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

<ThingDefs>

  <!-- ================================================================= -->
  <!-- ================================================================= -->
  <!-- ======================== LIGHT SIDE ============================= -->
  <!-- ================================================================= -->
  <!-- ================================================================= -->
  

  <!-- ===================== Force Healing Self ============================= -->
  
    <ThingDef ParentName="BaseBullet" Class="AbilityUser.ProjectileDef_Ability" Name="PJ_PForceHeal">
   <defName>PJ_PForceHeal</defName>
   <thingClass>AbilityUser.Projectile_Ability</thingClass>
   <label>force healing</label>
   <graphicData>
		<texPath>UI/ForceUser/HealMinor</texPath>
		<graphicClass>Graphic_Single</graphicClass>
	</graphicData>
   <projectile>
		<flyOverhead>true</flyOverhead>
		<damageDef>PJ_ForceHealDamage</damageDef>
		<damageAmountBase>100</damageAmountBase>
		<speed>10</speed>
   </projectile>
   <HealFailChance>0.1</HealFailChance>
 </ThingDef>
 
  <!-- ===================== Force Healing Self (Apprentice) ============================= -->
 
 <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceHealingSelf_Apprentice</defName>
    <label>Heal Self</label>
    <uiIconPath>UI/ForceUser/HealMinor</uiIconPath>
    <description>Miraculously heal the caster.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.35</forcePoolCost>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceHealingSelf_Apprentice</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceHeal</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>120.0</SecondsToRecharge>
        <range>2</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
   	    <AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
    </MainVerb>
  </ThingDef>
  

  <!-- ===================== Force Healing Self (Adept) ============================= -->
 
 <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceHealingSelf_Adept</defName>
    <label>Heal Self (Adept)</label>
    <uiIconPath>UI/ForceUser/HealMinor</uiIconPath>
    <description>Miraculously heal the caster.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.27</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceHealingSelf_Adept</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceHeal</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>60.0</SecondsToRecharge>
        <range>2</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
   	    <AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
    </MainVerb>
  </ThingDef>  
  
    <!-- ===================== Force Healing Self (Master) ============================= -->
 
 <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceHealingSelf_Master</defName>
    <label>Heal Self (Master)</label>
    <uiIconPath>UI/ForceUser/HealMinor</uiIconPath>
    <description>Miraculously heal the caster.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.20</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceHealingSelf_Master</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceHeal</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>30.0</SecondsToRecharge>
        <range>2</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
   	    <AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
    </MainVerb>
  </ThingDef>  
  
  
  <!-- ===================== Force Heal Target (Apprentice) =============================== -->
     <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceHealingOther_Apprentice</defName>
    <label>Heal Other</label>
    <uiIconPath>UI/ForceUser/HealOther</uiIconPath>
    <description>Miraculously heals the target.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.38</forcePoolCost>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceHealingOther_Apprentice</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceHeal</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>120.0</SecondsToRecharge>
        <range>16</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<targetParams>
		  <canTargetPawns>true</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
    </MainVerb>
  </ThingDef>
  
  <!-- ===================== Force Heal Target (Adept) =============================== -->
     <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceHealingOther_Adept</defName>
    <label>Heal Other (Adept)</label>
    <uiIconPath>UI/ForceUser/HealOther</uiIconPath>
    <description>Miraculously heals the target.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.28</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceHealingOther_Adept</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceHeal</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>90.0</SecondsToRecharge>
        <range>16</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<targetParams>
		  <canTargetPawns>true</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
    </MainVerb>
  </ThingDef>  
  
  <!-- ===================== Force Heal Target (Master) =============================== -->
     <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceHealingOther_Master</defName>
    <label>Heal Other (Master)</label>
    <uiIconPath>UI/ForceUser/HealOther</uiIconPath>
    <description>Miraculously heals the target.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.20</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.10</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceHealingOther_Master</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceHeal</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>60.0</SecondsToRecharge>
        <range>16</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<targetParams>
		  <canTargetPawns>true</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
    </MainVerb>
  </ThingDef>
  

  
  <!-- ===================== Force Defense =============================== -->  
    <ThingDef ParentName="BaseBullet" Class="AbilityUser.ProjectileDef_Ability">
   <defName>PJ_PForceDefense</defName>
   <thingClass>AbilityUser.Projectile_Ability</thingClass>
   <label>force defense</label>
   <graphicData>
		<texPath>UI/ForceUser/ForceDefense</texPath>
		<graphicClass>Graphic_Single</graphicClass>
	</graphicData>
   <projectile>
		<flyOverhead>true</flyOverhead>
		<damageDef>PJ_ForceHealDamage</damageDef>
		<damageAmountBase>100</damageAmountBase>
		<speed>10</speed>
   </projectile>
   <HealFailChance>0.1</HealFailChance>
 </ThingDef>
 
  <!-- ===================== Force Defense (Apprentice) =============================== -->   
  
 <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceDefense_Apprentice</defName>
    <label>Force Defense</label>
    <uiIconPath>UI/ForceUser/ForceDefense</uiIconPath>
    <description>Protects the caster from harm for a short time.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.35</forcePoolCost>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceDefense_Apprentice</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceDefense</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>85.0</SecondsToRecharge>
        <range>2</range>
        <soundCast>PJ_DefSound</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
   	    <AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
		<hediffsToApply>
	      <li>
	        <hediffDef>PJ_ForceDefenseHediff</hediffDef>
	        <applyChance>1.0</applyChance>
			<severity>0.3</severity>
	      </li>
        </hediffsToApply>				
    </MainVerb>
  </ThingDef>  
  
  <!-- ===================== Force Defense (Adept) =============================== -->   
  
 <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceDefense_Adept</defName>
    <label>Force Defense (Adept)</label>
    <uiIconPath>UI/ForceUser/ForceDefense</uiIconPath>
    <description>Protects the caster from harm for a short time.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.25</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceDefense_Adept</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceDefense</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>55.0</SecondsToRecharge>
        <range>2</range>
        <soundCast>PJ_DefSound</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
   	    <AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
		<hediffsToApply>
	      <li>
	        <hediffDef>PJ_ForceDefenseHediff</hediffDef>
	        <applyChance>1.0</applyChance>
			<severity>0.6</severity>
	      </li>
        </hediffsToApply>				
    </MainVerb>
  </ThingDef>  
  
  <!-- ===================== Force Defense (Master) =============================== -->   
  
 <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceDefense_Master</defName>
    <label>Force Defense (Master)</label>
    <uiIconPath>UI/ForceUser/ForceDefense</uiIconPath>
    <description>Protects the caster from harm for a short time.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.15</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
		<abilityDef>PJ_ForceDefense_Master</abilityDef>
		<isViolent>false</isViolent>
        <projectileDef>PJ_PForceDefense</projectileDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>35.0</SecondsToRecharge>
        <range>2</range>
        <soundCast>PJ_DefSound</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
   	    <AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>true</canTargetSelf>
		</targetParams>
		<hediffsToApply>
	      <li>
	        <hediffDef>PJ_ForceDefenseHediff</hediffDef>
	        <applyChance>1.0</applyChance>
			<severity>1.0</severity>
	      </li>
        </hediffsToApply>		
    </MainVerb>
  </ThingDef>  
    
  <!-- ===================== Mind Trick =============================== -->
  
   <ThingDef ParentName="BaseBullet" Class="AbilityUser.ProjectileDef_Ability">
   <thingClass>AbilityUser.Projectile_Ability</thingClass>
   <defName>PMindTrick</defName>
   <label>Mind trick</label>
   <graphicData>
		<texPath>UI/ForceUser/MindTrick</texPath>
		<graphicClass>Graphic_Single</graphicClass>
	</graphicData>
   <projectile>
		<flyOverhead>false</flyOverhead>
		<damageDef>Stun</damageDef>
		<damageAmountBase>1</damageAmountBase>
		<speed>105</speed>
   </projectile>
 </ThingDef>

   <!-- ===================== Mind Trick (Apprentice) =============================== -->
 
   <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_MindTrick_Apprentice</defName>
    <label>Mind Trick</label>
    <uiIconPath>UI/ForceUser/MindTrick</uiIconPath>
    <description>Use the force to influence the weak minded, causing them to wander aimlessly.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.25</forcePoolCost>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.025</changedAlignmentRate>	
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>true</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>true</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>PMindTrick</projectileDef>	
		<abilityDef>PJ_MindTrick_Apprentice</abilityDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>70.0</SecondsToRecharge>
        <range>34</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<isViolent>false</isViolent>
		<mentalStatesToApply>
	      <li>
	        <mentalStateDef>WanderConfused</mentalStateDef>
	        <applyChance>0.7</applyChance>
	      </li>
        </mentalStatesToApply>			
    </MainVerb>
  </ThingDef>
  
   <!-- ===================== Mind Trick (Adept) =============================== -->
 
   <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_MindTrick_Adept</defName>
    <label>Mind Trick (Adept)</label>
    <uiIconPath>UI/ForceUser/MindTrick</uiIconPath>
    <description>Use the force to influence the weak minded, causing them to wander aimlessly.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.20</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.025</changedAlignmentRate>	
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>true</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>true</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>PMindTrick</projectileDef>	
		<abilityDef>PJ_MindTrick_Adept</abilityDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>50.0</SecondsToRecharge>
        <range>44</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<isViolent>false</isViolent>
		<mentalStatesToApply>
	      <li>
	        <mentalStateDef>WanderConfused</mentalStateDef>
	        <applyChance>0.85</applyChance>
	      </li>
        </mentalStatesToApply>					
    </MainVerb>
  </ThingDef>
  
   <!-- ===================== Mind Trick (Master) =============================== -->
 
   <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_MindTrick_Master</defName>
    <label>Mind Trick (Master)</label>
    <uiIconPath>UI/ForceUser/MindTrick</uiIconPath>
    <description>Use the force to influence the weak minded, causing them to wander aimlessly.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.15</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.025</changedAlignmentRate>	
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>true</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>true</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>PMindTrick</projectileDef>	
		<abilityDef>PJ_MindTrick_Master</abilityDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>30.0</SecondsToRecharge>
		<isViolent>false</isViolent>
        <range>50</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<mentalStatesToApply>
	      <li>
	        <mentalStateDef>WanderConfused</mentalStateDef>
	        <applyChance>0.95</applyChance>
	      </li>
        </mentalStatesToApply>					
    </MainVerb>
  </ThingDef>

  <!-- ===================== Force Ghost =============================== -->
  
   <ThingDef ParentName="BaseBullet" Class="AbilityUser.ProjectileDef_Ability">
   <thingClass>AbilityUser.Projectile_Ability</thingClass>
   <defName>PForceGhost</defName>
   <label>Force Ghost</label>
   <graphicData>
		<texPath>UI/ForceUser/ForceGhost</texPath>
		<graphicClass>Graphic_Single</graphicClass>
	</graphicData>
   <projectile>
		<flyOverhead>false</flyOverhead>
		<damageDef>Stun</damageDef>
		<damageAmountBase>1</damageAmountBase>
		<speed>105</speed>
   </projectile>
 </ThingDef>
 
  <!-- ===================== Force Ghost (Apprentice) =============================== --> 

   <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceGhost_Apprentice</defName>
    <label>Force Ghost</label>
    <uiIconPath>UI/ForceUser/ForceGhost</uiIconPath>
    <description>Summon a ghost of ages past to aid you for a short time.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.35</forcePoolCost>
	<abilityPoints>1</abilityPoints>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>	
	<lightsideTreePointsRequired>9</lightsideTreePointsRequired>		
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>PForceGhost</projectileDef>	
		<abilityDef>PJ_ForceGhost_Apprentice</abilityDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>120.0</SecondsToRecharge>
        <range>34</range>
		<stopBurstWithoutLos>false</stopBurstWithoutLos>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<isViolent>false</isViolent>
   	    <AbilityTargetCategory>TargetLocation</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>false</canTargetSelf>
		  <canTargetLocations>true</canTargetLocations>
		</targetParams>		
		<thingsToSpawn>
		  <li>
		    <def>PJ_ForceGhostR</def>
			<kindDef>PJ_ForceGhost</kindDef>
			<spawnCount>1</spawnCount>
		  </li>
		</thingsToSpawn>
    </MainVerb>
  </ThingDef>  
 
  <!-- ===================== Force Ghost (Adept) =============================== --> 

   <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceGhost_Adept</defName>
    <label>Force Ghost (Adept)</label>
    <uiIconPath>UI/ForceUser/ForceGhost</uiIconPath>
    <description>Summon a ghost of ages past to aid you for a short time.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.25</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>	
	<abilityPoints>2</abilityPoints>
	<lightsideTreePointsRequired>9</lightsideTreePointsRequired>	
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>PForceGhost</projectileDef>	
		<abilityDef>PJ_ForceGhost_Adept</abilityDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>120.0</SecondsToRecharge>
        <range>34</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<stopBurstWithoutLos>false</stopBurstWithoutLos>		
		<isViolent>false</isViolent>
   	    <AbilityTargetCategory>TargetLocation</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>false</canTargetSelf>
		  <canTargetLocations>true</canTargetLocations>
		</targetParams>
		<thingsToSpawn>
		  <li>
		    <def>PJ_ForceGhostR</def>
			<kindDef>PJ_ForceGhost</kindDef>
			<spawnCount>1</spawnCount>
		  </li>
		</thingsToSpawn>		
    </MainVerb>
  </ThingDef>  
 
  <!-- ===================== Force Ghost (Master) =============================== --> 

   <ThingDef Class="ProjectJedi.ForceAbilityDef" ParentName="BaseAbility">
    <defName>PJ_ForceGhost_Master</defName>
    <label>Force Ghost (Master)</label>
    <uiIconPath>UI/ForceUser/ForceGhost</uiIconPath>
    <description>Summon a ghost of ages past to aid you for a short time.</description>
<!--    <thingClass>ThingWithComps</thingClass> -->
    <forcePoolCost>0.15</forcePoolCost>
	<requiredAlignmentType>Light</requiredAlignmentType>
	<changedAlignmentType>Light</changedAlignmentType>
	<changedAlignmentRate>0.05</changedAlignmentRate>	
	<abilityPoints>5</abilityPoints>
	<lightsideTreePointsRequired>9</lightsideTreePointsRequired>	
    <MainVerb Class="AbilityUser.VerbProperties_Ability">
        <verbClass>AbilityUser.Verb_UseAbility</verbClass>
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>PForceGhost</projectileDef>	
		<abilityDef>PJ_ForceGhost_Master</abilityDef>
        <warmupTime>1</warmupTime>
        <SecondsToRecharge>120.0</SecondsToRecharge>
        <range>34</range>
        <soundCast>MessageBenefit</soundCast>
        <muzzleFlashScale>20</muzzleFlashScale>
        <isPrimary>false</isPrimary>
		<isViolent>false</isViolent>
		<stopBurstWithoutLos>false</stopBurstWithoutLos>	
   	    <AbilityTargetCategory>TargetLocation</AbilityTargetCategory>
		<targetParams>
		  <canTargetPawns>false</canTargetPawns>
		  <canTargetBuildings>false</canTargetBuildings>
		  <canTargetSelf>false</canTargetSelf>
		  <canTargetLocations>true</canTargetLocations>		
		 </targetParams>
		<thingsToSpawn>
		  <li>
		    <def>PJ_ForceGhostR</def>
			<kindDef>PJ_ForceGhost</kindDef>
			<spawnCount>1</spawnCount>
		  </li>
		</thingsToSpawn>		
    </MainVerb>
  </ThingDef>  
  
</ThingDefs>