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

	<ThingDef Class="AbilityUser.ProjectileDef_Ability" Name="LTF_LockdownProjectile">
		<defName>LTF_LockdownProjectile</defName>
		<category>Projectile</category>
		<label>Ice spark</label>
		<!-- <thingClass>Firestarter.FirestarterSpark</thingClass> -->
		<thingClass>AbilityUser.Projectile_Ability</thingClass>
		<graphicData>
			<texPath>NullTex</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>Transparent</shaderType>
		</graphicData>

		<tickerType>Normal</tickerType>
		<altitudeLayer>Projectile</altitudeLayer>
		<useHitPoints>False</useHitPoints>
		<neverMultiSelect>True</neverMultiSelect>
		
		<projectile>
			<flyOverhead>true</flyOverhead>
			<damageDef>Bite</damageDef>
			<damageAmountBase>0</damageAmountBase>
			<speed>9999</speed>
		</projectile>
	</ThingDef>

	
  <AbilityUser.AbilityDef>

		<!-- <defName>Lockdowner</defName> -->
		<defName>LTF_Crystal_Lockdowner</defName>
		<label>Crystal lockdown</label>
		<!-- <uiIconPath>things/building/art/Snowman</uiIconPath> -->
		<uiIconPath>UI/Lockdown</uiIconPath>
		<description>Enclose a zone
--------------
Temporary enclose a zone with robust crystal blocks. Watch out where the blocks spawn. Any of the following will end up destroyed.
- food
- plant matters, non mature trees
- drug
- organs
- stone/wood weapons (Jade is ok)
- rotten bodies</description>
		
		<MainVerb Class="AbilityUser.VerbProperties_Ability">
			<!-- <verbClass>AbilityUser.Verb_UseAbility</verbClass> -->
			 <verbClass>LTF_Crystal_Lockdowner.LockdownEffect</verbClass>
			
			<tooltipShowProjectileDamage>false</tooltipShowProjectileDamage>
			<tooltipShowExtraDamages>false</tooltipShowExtraDamages>
			<tooltipShowHediffsToApply>false</tooltipShowHediffsToApply>
			<tooltipShowMentalStatesToApply>false</tooltipShowMentalStatesToApply>
			
			<hasStandardCommand>true</hasStandardCommand>
			
			<abilityDef>LTF_Crystal_Lockdowner</abilityDef>
			<isViolent>false</isViolent>
			
			<SecondsToRecharge>60.0</SecondsToRecharge>
			<range>2</range>
			<burstShotCount>1</burstShotCount>
			<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
	  
			<defaultProjectile>LTF_LockdownProjectile</defaultProjectile>
			<warmupTime>.2</warmupTime>
			
			<soundCast>LTF_Crystal_Lockdown</soundCast>
			
			<muzzleFlashScale>20</muzzleFlashScale>
			<isPrimary>false</isPrimary>
			
			<targetable>false</targetable>
			<AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
			<targetParams>
				<canTargetLocations>false</canTargetLocations>
				<canTargetItems>false</canTargetItems>
				<canTargetPawns>false</canTargetPawns>
				<canTargetBuildings>false</canTargetBuildings>
				
				<canTargetSelf>true</canTargetSelf>
			</targetParams>
			<!--
			<AbilityTargetCategory>TargetSelf</AbilityTargetCategory>
			
			<targetParams>
				<canTargetLocations>false</canTargetLocations>
				<canTargetPawns>false</canTargetPawns>
				<canTargetBuildings>false</canTargetBuildings>
				<canTargetItems>false</canTargetItems>
				<canTargetSelf>true</canTargetSelf>
			</targetParams>
			-->
		</MainVerb>
		
	</AbilityUser.AbilityDef>
			
</Defs>
