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

    <ThingDef Name="CATShieldBase" ParentName="BaseWeapon" Abstract="True">
        <thingCategories Inherit="False">
            <li>VFEC_Shields</li>
        </thingCategories>
		<thingClass>VFECore.Apparel_Shield</thingClass>
		<apparel>
			<defaultOutfitTags>
				<li>Soldier</li>
			</defaultOutfitTags>
			<bodyPartGroups>
				<li>LeftHand</li>
			</bodyPartGroups>
			<layers>
				<li>VFEC_OuterShell</li>
			</layers>
			<countsAsClothingForNudity>false</countsAsClothingForNudity>
			<canBeDesiredForIdeo>false</canBeDesiredForIdeo>
		</apparel>
        <comps>
        </comps>
		<tradeTags>
			<li>Armor</li>
			<li>HiTechArmor</li>
			<li>ExoticMisc</li>
		</tradeTags>
    </ThingDef>

    <ThingDef ParentName="CATShieldBase">
        <defName>CAT_MonoShield</defName>
        <label>prestige monoshield</label>
        <description>An exiquisite crafted shield enhanced by mechanites. It can project a barrier to provide great protection for the wielder. The shield can also detach parts of it into floating weapon drone.</description>
		<tickerType>Normal</tickerType>
		<techLevel>Ultra</techLevel>
		<graphicData>
            <texPath>Things/Apparel/MonoShield/MonoShield</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
		<generateAllowChance>0</generateAllowChance>
		<generateCommonality>0</generateCommonality>
        <equippedAngleOffset>-52</equippedAngleOffset>
		<costList>
			<Plasteel>250</Plasteel>
			<ComponentSpacer>16</ComponentSpacer>
			<MeleeWeapon_MonoSword>4</MeleeWeapon_MonoSword>
			<SignalChip>4</SignalChip>
			<PowerfocusChip>2</PowerfocusChip>
			<NanostructuringChip>1</NanostructuringChip>
		</costList>
        <statBases>
            <MaxHitPoints>400</MaxHitPoints>
            <Flammability>0</Flammability>
            <ArmorRating_Sharp>1.75</ArmorRating_Sharp>
            <ArmorRating_Blunt>0.75</ArmorRating_Blunt>
            <ArmorRating_Heat>0.75</ArmorRating_Heat>
			<DeteriorationRate>0</DeteriorationRate>
            <WorkToMake>75000</WorkToMake>
            <Mass>8.5</Mass>
        </statBases>
		<tradeability>Sellable</tradeability>
        <comps>
            <li Class="VFECore.CompProperties_Shield">
                <useDeflectMetalEffect>true</useDeflectMetalEffect>
                <coveredBodyPartGroups>
					<li>Torso</li>
					<li>Arms</li>
                    <li>Hands</li>
                </coveredBodyPartGroups>
                <offHandGraphicData>
                    <texPath>Things/Apparel/MonoShield/MonoShield</texPath>
                    <graphicClass>Graphic_Multi</graphicClass>
                    <shaderType>CutoutComplex</shaderType>
                </offHandGraphicData>
                <offHandHoldOffset>
                    <northDefault>
                        <offset>(-0.35, 0, 0.1)</offset>
                        <behind>true</behind>
                    </northDefault>
                    <east>
                        <offset>(0, 0, 0.1)</offset>
                        <behind>true</behind>
                    </east>
                    <south>
                        <offset>(0.35, -0.04, 0.1)</offset>
                    </south>
                    <west>
                        <offset>(0, 0, 0.1)</offset>
                    </west>
                </offHandHoldOffset>
            </li>
			<li Class="VanillaApparelExpanded.CompProperties_SwitchApparel">
				<SwitchTo>CAT_MonoShieldExpanded</SwitchTo>
				<graphicPath>Things/Apparel/MonoShield/MonoShieldExpanded</graphicPath>
			</li>
        </comps>
        <tools>
            <li>
                <label>body</label>
                <labelUsedInLogging>false</labelUsedInLogging>
                <capacities>
                    <li>Blunt</li>
                </capacities>
                <power>18</power>
                <cooldownTime>2.5</cooldownTime>
            </li>
        </tools>
		<recipeMaker>
			<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
			<workSkill>Crafting</workSkill>
			<effectWorking>Smith</effectWorking>
			<soundWorking>Recipe_Smith</soundWorking>
			<unfinishedThingDef>UnfinishedPack</unfinishedThingDef>
			<skillRequirements>
				<Crafting>15</Crafting>
			</skillRequirements>
			<researchPrerequisites>
				<li>UltratechArmament</li>
			</researchPrerequisites>
			<recipeUsers>
				<li>FabricationBench</li>
			</recipeUsers>
		</recipeMaker>
    </ThingDef>
	
    <ThingDef ParentName="CATShieldBase">
        <defName>CAT_MonoShieldExpanded</defName>
        <label>prestige monoshield (expanded)</label>
        <description>An exiquisite crafted shield enhanced by mechanites. It can project a barrier to provide great protection for the wielder. The shield can also detach parts of it into floating weapon drone.</description>
		<tickerType>Normal</tickerType>
		<techLevel>Ultra</techLevel>
		<graphicData>
            <texPath>Things/Apparel/MonoShield/MonoShieldExpanded</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
		<generateAllowChance>0</generateAllowChance>
		<generateCommonality>0</generateCommonality>
        <equippedAngleOffset>-52</equippedAngleOffset>
		<costList>
			<Plasteel>250</Plasteel>
			<ComponentSpacer>16</ComponentSpacer>
			<MeleeWeapon_MonoSword>4</MeleeWeapon_MonoSword>
			<SignalChip>4</SignalChip>
			<PowerfocusChip>2</PowerfocusChip>
			<NanostructuringChip>1</NanostructuringChip>
		</costList>
        <statBases>
            <MaxHitPoints>400</MaxHitPoints>
            <Flammability>0</Flammability>
            <ArmorRating_Sharp>2.50</ArmorRating_Sharp>
            <ArmorRating_Blunt>1.50</ArmorRating_Blunt>
            <ArmorRating_Heat>0.75</ArmorRating_Heat>
			<DeteriorationRate>0</DeteriorationRate>
            <WorkToMake>75000</WorkToMake>
            <Mass>8.5</Mass>
        </statBases>
		<tradeability>Sellable</tradeability>
        <equippedStatOffsets>
			<MoveSpeed>-1.0</MoveSpeed>
        </equippedStatOffsets>
        <comps>
            <li Class="VFECore.CompProperties_Shield">
                <useDeflectMetalEffect>true</useDeflectMetalEffect>
                <coveredBodyPartGroups>
					<li>Neck</li>
					<li>Shoulders</li>
					<li>Torso</li>
					<li>Legs</li>
					<li>Arms</li>
                    <li>Hands</li>
					<li>Feet</li>
                </coveredBodyPartGroups>
                <offHandGraphicData>
                    <texPath>Things/Apparel/MonoShield/MonoShieldExpanded</texPath>
                    <graphicClass>Graphic_Multi</graphicClass>
                    <shaderType>CutoutComplex</shaderType>
                </offHandGraphicData>
                <offHandHoldOffset>
                    <northDefault>
                        <offset>(-0.35, 0, 0.1)</offset>
                        <behind>true</behind>
                    </northDefault>
                    <east>
                        <offset>(0, 0, 0.1)</offset>
                        <behind>true</behind>
                    </east>
                    <south>
                        <offset>(0.35, -0.04, 0.1)</offset>
                    </south>
                    <west>
                        <offset>(0, 0, 0.1)</offset>
                    </west>
                </offHandHoldOffset>
            </li>
			<li Class="VFECore.CompProperties_ShieldBubble">
				<compClass>VFECore.CompShieldBubble</compClass>
				<blockRangedAttack>true</blockRangedAttack>
				<blockMeleeAttack>false</blockMeleeAttack>
				<showWhenDrafted>true</showWhenDrafted>
				<showOnHostiles>true</showOnHostiles>
				<showOnNeutralInCombat>true</showOnNeutralInCombat>
				<shieldTexPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPackShield</shieldTexPath>
				<EnergyShieldRechargeRate>5.0</EnergyShieldRechargeRate>
				<EnergyShieldEnergyMax>250</EnergyShieldEnergyMax>
				<minShieldSize>3.5</minShieldSize>
				<maxShieldSize>5.2</maxShieldSize>
				<disableRotation>true</disableRotation>
			</li>
			<li Class="VanillaApparelExpanded.CompProperties_SwitchApparel">
				<SwitchTo>CAT_MonoBuckler</SwitchTo>
				<graphicPath>Things/Apparel/MonoShield/MonoBuckler</graphicPath>
			</li>
        </comps>
        <tools>
            <li>
                <label>body</label>
                <labelUsedInLogging>false</labelUsedInLogging>
                <capacities>
                    <li>Blunt</li>
                </capacities>
                <power>18</power>
                <cooldownTime>2.5</cooldownTime>
            </li>
        </tools>
		<recipeMaker>
			<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
			<workSkill>Crafting</workSkill>
			<effectWorking>Smith</effectWorking>
			<soundWorking>Recipe_Smith</soundWorking>
			<unfinishedThingDef>UnfinishedPack</unfinishedThingDef>
			<skillRequirements>
				<Crafting>15</Crafting>
			</skillRequirements>
			<researchPrerequisites>
				<li>UltratechArmament</li>
			</researchPrerequisites>
			<recipeUsers>
				<li>FabricationBench</li>
			</recipeUsers>
		</recipeMaker>
    </ThingDef>
	
    <ThingDef ParentName="CATShieldBase">
        <defName>CAT_MonoBuckler</defName>
        <label>prestige mono buckler</label>
        <description>An exiquisite crafted shield enhanced by mechanites that provides great protection. The buckler can be tossed at a target like mono buzzsaw.</description>
		<tickerType>Normal</tickerType>
		<techLevel>Ultra</techLevel>
		<graphicData>
            <texPath>Things/Apparel/MonoShield/MonoBuckler</texPath>
            <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
		<generateAllowChance>0</generateAllowChance>
		<generateCommonality>0</generateCommonality>
        <equippedAngleOffset>-52</equippedAngleOffset>
		<smeltable>false</smeltable>
        <statBases>
            <MaxHitPoints>400</MaxHitPoints>
            <Flammability>0</Flammability>
            <ArmorRating_Sharp>2.50</ArmorRating_Sharp>
            <ArmorRating_Blunt>1.50</ArmorRating_Blunt>
            <ArmorRating_Heat>0.75</ArmorRating_Heat>
			<DeteriorationRate>0</DeteriorationRate>
            <Mass>2.5</Mass>
			<MarketValue>15000</MarketValue>
			<RangedWeapon_Cooldown>15</RangedWeapon_Cooldown>
        </statBases>
        <equippedStatOffsets>
            <MeleeDodgeChance>2</MeleeDodgeChance>
        </equippedStatOffsets>
		<verbs>
			<li>
				<verbClass>Verb_Shoot</verbClass>
				<label>Monoshield Bit</label>
				<defaultProjectile>CAT_AurusBeam</defaultProjectile>
				<hasStandardCommand>true</hasStandardCommand>
				<range>32.9</range>
				<targetParams>
					<canTargetLocations>true</canTargetLocations>
					<canTargetPawns>true</canTargetPawns>
				</targetParams>
				<warmupTime>6.5</warmupTime>
				<soundCast>PsychicShockLanceCast</soundCast>
				<soundCastTail>GunTail_Heavy</soundCastTail>
				<muzzleFlashScale>9</muzzleFlashScale>
				<burstShotCount>1</burstShotCount>
				<commandIcon>UI/ShieldBeam_Icon</commandIcon>
			</li>
		</verbs>
        <comps>
            <li Class="VFECore.CompProperties_Shield">
                <useDeflectMetalEffect>true</useDeflectMetalEffect>
                <coveredBodyPartGroups>
                    <li>Torso</li>
                    <li>Arms</li>
                    <li>Hands</li>
                </coveredBodyPartGroups>
                <offHandGraphicData>
                    <texPath>Things/Apparel/MonoShield/MonoBuckler</texPath>
                    <graphicClass>Graphic_Multi</graphicClass>
                    <shaderType>CutoutComplex</shaderType>
                </offHandGraphicData>
                <offHandHoldOffset>
                    <northDefault>
                        <offset>(-0.35, 0, 0.1)</offset>
                        <behind>true</behind>
                    </northDefault>
                    <east>
                        <offset>(0, 0, 0.1)</offset>
                        <behind>true</behind>
                    </east>
                    <south>
                        <offset>(0.35, -0.04, 0.1)</offset>
                    </south>
                    <west>
                        <offset>(0, 0, 0.1)</offset>
                    </west>
                </offHandHoldOffset>
            </li>
			<li Class="MVCF.Comps.CompProperties_VerbGiver">
				<verbProps>
					<li>
						<label>Monoshield Bit</label>
						<visualLabel>light of Aurus</visualLabel>
						<canBeToggled>true</canBeToggled>
						<comps>
							<li Class="MVCF.VerbComps.VerbCompProperties_Turret">
								<compClass>MVCF.VerbComps.VerbComp_Turret</compClass>
								<humanAsDefault>true</humanAsDefault>
								<graphic>
									<texPath>Things/Apparel/MonoShield/MonoShieldBit</texPath>
									<graphicClass>Graphic_Single</graphicClass>
									<shaderType>CutoutFlying</shaderType>
								</graphic>
								<specificPositions>
									<li>
										<defName>Human</defName>
										<BodyType>Thin</BodyType>
										<Default>(0,0)</Default>
										<Up>(0,1.5)</Up>
										<Down>(0,1.5)</Down>
										<Right>(0,1.5)</Right>
										<Left>(0,1.5)</Left>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Male</BodyType>
										<Default>(0,0)</Default>
										<Up>(0,1.5)</Up>
										<Down>(0,1.5)</Down>
										<Right>(0,1.5)</Right>
										<Left>(0,1.5)</Left>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Female</BodyType>
										<Default>(0,0)</Default>
										<Up>(0,1.5)</Up>
										<Down>(0,1.5)</Down>
										<Right>(0,1.5)</Right>
										<Left>(0,1.5)</Left>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Hulk</BodyType>
										<Default>(0,0)</Default>
										<Up>(0,1.5)</Up>
										<Down>(0,1.5)</Down>
										<Right>(0,1.5)</Right>
										<Left>(0,1.5)</Left>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Fat</BodyType>
										<Default>(0,0)</Default>
										<Up>(0,1.5)</Up>
										<Down>(0,1.5)</Down>
										<Right>(0,1.5)</Right>
										<Left>(0,1.5)</Left>
									</li>
								</specificPositions>
								<scalings>
									<li>
										<defName>Human</defName>
										<BodyType>Thin</BodyType>
										<scaling>1.2</scaling>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Male</BodyType>
										<scaling>1.2</scaling>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Female</BodyType>
										<scaling>1.2</scaling>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Fat</BodyType>
										<scaling>1.2</scaling>
									</li>
									<li>
										<defName>Human</defName>
										<BodyType>Hulk</BodyType>
										<scaling>1.2</scaling>
									</li>
								</scalings>
							</li>
						</comps>
					</li>
				</verbProps>
			</li>
			<li Class="VFECore.Abilities.CompProperties_AbilitiesApparel">
				<abilities>
					<li>CAT_MonoshieldSpinningShield</li>
				</abilities>
			</li>
			<li Class="VanillaApparelExpanded.CompProperties_SwitchApparel">
				<SwitchTo>CAT_MonoShield</SwitchTo>
				<graphicPath>Things/Apparel/MonoShield/MonoShield</graphicPath>
			</li>
        </comps>
        <tools>
			<li>
				<label>edge</label>
				<capacities>
				  <li>Cut</li>
				</capacities>
				<power>30</power>
				<cooldownTime>2.4</cooldownTime>
				<armorPenetration>0.9</armorPenetration>
			</li>
            <li>
                <label>body</label>
                <labelUsedInLogging>false</labelUsedInLogging>
                <capacities>
                    <li>Blunt</li>
                </capacities>
                <power>12</power>
                <cooldownTime>1.2</cooldownTime>
            </li>
        </tools>
    </ThingDef>

  <!--<ThingDef ParentName="MoteBase">
    <defName>CAT_GraserBeamBase</defName>
    <thingClass>MoteDualAttached</thingClass>
    <altitudeLayer>MoteOverhead</altitudeLayer>
    <mote>
      <fadeInTime>0.2</fadeInTime>
      <fadeOutTime>0.3</fadeOutTime>
      <solidTime>999999</solidTime>
      <needsMaintenance>True</needsMaintenance>
      <rotateTowardsTarget>True</rotateTowardsTarget>
      <scaleToConnectTargets>True</scaleToConnectTargets>
      <fadeOutUnmaintained>True</fadeOutUnmaintained>
    </mote>
    <drawOffscreen>true</drawOffscreen>
    <graphicData>
      <texPath>Things/Mote/BitBeam</texPath>
      <graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
      <shaderType>MoteBeam</shaderType>
      <shaderParameters>
        <_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
        <_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
        <_ScrollSpeedA>-4 </_ScrollSpeedA>
        <_ScrollSpeedB>3</_ScrollSpeedB>
        <_Intensity>2</_Intensity>
      </shaderParameters>
    </graphicData>
  </ThingDef>-->
  
    <!--<VFECore.Abilities.AbilityDef>
        <defName>CAT_MonoshieldBeam</defName>
        <label>throwing monoshield</label>
        <description>Tossing the monoshield at an enemy.</description>
        <iconPath>UI/ShieldBeam_Icon</iconPath>
		<abilityClass>VFECore.Abilities.Ability_ShootProjectile</abilityClass>
		<targetMode>Pawn</targetMode>
		<targetingParameters>
			<canTargetPawns>true</canTargetPawns>
		</targetingParameters>
		<castTime>60</castTime>
		<range>32.9</range>
		<cooldownTime>120</cooldownTime>
		<castSound>ChargeLance_Fire</castSound>
		<modExtensions>
		  <li Class="VFECore.Abilities.AbilityExtension_Projectile">
			<projectile>CAT_ChainBeam</projectile>
		  </li>
		</modExtensions>
    </VFECore.Abilities.AbilityDef>-->
	
	<ThingDef ParentName="BaseBullet">
		<defName>CAT_AurusBeam</defName>
		<label>light of Aurus</label>
		<thingClass>VFEMech.TeslaProjectile</thingClass>
		<graphicData>
			<texPath>Things/Projectiles/Proj_Bitbeam</texPath>
			<graphicClass>Graphic_Flicker</graphicClass>
		</graphicData>
		<projectile>
			<damageDef>CAT_AurusLight</damageDef> <!--continuous-->
			<damageAmountBase>10</damageAmountBase>
			<speed>150</speed>
		</projectile>
		<modExtensions>
			<li Class="VFEMech.TeslaChainingProps">
				<maxBounceCount>0</maxBounceCount>
				<damageDef>CAT_AurusLight</damageDef> <!--first target only?-->
				<explosionDamageDef>CAT_AurusLight</explosionDamageDef>
				<impactRadius>5.9</impactRadius>
				<targetFriendly>false</targetFriendly>
				<addFire>false</addFire>
				<maxLifetime>20</maxLifetime>
			</li>
		</modExtensions>
	</ThingDef>

  <DamageDef ParentNameName="Vaporize">
    <defName>CAT_AurusLight</defName>
    <label>aurus light</label>
    <workerClass>DamageWorker_Vaporize</workerClass>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has been vaporized by extreme heat.</deathMessage>
    <hediff>Burn</hediff>
    <harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
    <defaultDamage>10</defaultDamage>
    <defaultStoppingPower>1.5</defaultStoppingPower>
    <defaultArmorPenetration>1</defaultArmorPenetration>
    <buildingDamageFactorImpassable>4</buildingDamageFactorImpassable>
    <buildingDamageFactorPassable>2</buildingDamageFactorPassable>
    <plantDamageFactor>2</plantDamageFactor>
    <explosionHeatEnergyPerCell>20</explosionHeatEnergyPerCell>
    <explosionCellFleck>Fleck_AurusLight</explosionCellFleck>
    <armorCategory>Heat</armorCategory>
    <minDamageToFragment>15</minDamageToFragment>
    <makesAnimalsFlee>true</makesAnimalsFlee>
    <explosionColorCenter>(1, 1, 1)</explosionColorCenter>
    <explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
    <soundExplosion>Explosion_Vaporize</soundExplosion>
    <expolosionPropagationSpeed>0.3</expolosionPropagationSpeed>
    <hasForcefulImpact>true</hasForcefulImpact>
    <corpseDamageFactor>0.1</corpseDamageFactor>
  </DamageDef>
  
	<FleckDef ParentName="FleckBase_RandomGraphic">
		<defName>Fleck_AurusLight</defName>
		<randomGraphics>
		<li>
			<graphicClass>Graphic_Fleck</graphicClass>
			<texPath>Things/Mote/AurusLight_A</texPath>
			<shaderType>MoteGlow</shaderType>
			<renderInstanced>true</renderInstanced>
			<drawSize>(1.5, 1.5)</drawSize>
		</li>
		<li>
			<graphicClass>Graphic_Fleck</graphicClass>
			<texPath>Things/Mote/AurusLight_B</texPath>
			<shaderType>MoteGlow</shaderType>
			<renderInstanced>true</renderInstanced>
			<drawSize>(1.5, 1.5)</drawSize>
		</li>
		<li>
			<graphicClass>Graphic_Fleck</graphicClass>
			<texPath>Things/Mote/AurusLight_C</texPath>
			<shaderType>MoteGlow</shaderType>
			<renderInstanced>true</renderInstanced>
			<drawSize>(1.5, 1.5)</drawSize>
		</li>
		</randomGraphics>
		<altitudeLayer>MoteOverhead</altitudeLayer>
		<fadeInTime>0.25</fadeInTime>
		<solidTime>0.3</solidTime>
		<fadeOutTime>0.7</fadeOutTime>
	</FleckDef>
	
    <VFECore.Abilities.AbilityDef>
        <defName>CAT_MonoshieldSpinningShield</defName>
        <label>throwing monoshield</label>
        <description>Tossing the monoshield at an enemy.</description>
        <iconPath>UI/MonoShield_Icon</iconPath>
		<abilityClass>VFECore.Abilities.Ability_ShootProjectile</abilityClass>
		<targetMode>Pawn</targetMode>
		<targetingParameters>
			<canTargetPawns>true</canTargetPawns>
			<canTargetBuildings>true</canTargetBuildings>
		</targetingParameters>
		<castTime>10</castTime>
		<range>24.9</range>
		<cooldownTime>120</cooldownTime>
		<castSound>Interact_MonoSword</castSound>
		<modExtensions>
		  <li Class="VFECore.Abilities.AbilityExtension_Projectile">
			<projectile>CAT_FlyingMonoshield</projectile>
		  </li>
		</modExtensions>
    </VFECore.Abilities.AbilityDef>

    <ThingDef ParentName="BaseBullet">
    <defName>CAT_FlyingMonoshield</defName>
    <label>Monobeyblade</label>
    <graphicData>
		<texPath>Things/Projectiles/Proj_MonoShield</texPath>
		<graphicClass>Graphic_Single</graphicClass>
        <shaderType>CutoutComplex</shaderType>
    </graphicData>
    <projectile>
      <damageDef>Cut</damageDef>
      <damageAmountBase>45</damageAmountBase>
      <armorPenetrationBase>1.25</armorPenetrationBase>
	  <spinRate>3</spinRate>
      <speed>30</speed>
    </projectile>
	<comps>
		<li Class="VFECore.CompProperties_HomingProjectile">
			<homingDistanceFractionPassed>0.9</homingDistanceFractionPassed>
			<homingCorrectionTickRate>10</homingCorrectionTickRate>
			<initialDispersionFromTarget>2</initialDispersionFromTarget>
			<hitSound>MeleeHit_MonoSword</hitSound>
		</li>
	</comps>
  </ThingDef>
</Defs>