<?xml version="1.0" encoding="utf-8"?>
<Defs>
	<VFECore.ExpandableProjectileDef ParentName="BaseBullet">
	<defName>CAT_Eradication</defName>
	<label>precise laser shot</label>
	<description>A focused beam that annihilates anything.</description>
	<thingClass>VFECore.GaussProjectile</thingClass>
	<graphicData>
		<texPath>Things/Projectiles/Eradication_ProjectileFadeIn</texPath>
		<texPathFadeOut>Things/Projectiles/Eradication_ProjectileFadeOut</texPathFadeOut>
		<shaderType>MoteGlow</shaderType>
	</graphicData>
	<projectile>
		<damageDef>CAT_Disintegration</damageDef>
		<damageAmountBase>15</damageAmountBase>
		<armorPenetrationBase>3</armorPenetrationBase>
		<stoppingPower>3</stoppingPower>
		<speed>500</speed>
	</projectile>
	<drawOffscreen>true</drawOffscreen> <!-- needed to draw them properly -->
	<lifeTimeDuration>30</lifeTimeDuration> <!-- total life time duration, the counter counts every tickFrameRate property -->
	<startingPositionOffset>(.4, -0.1, -0.9)</startingPositionOffset> <!-- if you need to position starting projectile position (for big dragons and flamethrowers etc -->
	<widthScaleFactor>0.25</widthScaleFactor> <!-- optional, will scale the width of the projectile textures -->
	<heightScaleFactor>1.0</heightScaleFactor> <!-- optional, will scale the heigth of the projectile textures -->
	<totalSizeScale>1.0</totalSizeScale> <!-- optional, will scale the size of projectile textures. was needed in order to scale Oskars textures properly to fit them after the shooter -->
	<tickFrameRate>1</tickFrameRate> <!-- speed of changing textures per ticks -->
	<finalTickFrameRate>15</finalTickFrameRate> <!-- speed of changing fade out textures per ticks -->
	<tickDamageRate>3</tickDamageRate> <!-- determines through which each tick the damage is done by the custom class (fire class for example) -->
	</VFECore.ExpandableProjectileDef>

  <ThingDef ParentName="BaseWeapon">
    <defName>CAT_HighStellarchStaff</defName>
    <label>Kyriarchía</label>
    <description>A mysterious staff possesses immense power. The weapon itself seems to have a mind of its own, and it is something inhuman.
	\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.</description>
    <soundInteract>Interact_MonoSword</soundInteract>
    <meleeHitSound>MeleeHit_MonoSword</meleeHitSound>
    <smeltable>false</smeltable>
    <equippedAngleOffset>15</equippedAngleOffset>
    <relicChance>0</relicChance>
    <weaponTags>
      <li>ExcludeFromEmpireTitleReward</li>
    </weaponTags>
    <thingCategories>
      <li>WeaponsMeleeBladelink</li>
    </thingCategories>
    <thingSetMakerTags>
      <li>WeaponBladelink</li>
    </thingSetMakerTags>
    <statBases>
      <MarketValue>100000</MarketValue>
      <Mass>10</Mass>
    </statBases>
    <techLevel>Archotech</techLevel>
    <tradeTags>
      <li>Artifact</li>
    </tradeTags>
    <weaponClasses>
      <li>Melee</li>
      <li>MeleePiercer</li>
    </weaponClasses>
    <graphicData>
      <texPath>Things/Items/Equipment/WeaponMelee/Kyriarchía</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>1.3</drawSize>
    </graphicData>
    <equippedStatOffsets>
      <MeleeHitChance>10.0</MeleeHitChance>
	  <MeleeDodgeChance>10.0</MeleeDodgeChance>
    </equippedStatOffsets>
    <tickerType>Normal</tickerType>
    <generateAllowChance>0</generateAllowChance>
    <tools>
      <li>
        <label>handle</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>12</power>
        <cooldownTime>1</cooldownTime>
      </li>
      <li>
        <label>point</label>
        <capacities>
          <li>CAT_StabPsyBlade</li>
        </capacities>
        <power>35</power>
        <cooldownTime>1.5</cooldownTime>
        <armorPenetration>1.5</armorPenetration>
      </li>
      <li>
        <label>edge</label>
        <capacities>
          <li>CAT_CutPsyBlade</li>
        </capacities>
        <power>35</power>
        <cooldownTime>1.5</cooldownTime>
        <armorPenetration>1.5</armorPenetration>
      </li>
    </tools>
    <verbs>
	  <li>
		<verbClass>Verb_Shoot</verbClass>
		<label>eradication</label>
		<hasStandardCommand>true</hasStandardCommand>
		<defaultProjectile>CAT_Eradication</defaultProjectile>
		<accuracyTouch>1</accuracyTouch>
		<accuracyShort>1</accuracyShort>
		<accuracyMedium>1</accuracyMedium>
		<accuracyLong>1</accuracyLong>
		<warmupTime>2.6</warmupTime>
		<range>24.9</range>
		<burstShotCount>1</burstShotCount>
		<soundCast>Psycast_Neuroquake_Effect</soundCast>
		<soundCastTail>GunTail_Heavy</soundCastTail>
		<muzzleFlashScale>14</muzzleFlashScale>
		<targetParams>
			<canTargetLocations>true</canTargetLocations>
		</targetParams>
		<commandIcon>UI/Eradication_UI</commandIcon>
	  </li>
      <li>
        <verbClass>Verb_CastTargetEffectLances</verbClass>
        <label>psychic shock</label>
        <hasStandardCommand>true</hasStandardCommand>
        <targetable>true</targetable>
        <onlyManualCast>True</onlyManualCast>
        <range>34.9</range>
        <warmupTime>0.5</warmupTime>
        <invalidTargetPawn>Psychic shock immune</invalidTargetPawn>
        <targetParams>
          <canTargetBuildings>false</canTargetBuildings>
          <onlyTargetPsychicSensitive>true</onlyTargetPsychicSensitive>
          <neverTargetIncapacitated>true</neverTargetIncapacitated>
        </targetParams>
        <soundCast>PsychicShockLanceCast</soundCast>
		<commandIcon>Things/Item/Artifact/PsychicShockLance/PsychicShockLance</commandIcon>
      </li>
      <li>
        <verbClass>Verb_CastTargetEffectLances</verbClass>
        <label>psychic insanity</label>
        <hasStandardCommand>true</hasStandardCommand>
        <targetable>true</targetable>
        <onlyManualCast>True</onlyManualCast>
        <range>34.9</range>
        <warmupTime>0.5</warmupTime>
        <invalidTargetPawn>psychic insanity immune</invalidTargetPawn>
        <targetParams>
          <canTargetBuildings>false</canTargetBuildings>
          <onlyTargetPsychicSensitive>true</onlyTargetPsychicSensitive>
          <neverTargetIncapacitated>true</neverTargetIncapacitated>
        </targetParams>
        <soundCast>PsychicInsanityLanceCast</soundCast>
		<commandIcon>Things/Item/Artifact/PsychicInsanityLance/PsychicInsanityLance</commandIcon>
      </li>
      <li>
        <verbClass>Verb_PowerBeam</verbClass>
        <label>judgment</label>
        <hasStandardCommand>true</hasStandardCommand>
        <warmupTime>3</warmupTime>
        <ai_AvoidFriendlyFireRadius>15</ai_AvoidFriendlyFireRadius>
        <range>44.9</range>
        <burstShotCount>1</burstShotCount>
        <soundAiming>OrbitalTargeter_Aiming</soundAiming>
        <soundCast>OrbitalTargeter_Fire</soundCast>
        <onlyManualCast>True</onlyManualCast>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
		<commandIcon>UI/Judgment_Icon</commandIcon>
      </li>
    </verbs>
    <comps>
      <!--<li Class="VFECore.CompProperties_WeaponHediffs">
        <HediffDef>CAT_Aegis</HediffDef> 
      </li>-->
      <li Class="CompProperties_BladelinkWeapon">
        <biocodeOnEquip>true</biocodeOnEquip>
      </li>
      <li Class="MVCF.Comps.CompProperties_VerbProps">
        <ConsiderMelee>true</ConsiderMelee>
        <compClass>MVCF.Comps.Comp_VerbProps</compClass>
        <verbProps>
        <li>
          <label>eradication</label>
          <comps>
            <li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
              <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
              <cooldownTime>15</cooldownTime>
            </li>
          </comps>
        </li>
          <li>
            <label>psychic shock</label>
            <comps>
              <li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
                <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
                <cooldownTime>60</cooldownTime>
              </li>
              <li Class="MVCF.VerbComps.VerbCompProperties_TargetEffect">
                <targetEffects>
                  <li>
                    <compClass>CompTargetEffect_PsychicShock</compClass>
                  </li>
                  <li Class="CompProperties_TargetEffect_BrainDamageChance">
                    <brainDamageChance>0.3</brainDamageChance>
                  </li>
                  <li Class="CompProperties_TargetEffect_GoodwillImpact">
                    <goodwillImpact>-200</goodwillImpact>
                  </li>
                  <li Class="CompProperties_TargetEffect_FleckOnTarget">
                    <fleckDef>PsycastPsychicEffect</fleckDef>
                  </li>
                  <li Class="CompProperties_TargetEffect_FleckConnecting">
                    <fleckDef>PsycastPsychicLine</fleckDef>
                  </li>
                </targetEffects>
              </li>
            </comps>
          </li>
          <li>
            <label>psychic insanity</label>
            <comps>
              <li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
                <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
                <cooldownTime>60</cooldownTime>
              </li>
              <li Class="MVCF.VerbComps.VerbCompProperties_TargetEffect">
                <targetEffects>
                  <li>
                    <compClass>CompTargetEffect_Berserk</compClass>
                  </li>
                  <li Class="CompProperties_TargetEffect_BrainDamageChance">
                    <brainDamageChance>0.3</brainDamageChance>
                  </li>
                  <li Class="CompProperties_TargetEffect_GoodwillImpact">
                    <goodwillImpact>-200</goodwillImpact>
                  </li>
                  <li Class="CompProperties_TargetEffect_FleckOnTarget">
                    <fleckDef>PsycastPsychicEffect</fleckDef>
                  </li>
                  <li Class="CompProperties_TargetEffect_FleckConnecting">
                    <fleckDef>PsycastPsychicLine</fleckDef>
                  </li>
                </targetEffects>
              </li>
            </comps>
          </li>
        <li>
          <label>judgment</label>
          <comps>
            <li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
              <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
              <cooldownTime>180</cooldownTime>
            </li>
          </comps>
        </li>
        </verbProps>
      </li>
    </comps>
  </ThingDef>
</Defs>