<电子幽灵>前端第一件:HTML基础笔记下

HTML基础笔记(下)

介绍

费曼学习法最重要的部分,即把知识教给一个完全不懂的孩子——或者小白。
为了更好的自我学习,也为了让第一次接触某个知识范畴的同学快速入门,我会把我的学习笔记整理成电子幽灵系列。
提示:文章的是以解释-代码块-解释的结构呈现的。当你看到代码块并准备复制复现的时候,最好先保证自己看过了代码块前后的解释。


<电子幽灵>前端第一件:HTML基础笔记上中,最基础的一部分HTML标签和已经以表格的形式呈现出来了;接下来,将是对一些重要的标签进行详细叙述,并简单介绍头部和CSS。

本篇笔记主要来源于对 菜鸟教程:HTML教程的学习。

重要标签

a :超链接标签

a用来对文本附加“超级链接”。超级链接是各个网页之间的链接,可以说,没有超级链接,就没有今天的互联网。

<!--该段代码部分由AI Fitten Code生成并已经过验证-->
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
</head>
<body>
    <a id="y1">Hello World</a>
    <br/>
    <a href="https://www.csdn.com" target="_blank">csdn主页</a>
    <br/>
    <a href="https://www.baidu.com">
        <img src="https://www.baidu.com/img/bd_logo1.png" alt="百度logo"/>
    </a>
    <br/>
    <a href="#y1">这是一个实验性锚点</a>
</body>
</html>
a的常用属性
  1. href:必需属性,指示链接的目标URL。
  2. target:指示在哪个地方打开新页面。常用值:
    1. _self:在当前页面打开
    2. _blank:在新的空白页面中打开
    3. _parent:在父窗口中打开
    4. _top:在当前窗体打开链接,并替换当前的整个窗体(框架页)
    5. 其他页面名字:输入希望打开的页面名字
  3. download:指示这是不是下载链接。如果存在则是下载链接。
  4. id:设置锚点

img:图片标签

img的用处非常简单:插入各种各样的图像文件。

img的常用属性
  1. src:必需属性,指示图片的来源URL。
  2. alt:必需属性,指示链接的目标URL。
  3. height:设置图像高度。
  4. width:设置图像宽度。
  5. loading:如果一个HTML中有图片,那么图片文件需要另外加载;loading表示图片应当何时加载。
    1. eager:立即加载图像(让图像优先级靠前)
    2. lazy:延迟加载图像(让图像优先级靠后)

table及附属:表格标签

table/thead/tbody/tr/th/td/tfoot等标签用来定义表格基本表格内的元素。

<!--该段代码部分由AI Fitten Code生成并已经过验证-->
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
</head>
<body>
    <table border="1">
        <thead>
            <tr>
                <th>姓名</th>
                <th>年龄</th>
                <th>性别</th>
                <th>电话</th>
                <th>邮箱</th>
            </tr>
        </thead>
        <tbody>
            <tr>   
                <td>张三</td>
                <td>20</td>
                <td></td>
                <td>13812345678</td>
                <td>zhangsan@163.com</td>
            </tr>
        </tbody>
    </table>
</body>
</html>
table及其附属标签、常用属性
  1. table:定义表格
    1. border,规定表格有没有边框。只能是border=“1"或border=”"
  2. thead:定义表格的首部,无任何特殊属性
  3. tr:定义表格的一行,无任何特殊属性
  4. th:定义一个表头单元格
    1. colspan:单元格可横跨的列数
    2. rowspan:单元格可横跨的行数
    3. headers:设置该单元格所相关联的一个或多个表头单元格
    4. scope:规定该单元格是否是一个列/行/列组/行组的表头
  5. tbody:定义表格的主要部分,无任何特殊属性
  6. td:定义一个标准单元格
    1. colspan:单元格可横跨的列数
    2. rowspan:单元格可横跨的行数
    3. headers:设置该单元格所相关联的一个或多个表头单元格
  7. tfoot:定义HTML的页脚,无任何特殊属性

ol/ul/dl:定义列表

ol/ul/dl可以定义有序/无序/自定义列表。

而且,列表之间几乎可以随意嵌套。

<!--该段代码部分由AI Fitten Code生成并已经过验证-->
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
</head>
<body>
    <ol>
        <li>HTML</li>
        <li>CSS</li>
        <li>JavaScript</li>
    </ol>
    <ul>
        <li>tuple</li>
        <li>list</li>
        <li>dictionary</li>
    </ul>
    <ol start="4">
        <li>Python</li>
        <li>Java</li>
        <li>C++
            <ol reversed>
                <li>C#</li>
                <li>Swift</li>
                <li>Kotlin</li>
            </ol>
        </li>
    </ol>
    <dl>
        <dt>HTML</dt>
        <dd>- Hypertext Markup Language</dd>
        <dt>CSS</dt>
        <dd>- Cascading Style Sheets</dd>
        <dt>JavaScript</dt>
        <dd>- Programming Language</dd>
    </dl>
</body>
</html>
ol/ul/dl及相关标签、常用属性
  1. ol:定义有序列表
    1. start:从哪个数字开始排列
    2. reversed:这个列表的数字排序是否是倒序
  2. li:定义列表项
  3. ul:定义无序列表,无任何特殊属性
  4. dl:定义描述列表,无任何特殊属性
  5. dt:定义描述列表项,无任何特殊属性
  6. dd:对描述列表中的一个项目/名字进行描述,无任何特殊属性。

以上标签实际上已经足够我们构建一个简单的、相对完整的HTML页面了;但实际上还不够。它不够美观、不够具有交互性、也不够结构化、不够一目了然。

正如书本上需要一些插图,HTML上也需要一些色彩、一些只有互联网能做到的奇妙效果。在学习怎样实现它们之前,我们先把目光放回到我们已经忽略很久的head身上。虽然一般的head标签及其内容可以自动填补,但是为了下一步的润色以及对HTML更深刻的理解,学习它是必要的。

head介绍

正如之前在<电子幽灵>前端第一件:HTML基础笔记上中提到的,head的作用是为整个HTML打底。有了它,HTML页面将会变得更加结构化。

head中的标签

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <base href="https://www.baidu.com/img/" target="_blank"/>
    <link rel="stylesheet" type="text/css" href="styles.css"> 
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <style type="text/css">
        h1 {color:red;}
        p {color:blue;}
        </style>
    <title>Document</title>
</head>
<body>
    <a href="https://www.baidu.com">
        <img src="bd_logo1.png" alt="百度logo"/>
    </a>
    <br/>
    <a href="https://www.google.com">这是个通往google的链接,由于base中设定了target="_blank",点击后会在新标签页打开</a>
    <br/>
    <h1>我是通过style渲染后显示的。</h1>
    <p>我也是。</p>
</body>
</html

head中能够容纳的标签很少,不妨直接全部列出。

标签解释常用属性
title定义文档标题
base为页面上所有相对链接规定默认 URL 或默认目标href:规定该页面上所有相对链接的基准URL
target:规定在此页面上所有链接在哪里打开
link定义页面中文档与外部资源的关系,最常用来链接样式表
(只在base中出现,但可以出现任意次数)
href:(必需)外部资源所在URL
rel:(必需)当前文档和被链接文档的关系
meta提供HTML的元数据charset:定义文档用哪种字符编码
http-equiv:把content中的内容关联到http头部
name:把content属性关联到一个名称
content:定义和http-equiv或name相关联的元信息
script定义客户端脚本,或者指向外部脚本文件src:指向外部脚本的URL
charset:外部脚本中的字符编码
defer:页面完成解析后再执行外部脚本
async:异步执行外部脚本
style定义HTML文档的样式信息
(可以出现任意次数)
type:规定style的MIME类型

对于style、link、script,后续还会有更加详细的细分和更好的用处,但这里先不妨告一段落,基础的HTML学习大概就是这些了。

CSS介绍

在对以上标签的介绍中,我忽略了很多一部分已经被新的标准废弃或者不推荐使用的属性。这是因为,从HTML4开始,有专门的语言来让它变得更加美观,这门语言就是CSS层叠样式表,后面也会专门来讲。

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <base href="https://www.baidu.com/img/" target="_blank"/>
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <style>
        h1 {color:red;}
        p {color:blue;}
        </style>
    <title>Document</title>
</head>
<body>
    <h1>我是通过style渲染后显示的。</h1>
    <p>我也是。</p>
    <p style="color:green;">我有专门的内联样式。</p>
</body>
</html>

当我们需要对当前页面做出一些渲染的时候,就可以使用CSS:在head中添加style标签,并且在style中规定每个标签中的渲染样式。这就是 内联样式表

如果需要对单个标签内部做渲染,就可以在标签内部的style标签中使用CSS。这就是 内联样式

当不同页面有复杂的渲染方式时,就可以用link标签外联外部的.css文件。

style标签有很多种属性,进行不同的CSS渲染方法。

蒸汽时代的人会或许难以置信,在他们那个时代不可或缺的本领,对电气时代的人而言已经失去意义,不再被传承;正如过去的我们看将来。长此以往,人类脱离技术的生存是否会变得越来越艰难呢?还是说,人类以奇迹和智慧创造技术,技术赋予人类以改造世界的能力——这本身就是独属于智人的一种进化?

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<?xml version="1.0" encoding="utf-8"?> <Defs> <!-- Mutations --> <HediffDef Name="AddedMutationBase" ParentName="AddedBodyPartBase" Abstract="True"> <organicAddedBodypart>true</organicAddedBodypart> </HediffDef> <HediffDef ParentName="AddedMutationBase"> <defName>FleshmassStomach</defName> <label>fleshmass stomach</label> <labelNoun>a fleshmass stomach</labelNoun> <description>A cancerous mass of semi-sentient flesh. The harsh acid it produces is painful, but strong enough to prevent most food poisoning.\n\nThe organ has its own neural structures and may become dangerous if removed.</description> <defaultInstallPart>Stomach</defaultInstallPart> <stages> <li> <painOffset>0.08</painOffset> <foodPoisoningChanceFactor>0</foodPoisoningChanceFactor> <makeImmuneTo> <li>GutWorms</li> </makeImmuneTo> </li> </stages> <addedPartProps> <solid>true</solid> </addedPartProps> <comps> <li Class="HediffCompProperties_FleshbeastEmerge"> <letterLabel>Fleshmass operation</letterLabel> <letterText>Attempting to remove {PAWN_nameDef}'s fleshmass stomach has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!</letterText> </li> </comps> </HediffDef> <HediffDef ParentName="AddedMutationBase"> <defName>FleshmassLung</defName> <label>fleshmass lung</label> <labelNoun>a fleshmass lung</labelNoun> <description>A cancerous mass of semi-sentient flesh. The tissue constantly regrows and replaces itself, making it immune to effects like lung rot and asthma.\n\nThe organ has its own neural structures and may become dangerous if removed.</description> <preventsLungRot>true</preventsLungRot> <defaultInstallPart>Lung</defaultInstallPart> <stages> <li> <painOffset>0.06</painOffset> <statOffsets> <ToxicEnvironmentResistance>0.3</ToxicEnvironmentResistance> </statOffsets> </li> </stages> <addedPartProps> <solid>true</solid> </addedPartProps> <comps> <li Class="HediffCompProperties_FleshbeastEmerge"> <letterLabel>Fleshmass operation</letterLabel> <letterText>Attempting to remove {PAWN_nameDef}'s fleshmass lung has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!</letterText> </li> </comps> </HediffDef> <HediffDef ParentName="AddedMutationBase"> <defName>Tentacle</defName> <label>flesh tentacle</label> <labelNoun>a flesh tentacle</labelNoun> <description>A fleshy, muscled tentacle resembling a partial transformation into a fleshbeast. The tentacle is excellent at manipulation.\n\nThe flesh tentacle has its own neural structures and may become dangerous if removed.</description> <defaultInstallPart>Shoulder</defaultInstallPart> <stages> <li> <statOffsets> <PawnBeauty>-1</PawnBeauty> </statOffsets> </li> </stages> <renderNodeProperties> <li Class="PawnRenderNodeProperties_Spastic"> <texPaths> <li>Things/Pawn/Humanlike/BodyAttachments/TentacleLimb/TentacleLimbA</li> <li>Things/Pawn/Humanlike/BodyAttachments/TentacleLimb/TentacleLimbB</li> <li>Things/Pawn/Humanlike/BodyAttachments/TentacleLimb/TentacleLimbC</li> </texPaths> <parentTagDef>Body</parentTagDef> <overrideMeshSize>1</overrideMeshSize> <drawSize>1.3</drawSize> <colorType>Skin</colorType> <rotDrawMode>Fresh, Rotting</rotDrawMode> <useSkinShader>true</useSkinShader> <useRottenColor>true</useRottenColor> <rotationRange>-30~30</rotationRange> <durationTicksRange>10~35</durationTicksRange> <nextSpasmTicksRange>10~50</nextSpasmTicksRange> <drawData> <scaleOffsetByBodySize>true</scaleOffsetByBodySize> <useBodyPartAnchor>true</useBodyPartAnchor> <childScale>0.7</childScale> <bodyTypeScales> <Hulk>1.2</Hulk> <Fat>1.4</Fat> <Thin>0.8</Thin> </bodyTypeScales> <defaultData> <layer>49</layer> </defaultData> <dataNorth> <rotationOffset>310</rotationOffset> <flip>true</flip> <layer>0</layer> </dataNorth> <dataEast> <rotationOffset>270</rotationOffset> <flip>true</flip> </dataEast> <dataSouth> <rotationOffset>220</rotationOffset> </dataSouth> <dataWest> <rotationOffset>270</rotationOffset> </dataWest> </drawData> </li> </renderNodeProperties> <addedPartProps> <solid>true</solid> <partEfficiency>1.20</partEfficiency> </addedPartProps> <comps> <li Class="HediffCompProperties_FleshbeastEmerge"> <letterLabel>Fleshmass operation</letterLabel> <letterText>Attempting to remove {PAWN_nameDef}'s tentacle has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!</letterText> </li> </comps> </HediffDef> <HediffDef ParentName="AddedMutationBase"> <defName>FleshWhip</defName> <label>flesh whip</label> <labelNoun>a flesh whip</labelNoun> <description>A fleshy, muscled tentacle with a blade at the end. The flesh whip makes an excellent melee weapon.\n\nIt has its own neural structures and may become dangerous if removed.</description> <defaultInstallPart>Shoulder</defaultInstallPart> <stages> <li> <statOffsets> <PawnBeauty>-1</PawnBeauty> </statOffsets> </li> </stages> <renderNodeProperties> <li Class="PawnRenderNodeProperties_Spastic"> <texPaths> <li>Things/Pawn/Humanlike/BodyAttachments/FleshWhipLimb/FleshWhipLimbA</li> <li>Things/Pawn/Humanlike/BodyAttachments/FleshWhipLimb/FleshWhipLimbB</li> <li>Things/Pawn/Humanlike/BodyAttachments/FleshWhipLimb/FleshWhipLimbC</li> <li>Things/Pawn/Humanlike/BodyAttachments/FleshWhipLimb/FleshWhipLimbD</li> </texPaths> <parentTagDef>Body</parentTagDef> <overrideMeshSize>1</overrideMeshSize> <drawSize>1.4</drawSize> <colorType>Skin</colorType> <rotDrawMode>Fresh, Rotting</rotDrawMode> <useSkinShader>true</useSkinShader> <useRottenColor>true</useRottenColor> <rotationRange>-30~30</rotationRange> <durationTicksRange>10~35</durationTicksRange> <nextSpasmTicksRange>10~50</nextSpasmTicksRange> <drawData> <scaleOffsetByBodySize>true</scaleOffsetByBodySize> <useBodyPartAnchor>true</useBodyPartAnchor> <childScale>0.7</childScale> <bodyTypeScales> <Hulk>1.2</Hulk> <Fat>1.4</Fat> <Thin>0.8</Thin> </bodyTypeScales> <defaultData> <layer>49</layer> </defaultData> <dataNorth> <rotationOffset>310</rotationOffset> <flip>true</flip> <layer>0</layer> </dataNorth> <dataEast> <rotationOffset>270</rotationOffset> <flip>true</flip> </dataEast> <dataSouth> <rotationOffset>220</rotationOffset> </dataSouth> <dataWest> <rotationOffset>270</rotationOffset> </dataWest> </drawData> </li> </renderNodeProperties> <comps> <li Class="HediffCompProperties_VerbGiver"> <tools> <li> <label>blade</label> <capacities> <li>Cut</li> </capacities> <armorPenetration>0.6</armorPenetration> <power>20.5</power> <!-- 2.5x natural fist --> <cooldownTime>2</cooldownTime> </li> </tools> </li> <li Class="HediffCompProperties_FleshbeastEmerge"> <letterLabel>Fleshmass operation</letterLabel> <letterText>Attempting to remove {PAWN_nameDef}'s flesh whip has caused the twisting mass of flesh to attack. The fleshmass has detached from {PAWN_nameDef} and transformed into a fleshbeast!</letterText> </li> </comps> <addedPartProps> <solid>true</solid> </addedPartProps> </HediffDef> <!-- Ghoul Prosthetics --> <ThingDef Name="BodyPartGhoulBase" ParentName="BodyPartBase" Abstract="True"> <techLevel>Industrial</techLevel> <thingCategories> <li>BodyPartsGhoul</li> </thingCategories> <graphicData> <texPath>Things/Item/Health/HealthItem</texPath> <color>(122, 115, 113)</color> <graphicClass>Graphic_Single</graphicClass> <drawSize>0.80</drawSize> </graphicData> <tradeTags Inherit="false" /> <statBases> <DeteriorationRate>0</DeteriorationRate> </statBases> </ThingDef> <ThingDef ParentName="UnfinishedBase"> <defName>UnfinishedHealthItemGhoul</defName> <label>unfinished ghoul prosthetic</label> <description>An unfinished ghoul prosthetic.</description> <statBases> <Flammability>0.5</Flammability> </statBases> <graphicData> <texPath>Things/Item/Unfinished/UnfinishedHealthItem</texPath> <graphicClass>Graphic_Single</graphicClass> <color>(122, 115, 113)</color> </graphicData> <stuffCategories Inherit="false" /> </ThingDef> <!-- Ghoul Plating --> <HediffDef ParentName="ImplantHediffBase"> <defName>GhoulPlating</defName> <label>ghoul plating</label> <description>A number of large bioferrite plates have been surgically attached to this ghoul.</description> <stages> <li> <statFactors> <IncomingDamageFactor>0.5</IncomingDamageFactor> </statFactors> <statOffsets> <MoveSpeed>-0.7</MoveSpeed> </statOffsets> </li> </stages> <renderNodeProperties> <li> <debugLabel>Ghoul plates</debugLabel> <workerClass>PawnRenderNodeWorker_AttachmentBody</workerClass> <texPaths> <li>Things/Pawn/Ghoul/Attachments/Plates/GhoulPlating_A</li> <li>Things/Pawn/Ghoul/Attachments/Plates/GhoulPlating_B</li> <li>Things/Pawn/Ghoul/Attachments/Plates/GhoulPlating_C</li> <li>Things/Pawn/Ghoul/Attachments/Plates/GhoulPlating_D</li> <li>Things/Pawn/Ghoul/Attachments/Plates/GhoulPlating_E</li> <li>Things/Pawn/Ghoul/Attachments/Plates/GhoulPlating_F</li> </texPaths> <baseLayer>60</baseLayer> <texSeed>1</texSeed> </li> </renderNodeProperties> </HediffDef> <ThingDef ParentName="BodyPartGhoulBase"> <defName>GhoulPlating</defName> <label>ghoul plating</label> <description>Bioferrite plates that can be surgically attached to a ghoul, protecting vulnerable areas. The plates will reduce incoming damage significantly but also slow the ghoul down.\n\nDue to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.</description> <descriptionHyperlinks><RecipeDef>InstallGhoulPlating</RecipeDef></descriptionHyperlinks> <statBases> <Mass>0.3</Mass> <WorkToMake>9000</WorkToMake> </statBases> <techHediffsTags> <li>Ghoul</li> </techHediffsTags> <costList> <Bioferrite>70</Bioferrite> </costList> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Smith</soundWorking> <unfinishedThingDef>UnfinishedHealthItemGhoul</unfinishedThingDef> <researchPrerequisite>GhoulEnhancements</researchPrerequisite> <recipeUsers> <li>CraftingSpot</li> <li>BioferriteShaper</li> </recipeUsers> <displayPriority>140</displayPriority> </recipeMaker> </ThingDef> <RecipeDef ParentName="SurgeryInstallImplantBase"> <defName>InstallGhoulPlating</defName> <label>install ghoul plating</label> <description>Install ghoul plating.</description> <descriptionHyperlinks> <ThingDef>GhoulPlating</ThingDef> <HediffDef>GhoulPlating</HediffDef> </descriptionHyperlinks> <jobString>Installing ghoul plating.</jobString> <skillRequirements Inherit="false" /> <anesthetize>false</anesthetize> <surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds --> <mutantPrerequisite> <li>Ghoul</li> </mutantPrerequisite> <ingredients Inherit="false"> <li> <filter> <thingDefs> <li>GhoulPlating</li> </thingDefs> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <thingDefs> <li>GhoulPlating</li> </thingDefs> </fixedIngredientFilter> <appliedOnFixedBodyParts> <li>Torso</li> </appliedOnFixedBodyParts> <addsHediff>GhoulPlating</addsHediff> </RecipeDef> <!-- Ghoul Barbs --> <HediffDef ParentName="ImplantHediffBase"> <defName>GhoulBarbs</defName> <label>ghoul barbs</label> <description>A number of barbed bioferrite spikes have been surgically attached to this ghoul.</description> <stages> <li> <statFactors> <MeleeDamageFactor>1.5</MeleeDamageFactor> </statFactors> <statOffsets> <MoveSpeed>-0.25</MoveSpeed> </statOffsets> </li> </stages> <renderNodeProperties> <li> <debugLabel>Ghoul spikes</debugLabel> <workerClass>PawnRenderNodeWorker_AttachmentBody</workerClass> <texPaths> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_A</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_B</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_C</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_D</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_E</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_F</li> </texPaths> <baseLayer>65</baseLayer> <texSeed>1</texSeed> </li> <li> <debugLabel>Ghoul spikes</debugLabel> <workerClass>PawnRenderNodeWorker_AttachmentBody</workerClass> <texPaths> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_A</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_B</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_C</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_D</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_E</li> <li>Things/Pawn/Ghoul/Attachments/Barbs/GhoulBarb_F</li> </texPaths> <baseLayer>65</baseLayer> <texSeed>2</texSeed> <flipGraphic>true</flipGraphic> </li> </renderNodeProperties> </HediffDef> <ThingDef ParentName="BodyPartGhoulBase"> <defName>GhoulBarbs</defName> <label>ghoul barbs</label> <description>A number of barbed bioferrite spikes that can be surgically attached to a ghoul. They drastically increase a ghoul's melee damage but also limit its range of motion, slowing it down.\n\nDue to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.</description> <descriptionHyperlinks><RecipeDef>InstallGhoulBarbs</RecipeDef></descriptionHyperlinks> <statBases> <Mass>0.3</Mass> <WorkToMake>6000</WorkToMake> </statBases> <techHediffsTags> <li>Ghoul</li> </techHediffsTags> <costList> <Bioferrite>35</Bioferrite> </costList> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Smith</soundWorking> <unfinishedThingDef>UnfinishedHealthItemGhoul</unfinishedThingDef> <researchPrerequisite>GhoulEnhancements</researchPrerequisite> <recipeUsers> <li>CraftingSpot</li> <li>BioferriteShaper</li> </recipeUsers> <displayPriority>150</displayPriority> </recipeMaker> </ThingDef> <RecipeDef ParentName="SurgeryInstallImplantBase"> <defName>InstallGhoulBarbs</defName> <label>install ghoul barbs</label> <description>Install ghoul barbs.</description> <descriptionHyperlinks> <ThingDef>GhoulBarbs</ThingDef> <HediffDef>GhoulBarbs</HediffDef> </descriptionHyperlinks> <jobString>Installing ghoul barbs.</jobString> <skillRequirements Inherit="false" /> <anesthetize>false</anesthetize> <surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds --> <mutantPrerequisite> <li>Ghoul</li> </mutantPrerequisite> <ingredients Inherit="false"> <li> <filter> <thingDefs> <li>GhoulBarbs</li> </thingDefs> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <thingDefs> <li>GhoulBarbs</li> </thingDefs> </fixedIngredientFilter> <appliedOnFixedBodyParts> <li>Torso</li> </appliedOnFixedBodyParts> <addsHediff>GhoulBarbs</addsHediff> </RecipeDef> <!-- Adrenal Heart --> <HediffDef ParentName="AddedBodyPartBase"> <defName>AdrenalHeart</defName> <label>adrenal heart</label> <description>A modified human heart that can release stress hormones and liquid energy into the bloodstream, allowing a ghoul to move and attack at incredible speeds.</description> <stages> <li> <hungerRateFactorOffset>0.15</hungerRateFactorOffset> </li> </stages> <spawnThingOnRemoved>AdrenalHeart</spawnThingOnRemoved> <abilities> <li>GhoulFrenzy</li> </abilities> <addedPartProps> <solid>true</solid> </addedPartProps> </HediffDef> <ThingDef ParentName="BodyPartGhoulBase"> <defName>AdrenalHeart</defName> <label>adrenal heart</label> <description>A special bioferrite prosthetic that allows a ghoul to saturate its bloodstream with stress hormones and liquid energy. The ghoul will move and attack at incredible speeds for a short amount of time. The prosthetic slightly increases the ghoul's metabolism, causing it to eat more.\n\nDue to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.</description> <descriptionHyperlinks><RecipeDef>InstallAdrenalHeart</RecipeDef></descriptionHyperlinks> <statBases> <Mass>0.3</Mass> <WorkToMake>13200</WorkToMake> </statBases> <techHediffsTags> <li>Ghoul</li> </techHediffsTags> <costList> <Bioferrite>20</Bioferrite> <ComponentIndustrial>1</ComponentIndustrial> </costList> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Smith</soundWorking> <unfinishedThingDef>UnfinishedHealthItemGhoul</unfinishedThingDef> <skillRequirements> <Crafting>4</Crafting> </skillRequirements> <researchPrerequisite>GhoulEnhancements</researchPrerequisite> <recipeUsers> <li>BioferriteShaper</li> </recipeUsers> <displayPriority>160</displayPriority> </recipeMaker> </ThingDef> <RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase"> <defName>InstallAdrenalHeart</defName> <label>install adrenal heart</label> <description>Install adrenal heart.</description> <descriptionHyperlinks> <ThingDef>AdrenalHeart</ThingDef> <HediffDef>AdrenalHeart</HediffDef> </descriptionHyperlinks> <jobString>Installing adrenal heart.</jobString> <anesthetize>false</anesthetize> <surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds --> <skillRequirements> <Medicine>4</Medicine> </skillRequirements> <mutantPrerequisite> <li>Ghoul</li> </mutantPrerequisite> <ingredients Inherit="false"> <li> <filter> <thingDefs> <li>AdrenalHeart</li> </thingDefs> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <thingDefs> <li>AdrenalHeart</li> </thingDefs> </fixedIngredientFilter> <appliedOnFixedBodyParts> <li>Heart</li> </appliedOnFixedBodyParts> <addsHediff>AdrenalHeart</addsHediff> </RecipeDef> <!-- Corrosive Heart --> <HediffDef ParentName="AddedBodyPartBase"> <defName>CorrosiveHeart</defName> <label>corrosive heart</label> <description>A modified human heart that allows a ghoul to spray corrosive fluid.</description> <spawnThingOnRemoved>CorrosiveHeart</spawnThingOnRemoved> <abilities> <li>CorrosiveSpray</li> </abilities> <addedPartProps> <solid>true</solid> <partEfficiency>0.85</partEfficiency> </addedPartProps> </HediffDef> <ThingDef ParentName="BodyPartGhoulBase"> <defName>CorrosiveHeart</defName> <label>corrosive heart</label> <description>A special bioferrite prosthetic that allows the ghoul to spray a corrosive fluid. The prosthetic repurposes a chamber of the ghoul's heart to create a strong acid, which can be projected from the ghoul's mouth.\n\nDue to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.</description> <descriptionHyperlinks><RecipeDef>InstallCorrosiveHeart</RecipeDef></descriptionHyperlinks> <statBases> <Mass>0.3</Mass> <WorkToMake>13200</WorkToMake> </statBases> <techHediffsTags> <li>Ghoul</li> </techHediffsTags> <costList> <Bioferrite>20</Bioferrite> <ComponentIndustrial>1</ComponentIndustrial> </costList> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Smith</soundWorking> <unfinishedThingDef>UnfinishedHealthItemGhoul</unfinishedThingDef> <skillRequirements> <Crafting>4</Crafting> </skillRequirements> <researchPrerequisite>GhoulEnhancements</researchPrerequisite> <recipeUsers> <li>BioferriteShaper</li> </recipeUsers> <displayPriority>160</displayPriority> </recipeMaker> </ThingDef> <RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase"> <defName>InstallCorrosiveHeart</defName> <label>install corrosive heart</label> <description>Install corrosive heart.</description> <descriptionHyperlinks> <ThingDef>CorrosiveHeart</ThingDef> <HediffDef>CorrosiveHeart</HediffDef> </descriptionHyperlinks> <jobString>Installing corrosive heart.</jobString> <anesthetize>false</anesthetize> <surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds --> <skillRequirements> <Medicine>4</Medicine> </skillRequirements> <mutantPrerequisite> <li>Ghoul</li> </mutantPrerequisite> <ingredients Inherit="false"> <li> <filter> <thingDefs> <li>CorrosiveHeart</li> </thingDefs> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <thingDefs> <li>CorrosiveHeart</li> </thingDefs> </fixedIngredientFilter> <appliedOnFixedBodyParts> <li>Heart</li> </appliedOnFixedBodyParts> <addsHediff>CorrosiveHeart</addsHediff> </RecipeDef> <!-- Metalblood Heart --> <HediffDef ParentName="AddedBodyPartBase"> <defName>MetalbloodHeart</defName> <label>metalblood heart</label> <description>A modified human heart that can pump metalblood into the bloodstream, making the ghoul more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire.</description> <spawnThingOnRemoved>MetalbloodHeart</spawnThingOnRemoved> <abilities> <li>MetalbloodInjection</li> </abilities> <stages> <li> <statOffsets> <MoveSpeed>-0.2</MoveSpeed> </statOffsets> </li> </stages> <addedPartProps> <solid>true</solid> </addedPartProps> </HediffDef> <ThingDef ParentName="BodyPartGhoulBase"> <defName>MetalbloodHeart</defName> <label>metalblood heart</label> <description>A special bioferrite prosthetic that can pump a small amount of metalblood into a ghoul's bloodstream, making it more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire. The prosthetic causes widespread swelling, slowing the ghoul down.\n\nDue to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.</description> <descriptionHyperlinks><RecipeDef>InstallMetalbloodHeart</RecipeDef></descriptionHyperlinks> <statBases> <Mass>0.3</Mass> <WorkToMake>13200</WorkToMake> </statBases> <techHediffsTags> <li>Ghoul</li> </techHediffsTags> <costList> <Bioferrite>20</Bioferrite> <ComponentIndustrial>1</ComponentIndustrial> </costList> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Smith</soundWorking> <unfinishedThingDef>UnfinishedHealthItemGhoul</unfinishedThingDef> <skillRequirements> <Crafting>4</Crafting> </skillRequirements> <researchPrerequisite>GhoulEnhancements</researchPrerequisite> <recipeUsers> <li>BioferriteShaper</li> </recipeUsers> <displayPriority>160</displayPriority> </recipeMaker> </ThingDef> <RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase"> <defName>InstallMetalbloodHeart</defName> <label>install metalblood heart</label> <description>Install metalblood heart.</description> <descriptionHyperlinks> <ThingDef>MetalbloodHeart</ThingDef> <HediffDef>MetalbloodHeart</HediffDef> </descriptionHyperlinks> <jobString>Installing metalblood heart.</jobString> <anesthetize>false</anesthetize> <surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds --> <skillRequirements> <Medicine>4</Medicine> </skillRequirements> <mutantPrerequisite> <li>Ghoul</li> </mutantPrerequisite> <ingredients Inherit="false"> <li> <filter> <thingDefs> <li>MetalbloodHeart</li> </thingDefs> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <thingDefs> <li>MetalbloodHeart</li> </thingDefs> </fixedIngredientFilter> <appliedOnFixedBodyParts> <li>Heart</li> </appliedOnFixedBodyParts> <addsHediff>MetalbloodHeart</addsHediff> </RecipeDef> <!-- Misc --> <!-- Revenant Vertebrae --> <HediffDef ParentName="ImplantHediffBase"> <defName>RevenantVertebrae</defName> <label>revenant vertebrae</label> <description>An installed prosthetic that allows the user to temporarily become invisible. The prosthetic is crafted from a modified revenant spine, using archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themself invisible for a short time.</description> <abilities> <li>RevenantInvisibility</li> </abilities> <addedPartProps> <solid>true</solid> </addedPartProps> </HediffDef> <ThingDef ParentName="BodyPartBionicBase"> <defName>RevenantVertebrae</defName> <label>revenant vertebrae</label> <description>A prosthetic spine that allows the user to temporarily become invisible. The prosthetic is crafted from a modified revenant spine and uses archotech shards to restrain the dormant revenant. The user can manipulate the visual centers of those nearby, effectively turning themself invisible for a short time.</description> <descriptionHyperlinks><RecipeDef>InstallRevenantVertebrae</RecipeDef></descriptionHyperlinks> <statBases> <Mass>0.3</Mass> <WorkToMake>24000</WorkToMake> </statBases> <techHediffsTags> <li>Anomaly</li> </techHediffsTags> <costList> <Bioferrite>10</Bioferrite> <Shard>2</Shard> <RevenantSpine>1</RevenantSpine> </costList> <tradeTags Inherit="false" /> <recipeMaker Inherit="false"> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Smith</soundWorking> <unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef> <skillRequirements> <Crafting>8</Crafting> </skillRequirements> <researchPrerequisite>RevenantInvisibility</researchPrerequisite> <recipeUsers> <li>BioferriteShaper</li> </recipeUsers> <displayPriority>160</displayPriority> </recipeMaker> </ThingDef> <RecipeDef ParentName="SurgeryInstallBodyPartArtificialBase"> <defName>InstallRevenantVertebrae</defName> <label>install revenant vertebrae</label> <description>Install revenant vertebrae.</description> <descriptionHyperlinks> <ThingDef>RevenantVertebrae</ThingDef> <HediffDef>RevenantVertebrae</HediffDef> </descriptionHyperlinks> <jobString>Installing revenant vertebrae.</jobString> <surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds --> <mutantBlacklist> <li>Ghoul</li> </mutantBlacklist> <ingredients> <li> <filter> <thingDefs> <li>RevenantVertebrae</li> </thingDefs> </filter> <count>1</count> </li> </ingredients> <fixedIngredientFilter> <thingDefs> <li>RevenantVertebrae</li> </thingDefs> </fixedIngredientFilter> <appliedOnFixedBodyParts> <li>Spine</li> </appliedOnFixedBodyParts> <addsHediff>RevenantVertebrae</addsHediff> </RecipeDef> </Defs>逐行解释
07-18
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