <weight>6</weight>
          <min>(0.3,0.3,0.3,1)</min>
          <max>(0.5,0.5,0.5,1)</max>
        </li>
        <li>
          <weight>10</weight>
          <only>(0.9,0.9,0.9,1)</only>
        </li>
      </options>
    </colorGenerator>
    <allowedArchonexusCount>1</allowedArchonexusCount>
  </ThingDef>

  <ThingDef ParentName="ApparelNoQualityBase">
    <thingClass>BroadshieldPack</thingClass>
    <defName>Apparel_PackBroadshield</defName>
    <label>low-shield pack</label>
    <description>A single-use man-portable low-shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out.\n\nMany ultratech combat squads owe their lives to a shield pack deployed at just the right time.</description>
    <techLevel>Industrial</techLevel>
    <comps>
      <li Class="CompProperties_Reloadable">
        <maxCharges>1</maxCharges>
        <destroyOnEmpty>true</destroyOnEmpty>
        <soundReload>Standard_Reload</soundReload>
        <hotKey>Misc4</hotKey>
        <chargeNoun>shield</chargeNoun>
        <displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
      </li>
    </comps>
    <verbs>
      <li>
        <verbClass>Verb_DeployBroadshield</verbClass>
        <label>deploy low-shield</label>
        <violent>false</violent>
        <hasStandardCommand>true</hasStandardCommand>
        <targetable>false</targetable>
        <nonInterruptingSelfCast>true</nonInterruptingSelfCast>
        <onlyManualCast>True</onlyManualCast>
      </li>
    </verbs>
    <recipeMaker>
      <unfinishedThingDef>UnfinishedPack</unfinishedThingDef>
      <researchPrerequisite>ShieldBelt</researchPrerequisite>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <skillRequirements>
        <Crafting>4</Crafting>
      </skillRequirements>
      <displayPriority>340</displayPriority>
    </recipeMaker>
    <costList>
      <BroadshieldCore>1</BroadshieldCore>
      <ComponentIndustrial>1</ComponentIndustrial>
    </costList>
    <graphicData>
      <texPath>Things/Pawn/Humanlike/Apparel/BroadshieldPack/BroadshieldPack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(0.7,0.7)</drawSize>
    </graphicData>
    <tickerType>Normal</tickerType>
    <statBases>
      <WorkToMake>14000</WorkToMake>
      <Mass>3</Mass>
      <Flammability>0.4</Flammability>
      <EquipDelay>2</EquipDelay>
    </statBases>
    <thingSetMakerTags>
      <li>RewardStandardMidFreq</li>
      <li>RewardStandardQualitySuper</li>
    </thingSetMakerTags>
    <thingCategories>
      <li>ApparelUtility</li>
    </thingCategories>
    <generateAllowChance>0.15</generateAllowChance>
    <apparel>
      <countsAsClothingForNudity>false</countsAsClothingForNudity>
      <scoreOffset>4</scoreOffset>
      <careIfWornByCorpse>false</careIfWornByCorpse>
      <careIfDamaged>false</careIfDamaged>
      <wearPerDay>0</wearPerDay>
      <bodyPartGroups>
        <li>Waist</li>
      </bodyPartGroups>
      <layers>
        <li>Belt</li>
      </layers>
      <tags>
        <li>BeltDefensePop</li>
      </tags>
      <wornGraphicPath>Things/Pawn/Humanlike/Apparel/BroadshieldPack/BroadshieldPack</wornGraphicPath>
      <wornGraphicData>
        <renderUtilityAsPack>true</renderUtilityAsPack>
        <north>
          <offset>(0,-0.15)</offset>
        </north>
        <south>
          <offset>(0,-0.15)</offset>
        </south>
        <east>
          <offset>(-0.35,-0.1)</offset>
          <thin><offset>(0.05,0)</offset></thin>
          <hulk><offset>(-0.15,0)</offset></hulk>
          <fat> <offset>(-0.20,0)</offset></fat>
        </east>
        <west>
          <offset>(0.35,-0.1))</offset>
          <thin><offset>(-0.05,0)</offset></thin>
          <hulk><offset>(0.15,0)</offset></hulk>
          <fat> <offset>(0.20,0)</offset></fat>
        </west>

        <male>  <scale>(0.4,0.4)</scale></male>
        <female><scale>(0.4,0.4)</scale></female>
        <thin>  <scale>(0.4,0.4)</scale></thin>
        <hulk>  <scale>(0.51,0.51)</scale></hulk>
        <fat>   <scale>(0.51,0.51)</scale></fat>
      </wornGraphicData>
    </apparel>
    <tradeTags>
      <li>ExoticMisc</li>
      <li>Armor</li>
    </tradeTags>
    <allowedArchonexusCount>1</allowedArchonexusCount>
  </ThingDef>

</Defs>
