Track LocalMods as part of monolith

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2026-06-08 18:50:16 +03:00
parent 143f2fed7c
commit 1b214b44c2
1287 changed files with 139255 additions and 1 deletions
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<?xml version="1.0" encoding="utf-8"?>
<Missions tags="MLC, mission">
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Distress Escort Missions -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<DistressEscort identifier="distress_lostdivercave" textidentifier="distressmission" tags="distress, easy, mlc" type="GoTo" customType="DistressEscort" commonness="8" reward="1500" successmessage="distress.lostdiversuccess">
<Characters spawntype="Cave" hostile="false">
<Item from="mlc_distress_npcs" identifier="lostdiver" allowordering="true" />
</Characters>
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
</DistressEscort>
<DistressEscort identifier="distress_lostdiverwreck" textidentifier="distressmission" tags="distress, easy, mlc" type="GoTo" customType="DistressEscort" commonness="5" reward="1500" requirewreck="true" successmessage="distress.lostdiversuccess">
<Characters spawntype="Wreck" hostile="false">
<Item from="mlc_distress_npcs" identifier="lostdiver" allowordering="true" />
</Characters>
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
</DistressEscort>
<DistressEscort identifier="distress_lostdiverruin" textidentifier="distressmission" tags="distress, medium, mlc" type="GoTo" customType="DistressEscort" commonness="4" reward="1500" requireruin="true" successmessage="distress.lostdiversuccess">
<Characters spawntype="Ruin" hostile="false">
<Item from="mlc_distress_npcs" identifier="insanediver" allowordering="true" />
</Characters>
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
</DistressEscort>
<DistressEscort identifier="distress_lostdiverabyss" textidentifier="distressmission" tags="distress, hard, mlc" type="GoTo" customType="DistressEscort" commonness="2" reward="2000" successmessage="distress.lostdiversuccess">
<Characters spawntype="AbyssCave" hostile="false">
<Item from="mlc_distress_npcs" identifier="abyssdiver" allowordering="true" />
</Characters>
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
</DistressEscort>
<!--DistressEscort
identifier="distress_pirateambushcave"
textidentifier="distressmission"
tags="distress, medium, mlc"
type="GoTo"
customType="DistressEscort"
commonness="1"
reward="0"
successmessage="distress.pirateambushsuccess">
<Characters
spawntype="Cave"
hostile="true">
<Item
from="mlc_distress_npcs"
identifier="piratediver"
minmoney="500"
maxmoney="1000" />
<Item
from="mlc_distress_npcs"
identifier="piratediver"
minmoney="500"
maxmoney="1000" />
<Item
from="mlc_distress_npcs"
identifier="piratediver"
minmoney="500"
maxmoney="1000" />
</Characters>
<Icon
texture="%ModDir%/Missions/Icons.png"
sourcerect="256,0,256,256"
color="255,106,106" />
<Reputation
identifier="location"
amount="3" amountforopposingfaction="-1" />
</DistressEscort>
<DistressEscort
identifier="distress_pirateambushwreck"
textidentifier="distressmission"
tags="distress, medium, mlc"
type="GoTo"
customType="DistressEscort"
commonness="1"
reward="0"
requirewreck="true"
successmessage="distress.pirateambushsuccess">
<Characters
spawntype="Wreck"
hostile="true">
<Item
from="mlc_distress_npcs"
identifier="piratediver"
minmoney="500"
maxmoney="1000" />
<Item
from="mlc_distress_npcs"
identifier="piratediver"
minmoney="500"
maxmoney="1000" />
<Item
from="mlc_distress_npcs"
identifier="piratediver"
minmoney="500"
maxmoney="1000" />
</Characters>
<Reputation
identifier="location"
amount="3" amountforopposingfaction="-1" />
<Icon
texture="%ModDir%/Missions/Icons.png"
sourcerect="256,0,256,256"
color="255,106,106" />
</DistressEscort-->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Distress Shuttle Missions -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<DistressSubmarine identifier="distress_shiprescue0" textidentifier="distressmission" tags="distress, mlc, easy" type="GoTo" customType="DistressSubmarine" commonness="8" reward="2500" crewsurviveidentifier="distress.submarinesuccess.crew" subsalvagedidentifer="distress.submarinesuccess.sub" revealedFailureidentifer="distress.submarinefail" minleveldifficulty="0" maxleveldifficulty="20">
<Submarine path="Content/Submarines/Selkie.sub" />
<monsters commonness="100">
<monster character="Crawler" min="1" max="2" />
</monsters>
<Characters>
<Item from="mlc_distress_npcs" identifier="shuttlecaptain" allowordering="true" isCaptain="true" payout="150" color="250,164,107" />
<Item from="outpostnpcs1" identifier="commoner" allowordering="true" payout="500" />
</Characters>
<message text="missionmessage0.distress_shiprescue" />
<message text="missionmessage1.distress_shiprescue" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<TriggerEvent state="1" delay="20" eventidentifier="hint_jumpstarter" />
<TriggerEvent state="2" delay="20" eventidentifier="hint_jumpstarter" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressSubmarine>
<DistressSubmarine identifier="distress_shiprescue1" textidentifier="distressmission" tags="distress, mlc, medium" type="GoTo" customType="DistressSubmarine" commonness="8" reward="3500" crewsurviveidentifier="distress.submarinesuccess.crew" subsalvagedidentifer="distress.submarinesuccess.sub" revealedFailureidentifer="distress.submarinefail" minleveldifficulty="20" maxleveldifficulty="40">
<Submarine path="Content/Submarines/Venture.sub" />
<monsters commonness="100">
<monster character="Crawler" min="3" max="6" />
</monsters>
<monsters commonness="50">
<monster character="Mudraptor" min="1" max="2" />
<monster character="Mudraptor_unarmored" min="1" max="3" />
</monsters>
<monsters commonness="40">
<monster character="Husk" min="4" max="7" />
</monsters>
<monsters commonness="20">
<monster character="Tigerthresher" min="1" max="3" />
<monster character="Bonethresher" min="1" max="2" />
</monsters>
<Characters>
<Item from="mlc_distress_npcs" identifier="shuttlecaptain" allowordering="true" isCaptain="true" payout="250" color="250,164,107" />
<Item from="escortnpcs1" identifier="vip" allowordering="true" payout="1000" />
<Item from="escortnpcs1" identifier="securitynpc" allowordering="true" payout="250" />
</Characters>
<message text="missionmessage0.distress_shiprescue" />
<message text="missionmessage1.distress_shiprescue" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<TriggerEvent state="1" delay="20" eventidentifier="hint_jumpstarter" />
<TriggerEvent state="2" delay="20" eventidentifier="hint_jumpstarter" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressSubmarine>
<DistressSubmarine identifier="distress_shiprescue2" textidentifier="distressmission" tags="distress, mlc, hard" type="GoTo" customType="DistressSubmarine" commonness="5" reward="4500" crewsurviveidentifier="distress.submarinesuccess.crew" subsalvagedidentifer="distress.submarinesuccess.sub" revealedFailureidentifer="distress.submarinefail" minleveldifficulty="40">
<Submarine path="Content/Submarines/Hemulen.sub" />
<monsters commonness="100">
<monster character="Crawler" min="4" max="8" />
</monsters>
<monsters commonness="50">
<monster character="Mudraptor" min="2" max="3" />
<monster character="Mudraptor_unarmored" min="1" max="3" />
</monsters>
<monsters commonness="40">
<monster character="Husk" min="8" max="10" />
</monsters>
<monsters commonness="20">
<monster character="Tigerthresher" min="2" max="4" />
<monster character="Bonethresher" min="1" max="2" />
</monsters>
<Characters>
<Item from="mlc_distress_npcs" identifier="shuttlecaptain" allowordering="true" isCaptain="true" payout="250" color="250,164,107" />
<Item from="outpostnpcs1" identifier="commoner" allowordering="true" payout="500" />
<Item from="escortnpcs1" identifier="vip" allowordering="true" payout="1000" />
<Item from="escortnpcs1" identifier="vip" allowordering="true" payout="2000" />
<Item from="escortnpcs1" identifier="securitynpc" allowordering="true" payout="250" />
<Item from="escortnpcs1" identifier="securitynpc" allowordering="true" payout="250" />
</Characters>
<message text="missionmessage0.distress_shiprescue" />
<message text="missionmessage1.distress_shiprescue" />
<TriggerEvent state="1" delay="20" eventidentifier="hint_jumpstarter" />
<TriggerEvent state="2" delay="20" eventidentifier="hint_jumpstarter" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<TriggerEvent state="0" delay="5" eventidentifier="hint_jumpstarter" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressSubmarine>
<DistressSubmarine identifier="distress_shiprescue_clown" textidentifier="distressmission" tags="distress, mlc, medium" type="GoTo" customType="DistressSubmarine" commonness="3" reward="3500" crewsurviveidentifier="distress.submarinesuccess.crew" subsalvagedidentifer="distress.submarinesuccess.sub" revealedFailureidentifer="distress.submarinefail">
<Submarine path="Content/Submarines/Venture.sub" />
<Characters>
<Item from="mlc_distress_npcs" identifier="cuffedshuttlecaptain" allowordering="true" isCaptain="true" payout="200" color="250,164,107" />
</Characters>
<message text="missionmessage0.distress_shiprescue" />
<message text="missionmessage1.distress_shiprescue" />
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<TriggerEvent state="0" delay="5" eventidentifier="shuttle_clown" campaignonly="true" />
<TriggerEvent state="1" delay="20" eventidentifier="hint_jumpstarter" />
<TriggerEvent state="2" delay="20" eventidentifier="hint_jumpstarter" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressSubmarine>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Distress Ghostship Missions -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Bandit -->
<DistressGhostship identifier="distress_ghostship_bandit_easy" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="5" reward="0" successmessage="distress.success.distress_ghostship_bandit1" minleveldifficulty="0" maxleveldifficulty="20">
<Submarines>
<Sub path="Content/Submarines/Barsuk.sub" commonness="40" />
<Sub path="Content/Submarines/Dugong.sub" commonness="35" />
<Sub path="Content/Submarines/Camel.sub" commonness="25" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="100" maxmoney="300" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
<Item prefab="explosion" count="2" preferedhull="roomname.commandroom" />
</Decals>
<!--DamageDevices>
<Item tag="command" condition="0" all="true" />
<Item tag="engine" condition="0" all="true" />
</DamageDevices-->
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_bandit_2_easy" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_bandit_easy2" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="5" reward="0" successmessage="distress.success.distress_ghostship_bandit1" minleveldifficulty="10" maxleveldifficulty="30">
<Submarines>
<Sub path="Content/Submarines/Barsuk.sub" commonness="25" />
<Sub path="Content/Submarines/Dugong.sub" commonness="50" />
<Sub path="Content/Submarines/Camel.sub" commonness="25" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="100" maxmoney="300" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
<Item prefab="explosion" count="2" preferedhull="roomname.commandroom" />
</Decals>
<!--DamageDevices>
<Item tag="command" condition="0" all="true" />
<Item tag="engine" condition="0" all="true" />
</DamageDevices-->
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_bandit_4_easy" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_bandit_medium" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="4" reward="0" successmessage="distress.success.distress_ghostship_bandit1" minleveldifficulty="20" maxleveldifficulty="40">
<Submarines>
<Sub path="Content/Submarines/Barsuk.sub" commonness="25" />
<Sub path="Content/Submarines/Dugong.sub" commonness="50" />
<Sub path="Content/Submarines/Camel.sub" commonness="25" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="500" maxmoney="1000" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
<Item prefab="explosion" count="2" preferedhull="roomname.commandroom" />
</Decals>
<!--DamageDevices>
<Item tag="command" condition="0" all="true" />
<Item tag="engine" condition="0" all="true" />
</DamageDevices-->
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_bandit_4_easy" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_bandit_medium1" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="4" reward="0" successmessage="distress.success.distress_ghostship_bandit1" minleveldifficulty="20" maxleveldifficulty="40">
<Submarines>
<Sub path="Content/Submarines/Barsuk.sub" commonness="25" />
<Sub path="Content/Submarines/Dugong.sub" commonness="50" />
<Sub path="Content/Submarines/Camel.sub" commonness="25" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="500" maxmoney="1000" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
<Item prefab="explosion" count="2" preferedhull="roomname.commandroom" />
</Decals>
<!--DamageDevices>
<Item tag="command" condition="0" all="true" />
<Item tag="engine" condition="0" all="true" />
</DamageDevices-->
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_bandit_4_medium" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_bandit_hard1" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="4" reward="0" successmessage="distress.success.distress_ghostship_bandit1" minleveldifficulty="20" maxleveldifficulty="40">
<Submarines>
<Sub path="Content/Submarines/Barsuk.sub" commonness="25" />
<Sub path="Content/Submarines/Dugong.sub" commonness="50" />
<Sub path="Content/Submarines/Camel.sub" commonness="25" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="500" maxmoney="1000" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="gunshotwound" randomLimb="true" randomStrength="true" count="4" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
<Item prefab="explosion" count="2" preferedhull="roomname.commandroom" />
</Decals>
<!--DamageDevices>
<Item tag="command" condition="0" all="true" />
<Item tag="engine" condition="0" all="true" />
</DamageDevices-->
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_bandit_5_hard" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<!-- Husk -->
<DistressGhostship identifier="distress_ghostship_husks" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="5" reward="0" successmessage="distress.success.distress_ghostship_husks" minleveldifficulty="20">
<Submarines>
<Sub path="Content/Submarines/Camel.sub" commonness="1" />
<Sub path="Content/Submarines/Orca.sub" commonness="1" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<!-- Husks -->
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="1" maxmoney="1" alive="true">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="200" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_clown" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<!-- Corpses -->
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
<Affliction identifier="huskinfectionresistance" strength="80" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_medic" minmoney="50" maxmoney="100" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
<Affliction identifier="huskinfectionresistance" strength="80" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_husks" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_husks1" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="5" reward="0" successmessage="distress.success.distress_ghostship_husks" minleveldifficulty="40">
<Submarines>
<Sub path="Content/Submarines/Azimuth.sub" commonness="1" />
<Sub path="Content/Submarines/Orca.sub" commonness="1" />
<Sub path="Content/Submarines/Typhon.sub" commonness="1" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<!-- Husks -->
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="1" maxmoney="1" alive="true">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="100" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="1" maxmoney="1" alive="true">
<Affliction identifier="huskinfection" strength="200" />
<Affliction identifier="internaldamage" strength="199" />
<Affliction identifier="stun" strength="1" />
</Item>
<!-- Corpses -->
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="100" maxmoney="300" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
<Affliction identifier="huskinfectionresistance" strength="80" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_medic" minmoney="50" maxmoney="100" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
<Affliction identifier="huskinfectionresistance" strength="80" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_husks" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_husks" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<!-- Special -->
<DistressGhostship identifier="distress_ghostship_crawlers" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="3" reward="0" successmessage="distress.success.distress_ghostship_crawlers" minleveldifficulty="0">
<Submarines floodtargets="roomname.reactorroom, roomname.subbottomright" minfloodpercentage="0.1" maxfloodpercentage="0.15">
<Sub path="%ModDir%/Missions/barsuk_monster.sub" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<!-- Corpses -->
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="100" maxmoney="300" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="bitewounds" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_husks" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_crawlernest" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_prisonbreak" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="4" reward="0" successmessage="distress.success.distress_ghostship_prisonbreak" minleveldifficulty="15" maxleveldifficulty="40">
<Submarines traveltarget="Start">
<Sub path="Content/Submarines/Venture.sub" />
<Sub path="Content/Submarines/Hemulen.sub" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<!-- Corpses -->
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="100" maxmoney="300" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="lacerations" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="blunttrauma" randomLimb="true" randomStrength="true" count="4" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="lacerations" randomLimb="true" randomStrength="true" count="6" />
<Affliction identifier="blunttrauma" randomLimb="true" randomStrength="true" count="4" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_prisonbreak" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_prisonbreak1" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="3" reward="0" successmessage="distress.success.distress_ghostship_prisonbreak" minleveldifficulty="30">
<Submarines traveltarget="Start">
<Sub path="Content/Submarines/Dugong.sub" commonness="50" />
</Submarines>
<Reputation identifier="location" amount="3" amountforopposingfaction="-1" />
<Characters>
<!-- Corpses -->
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="100" maxmoney="300" alive="false">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="lacerations" randomLimb="true" randomStrength="true" count="4" />
<Affliction identifier="blunttrauma" randomLimb="true" randomStrength="true" count="4" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="25" maxmoney="70" alive="false">
<Affliction identifier="lacerations" randomLimb="true" randomStrength="true" count="4" />
<Affliction identifier="blunttrauma" randomLimb="true" randomStrength="true" count="4" />
<Affliction identifier="bleeding" randomLimb="true" randomStrength="true" count="3" />
</Item>
</Characters>
<Decals>
<Item prefab="blood" count="20" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_prisonbreak1" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_alienship" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="1" reward="0" successmessage="distress.success.distress_ghostship_alienship" minleveldifficulty="30">
<Submarines floodtargets="roomname.armory" minfloodpercentage="1" maxfloodpercentage="1">
<Sub path="%ModDir%/Missions/dugong_alien.sub" />
</Submarines>
<Characters>
<!-- Insane -->
<Item from="mlc_distress_corpses" identifier="distress_captain" minmoney="100" maxmoney="300" alive="true" team="none">
<AdditionalItems>
<Item identifier="captains_notebook" />
</AdditionalItems>
<Affliction identifier="psychosis" strength="100" />
<Affliction identifier="deliriuminepoisoning" strength="100" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_officer" minmoney="25" maxmoney="70" alive="true" team="none">
<Affliction identifier="psychosis" strength="100" />
<Affliction identifier="deliriuminepoisoning" strength="100" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_engineer" minmoney="25" maxmoney="70" alive="true" team="none">
<Affliction identifier="psychosis" strength="100" />
<Affliction identifier="deliriuminepoisoning" strength="100" />
</Item>
<Item from="mlc_distress_corpses" identifier="distress_mechanic" minmoney="25" maxmoney="70" alive="true" team="none">
<Affliction identifier="psychosis" strength="100" />
<Affliction identifier="deliriuminepoisoning" strength="100" />
</Item>
<Item from="outpostnpcs1" identifier="researcher" minmoney="25" maxmoney="70" alive="true" team="none">
<Affliction identifier="psychosis" strength="100" />
<Affliction identifier="deliriuminepoisoning" strength="100" />
</Item>
</Characters>
<Decals>
<Item prefab="blackblood" count="20" />
<Item prefab="burnt" count="4" preferedhull="roomname.medbay" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.distress_ghostship_bandit1" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_fractal" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<DistressGhostship identifier="distress_ghostship_clowns" textidentifier="distressmission" tags="distress, mlc" type="GoTo" customType="DistressGhostship" commonness="2" reward="0" successmessage="distress.success.clowns" minleveldifficulty="0">
<Submarines>
<Sub path="Content/Submarines/Barsuk.sub" commonness="100" />
</Submarines>
<Decals>
<Item prefab="fruitsplatter_red" count="20" />
<Item prefab="fruitsplatter_green" count="20" />
<Item prefab="fruitsplatter_blue" count="20" />
<Item prefab="fruitsplatter_black" count="20" />
<Item prefab="fruitsplatter_white" count="20" />
</Decals>
<message header="missionheader0.distress_ghostship" text="missionmessage0.distress_ghostship" />
<message header="missionheader1.distress_ghostship" text="missionmessage1.quiet" />
<TriggerEvent state="0" delay="5" eventidentifier="distress_ghostship_clowns" campaignonly="true" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="256,0,256,256" color="255,106,106" />
</DistressGhostship>
<!--DistressGhostship
identifier="distress_ghostship_outoffuel"
textidentifier="distressmission"
tags="distress, mlc"
type="GoTo"
customType="DistressGhostship"
commonness="10"
reward="0"
successmessage="distress.success.outoffuel">
<Reputation
identifier="location"
amount="3" amountforopposingfaction="-1" />
<Submarines floodtargets="roomname.commandroom, roomname.medbay"
minfloodpercentage="0.05" maxfloodpercentage="0.10" travelTarget="Start"
allowstealing="false">
<Sub path="Content/Submarines/Humpback.sub" commonness="100" />
</Submarines>
<RemoveItems>
<Item tag="reactorfuel" />
</RemoveItems>
<Decals>
<Item prefab="blood" count="40" />
</Decals>
<TagDevices>
<Item identifier="reactor1" tag="distress_reactor" />
</TagDevices>
<Characters>
<Item
from="mlc_special_npcs"
identifier="captain_dakota"
alive="true">
</Item>
<Item
from="mlc_distress_corpses"
identifier="distress_mechanic"
alive="false">
<Affliction identifier="bitewounds" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="lacerations" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bleeding" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bloodloss"
randomStrength="true" />
</Item>
<Item
from="mlc_distress_corpses"
identifier="distress_officer"
alive="false">
<Affliction identifier="bitewounds" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="lacerations" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bleeding" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bloodloss"
randomStrength="true" />
</Item>
<Item
from="mlc_distress_corpses"
identifier="distress_medic"
alive="false">
<Affliction identifier="bitewounds" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="lacerations" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bleeding" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bloodloss"
randomStrength="true" />
</Item>
<Item
from="mlc_distress_corpses"
identifier="distress_assistant"
alive="false">
<Affliction identifier="bitewounds" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="lacerations" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bleeding" randomLimb="true"
randomStrength="true"
amount="4" />
<Affliction identifier="bloodloss"
randomStrength="true" />
</Item>
</Characters>
<TriggerEvent state="0" delay="5" eventidentifier="distress_outofuel"
campaignonly="true" />
<Icon
texture="%ModDir%/Missions/Icons.png"
sourcerect="256,0,256,256"
color="255,106,106" />
</DistressGhostship-->
<!--DistressOutpost
identifier="distress_outpost"
textidentifier="distressmission"
tags="distress, mlc"
type="GoTo"
customType="DistressOutpost"
commonness="1"
reward="1000">
<OutpostGenParams identifier="site_02" />
<DecoItems>
<Item
path="%ModDir%/Map/Deco/cavedeco_lightpost.sub" />
<Item
path="%ModDir%/Map/Deco/cavedeco_lightpost.sub" />
<Item
path="%ModDir%/Map/Deco/cavedeco_lightpost.sub" />
<Item
path="%ModDir%/Map/Deco/cavedeco_lightpost.sub" />
<Item
path="%ModDir%/Map/Deco/cavedeco_lightpost.sub" />
</DecoItems>
<Entrance
path="%ModDir%/Map/Deco/cavedeco_entrance.sub" />
<Icon
texture="%ModDir%/Missions/Icons.png"
sourcerect="256,0,256,256"
color="255,106,106" />
</DistressOutpost-->
</Missions>
+54
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<?xml version="1.0" encoding="utf-8"?>
<Missions tags="MLC, mission">
<ConstructionMission identifier="beaconconstruction" textidentifier="beaconconstruction" tags="beaconconstruction, mlc" type="GoTo" customType="BeaconConstruction" commonness="10" reward="2800">
<supplycosts>
<supply_utility price="1200" />
<supply_structural price="1000" />
<supply_electrical price="1400" />
</supplycosts>
<message header="missionheader0.beaconconstruction" text="missionmessage0.beaconconstruction" />
<Reputation identifier="location" amount="8" amountforopposingfaction="-4" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="0,0,256,256" color="243,146,55" />
<TriggerEvent state="0" delay="5" eventidentifier="constructionworkers" campaignonly="true" />
</ConstructionMission>
<RelayRepair identifier="relayrepair1" textidentifier="relayrepair" tags="relayrepair, mlc" type="GoTo" customType="CablePuzzle" commonness="10" reward="1000">
<message header="missionheader0.relayrepair" text="missionmessage0.relayrepair" />
<message header="missionheader1.relayrepair" text="missionmessage1.relayrepair" />
<Submarine path="%ModDir%/Missions/WirePuzzle.sub" />
<Reputation identifier="location" amount="1" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="0,0,256,256" color="243,146,55" />
</RelayRepair>
<RelayRepair identifier="relayrepair2" textidentifier="relayrepair" tags="relayrepair, mlc" type="GoTo" customType="CablePuzzle" commonness="5" reward="1000">
<message header="missionheader0.relayrepair" text="missionmessage0.relayrepair" />
<message header="missionheader1.relayrepair" text="missionmessage1.relayrepair" />
<Submarine path="%ModDir%/Missions/WirePuzzle.sub" />
<Reputation identifier="location" amount="1" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="0,0,256,256" color="243,146,55" />
<TriggerEvent state="0" delay="5" eventidentifier="relayhusk" campaignonly="true" />
</RelayRepair>
<RelayRepair identifier="relayrepair3" textidentifier="relayrepair" tags="relayrepair, mlc" type="GoTo" customType="CablePuzzle" commonness="5" reward="1000">
<message header="missionheader0.relayrepair" text="missionmessage0.relayrepair" />
<message header="missionheader1.relayrepair" text="missionmessage1.relayrepair" />
<Submarine path="%ModDir%/Missions/WirePuzzle.sub" />
<Reputation identifier="location" amount="1" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="0,0,256,256" color="243,146,55" />
<TriggerEvent state="0" delay="5" eventidentifier="relaycrawler1" campaignonly="true" />
</RelayRepair>
<RelayRepair identifier="relayrepair4" textidentifier="relayrepair" tags="relayrepair, mlc" type="GoTo" customType="CablePuzzle" commonness="4" reward="1000">
<message header="missionheader0.relayrepair" text="missionmessage0.relayrepair" />
<message header="missionheader1.relayrepair" text="missionmessage1.relayrepair" />
<Submarine path="%ModDir%/Missions/WirePuzzle.sub" />
<Reputation identifier="location" amount="1" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="0,0,256,256" color="243,146,55" />
<TriggerEvent state="0" delay="5" eventidentifier="relaycrawler2" campaignonly="true" />
</RelayRepair>
<RelayRepair identifier="relayrepair5" textidentifier="relayrepair" tags="relayrepair, mlc" type="GoTo" customType="CablePuzzle" commonness="2" reward="1000">
<message header="missionheader0.relayrepair" text="missionmessage0.relayrepair" />
<message header="missionheader1.relayrepair" text="missionmessage1.relayrepair" />
<Submarine path="%ModDir%/Missions/WirePuzzle.sub" />
<Reputation identifier="location" amount="1" />
<Icon texture="%ModDir%/Missions/Icons.png" sourcerect="0,0,256,256" color="243,146,55" />
<TriggerEvent state="0" delay="5" eventidentifier="relaycrawlerhusk" campaignonly="true" />
</RelayRepair>
<Triangulation identifier="triangulation" textidentifier="relayrepair" tags="triangulation, mlc" type="GoTo" customType="Triangulation" commonness="0" reward="0"></Triangulation>
</Missions>
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<?xml version="1.0" encoding="utf-8"?>
<LootTables>
<LootTable identifier="testtable"></LootTable>
</LootTables>
@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="utf-8"?>
<Missions tags="MLC, mission"></Missions>
+678
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@@ -0,0 +1,678 @@
<?xml version="1.0" encoding="utf-8"?>
<Randomevents>
<EventPrefabs>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Tutorials & Hints -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="hint_jumpstarter">
<CheckDataAction identifier="mlc-hints-jumpstarter-shown" condition="eq 2">
<Success>
<!-- Do nothing -->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<MessageBoxAction header="mlc.title" text="mlc.hint.jumpstarter" iconstyle="GUINotificationButton" targettag="player" />
<SetDataAction identifier="mlc-hints-jumpstarter-shown" value="2" />
</Failure>
</CheckDataAction>
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Construction Events -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="constructionworkers">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker" spawnpointtag="constructionsaferoom" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker" spawnpointtag="constructionsaferoom" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
</ScriptedEvent>
<ScriptedEvent identifier="constructioncorpse">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker_outside" targettag="corpse_construction" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="corpse_construction" affliction="concussion" strength="100" />
<AfflictionAction targettag="corpse_construction" LimbType="Head" affliction="blunttrauma" strength="50" />
<AfflictionAction targettag="corpse_construction" affliction="oxygenlow" strength="200" />
</ScriptedEvent>
<ScriptedEvent identifier="constructioncorpse1">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker" targettag="constructionworker_outside" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="corpse_construction" affliction="lacerations" LimbType="LeftHand" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="lacerations" LimbType="LeftArm" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bleeding" LimbType="LeftHand" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bleeding" LimbType="LeftArm" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bloodloss" strength="200" />
</ScriptedEvent>
<ScriptedEvent identifier="constructioncorpse2">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker_outside" targettag="corpse_construction" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="corpse_construction" affliction="bitewounds" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bleeding" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bloodloss" strength="200" />
</ScriptedEvent>
<ScriptedEvent identifier="constructionhusk">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker_outside" targettag="corpse_construction" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<TagAction criteria="crew" tag="player" />
<AfflictionAction targettag="corpse_construction" affliction="huskinfection" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="internaldamage" strength="10" />
<GodModeAction targettag="corpse_construction" enabled="true" />
<TriggerAction target1tag="corpse_construction" target2tag="player" radius="400" />
<GodModeAction targettag="corpse_construction" enabled="false" />
</ScriptedEvent>
<ScriptedEvent identifier="constructionclown">
<SpawnAction npcsetidentifier="mlc_special_npcs" npcidentifier="clowncorpse" targettag="construction_clowncorpse" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<TagAction criteria="crew" tag="player" />
<AfflictionAction targettag="construction_clowncorpse" affliction="oxygenlow" strength="200" />
<CheckDataAction identifier="construction_clowncorpse" condition="eq 0">
<!-- If they've never met the clown corpse, don't explode till we interact with it -->
<Success>
<SetDataAction identifier="construction_clowncorpse" value="1" />
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="100" waitforinteraction="true" disableiftargetincapacitated="false" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 1">
<!-- They've met the corpse once, explode when they get close -->
<Success>
<SetDataAction identifier="construction_clowncorpse" value="2" />
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="300" waitforinteraction="false" disableiftargetincapacitated="false" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="300.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 2">
<!-- They've met the corpse twice, gas light them and do nothing -->
<Success>
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="300" waitforinteraction="false" disableiftargetincapacitated="false" />
<SetDataAction identifier="construction_clowncorpse" value="3" />
<SpawnAction npcsetidentifier="mlc_special_npcs" npcidentifier="clowncorpse" targettag="construction_clowncorpse2" spawnlocation="MainSub" spawnpointtype="Path" team="FriendlyNPC" />
<AfflictionAction targettag="construction_clowncorpse2" affliction="oxygenlow" strength="200" />
<StatusEffectAction targettag="construction_clowncorpse2">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<Explosion range="200.0" stun="1.0" force="15.0" flames="true" flash="true" shockwave="true" sparks="true" underwaterbubble="true" />
</StatusEffect>
</StatusEffectAction>
<WaitAction time="10" />
<StatusEffectAction targettag="construction_clowncorpse2">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="300.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 3">
<!-- They've met the clown corpse 3 times, this time it
swims after them to blow up -->
<Success>
<GodModeAction targettag="construction_clowncorpse" enabled="true" />
<AfflictionAction targettag="construction_clowncorpse" affliction="paralysis" strength="200" />
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="500" waitforinteraction="false" disableiftargetincapacitated="false" applytotarget2="target_player" />
<!-- Release the clown -->
<AfflictionAction targettag="construction_clowncorpse" affliction="paralysis" strength="-200" />
<!-- Make the clown go after the player that got too
close -->
<CombatAction combatmode="Offensive" npctag="construction_clowncorpse" enemytag="target_player" isinstigator="false" guardreaction="none" witnessreaction="none" />
<!-- Explode when we get close -->
<TriggerAction target1tag="construction_clowncorpse" target2tag="target_player" radius="100" waitforinteraction="false" disableiftargetincapacitated="false" />
<SetDataAction identifier="construction_clowncorpse" value="4" />
<GodModeAction targettag="construction_clowncorpse" enabled="false" />
<AfflictionAction targettag="construction_clowncorpse" affliction="oxygenlow" strength="200" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 4">
<!-- This time the clown just explodes repeatidly -->
<Success>
<SetDataAction identifier="construction_clowncorpse" value="5" />
<Label name="explode" />
<WaitAction time="2" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
<GoTo name="explode" />
</Success>
<Failure>
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="100" waitforinteraction="true" disableiftargetincapacitated="false" />
<!-- Finally, a 50% chance to explode instantly
when inspecting, a 50% chance to give money and
then explode after a second -->
<RNGAction chance="0.5">
<Success>
<MoneyAction amount="100" />
<WaitAction time="1" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Failure>
</RNGAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Relay Station Events -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="relayhusk">
<SpawnAction npcsetidentifier="mlc_distress_corpses" npcidentifier="distress_engineer" targettag="relay_husk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Corpse" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="relay_husk" affliction="huskinfection" strength="100" />
<AfflictionAction targettag="relay_husk" affliction="internaldamage" strength="98" />
</ScriptedEvent>
<ScriptedEvent identifier="relaycrawler1">
<SpawnAction speciesname="Crawler" targettag="relay_husk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
</ScriptedEvent>
<ScriptedEvent identifier="relaycrawler2">
<SpawnAction speciesname="Crawler" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
<SpawnAction speciesname="Crawler_hatchling" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
<SpawnAction speciesname="Crawler_hatchling" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
</ScriptedEvent>
<ScriptedEvent identifier="relaycrawlerhusk">
<SpawnAction speciesname="Crawlerhusk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
<SpawnAction speciesname="Crawlerhusk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Distress Events -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="distress_outofuel">
<TagAction criteria="humanprefabidentifier:captain_dakota" tag="captain" />
<TagAction criteria="crew" tag="player" />
<TagAction criteria="itemtag:distress_reactor" tag="reactor" />
<NPCWaitAction npctag="captain" wait="true" />
<TriggerAction target1tag="player" target2tag="captain" applytotarget1="triggerer_player" waitforinteraction="true" />
<!-- Intro -->
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.c1" eventsprite="captain">
<!-- Ask what happened -->
<Option text="DistressEvent.outoffuel.o1">
<!-- The Story -->
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.c1" eventsprite="captain" continueconversation="true" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.c2" eventsprite="captain" continueconversation="true" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.c3" eventsprite="captain" continueconversation="true">
<!-- Accept -->
<Option text="DistressEvent.outoffuel.o1.o1">
<!-- You're a saint -->
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.c1" eventsprite="captain" />
<CheckItemAction targettag="triggerer_player" itemidentifiers="fuelrod">
<!-- They don't have any fuel rods on them. -->
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain" continueconversation="true">
<!-- I'll be back -->
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
</ConversationAction>
</Failure>
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain">
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
<!-- Give Rod -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2">
<GoTo name="giverod" />
</Option>
<!-- Intimidate -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3">
<GoTo name="intimidate" />
</Option>
</ConversationAction>
</Success>
</CheckItemAction>
<Label name="rodloop" />
<NPCWaitAction npctag="captain" wait="true" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.c2" eventsprite="captain" speakertag="captain" dialogtype="Small" />
<CheckItemAction targettag="triggerer_player" itemidentifiers="fuelrod">
<!-- They don't have any fuel rods on them. -->
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain" continueconversation="true">
<!-- I'll be back -->
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
</ConversationAction>
</Failure>
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
<!-- Give Rod -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2">
<GoTo name="giverod" />
</Option>
<!-- Intimidate -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3">
<GoTo name="intimidate" />
</Option>
</ConversationAction>
</Success>
</CheckItemAction>
</Option>
<!-- Decline -->
<Option text="DistressEvent.outoffuel.o1.o2">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o2.c1" eventsprite="captain" continueconversation="true">
<!-- Don't try it -->
<Option text="DistressEvent.outoffuel.o1.o2.c1.o1">
<SkillCheckAction requiredskill="weapons" requiredlevel="80" targettag="triggerer_player">
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o2.c1.o1.c1" eventsprite="captain">
<Option text="DistressEvent.outoffuel.o1.o2.c1.o1.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c2.o1" eventsprite="captain" />
<GoTo name="attack" />
</Failure>
</SkillCheckAction>
</Option>
<Option text="DistressEvent.outoffuel.o1.o2.c1.o2">
<Label name="rodloop" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
<Label name="giverod" />
<CheckReputationAction targettype="faction" identifier="clowns" condition="gte 20">
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o2.c1" eventsprite="Stowaway2">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2.o1">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1" eventsprite="Stowaway2">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1.o1">
<SetDataAction identifier="distress_outoffuel_side_clown" value="true" />
<GoTo name="handoverrod" />
</Option>
</ConversationAction>
</Option>
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2.o2">
<AfflictionAction targettag="triggerer_player" affliction="psychosis" strength="40" />
<GoTo name="handoverrod" />
</Option>
</ConversationAction>
</Success>
<Failure>
<label name="handoverrod" />
<RemoveItemAction targettag="triggerer_player" itemidentifier="fuelrod" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.end" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.end.o1" endconversation="true">
<CheckDataAction identifier="distress_outoffuel_side_clown" condition="eq true">
<Failure>
<ReputationAction targettype="Location" increase="20" />
</Failure>
<Success>
<ReputationAction targettype="Faction" identifier="clowns" increase="25" />
</Success>
</CheckDataAction>
<GoTo name="putrodinreactor" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
<Label name="intimidate" />
<SkillCheckAction requiredskill="helm" requiredlevel="80" targettag="triggerer_player">
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1" endconversation="true">
<MoneyAction amount="5000" targettag="triggerer_player" />
<GoTo name="intimidate_wait" />
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c2" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c2.o1" endconversation="true">
<GoTo name="attack" />
</Option>
</ConversationAction>
</Failure>
</SkillCheckAction>
<Label name="intimidate_wait" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1" eventsprite="captain" speakertag="captain" dialogtype="Small" />
<!-- Intimidate give rod -->
<CheckItemAction targettag="triggerer_player" itemidentifiers="fuelrod">
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1" eventsprite="captain">
<Option endconversation="true" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1">
<GoTo name="intimidate_wait" />
</Option>
</ConversationAction>
</Failure>
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1" eventsprite="captain">
<Option endconversation="true" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1">
<GoTo name="intimidate_wait" />
</Option>
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2">
<!-- Toss rod -->
<RemoveItemAction targettag="triggerer_player" itemidentifier="fuelrod" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1" eventsprite="captain" continueconversation="true">
<!-- Walk Away -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
<!-- Sure -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckItemAction>
<Label name="putrodinreactor" />
<!--SpawnAction
itemidentifier="fuelrod" targetinventory="captain" /-->
<!-- This is really dumb, for some reason the AI won't walk to the tagged reactor -->
<!-- So instead we tell the AI to walk to the ballast tank, due to the ship layout -->
<!-- The AI has to walk past the reactor, then we just stop the AI -->
<NPCWaitAction npctag="captain" wait="false" />
<NPCFollowAction npctag="captain" targettag="reactor" follow="true" />
<TriggerAction target1tag="captain" target2tag="reactor" radius="300" waitforinteraction="false" disableiftargetincapacitated="false" />
<CheckDataAction identifier="distress_outoffuel_side_clown" condition="eq true">
<Failure>
<SpawnAction itemidentifier="fuelrod" targetinventory="reactor" />
<WaitAction time="5" />
<NPCWaitAction npctag="captain" wait="false" />
</Failure>
<!-- Sabotaged the rod -->
<Success>
<SpawnAction itemidentifier="fuelrod" targetinventory="reactor" />
<WaitAction time="5" />
<NPCWaitAction npctag="captain" wait="false" />
<WaitAction time="15" />
<StatusEffectAction targettag="reactor">
<StatusEffect target="This" FissionRate="0.0" disabledeltatime="true">
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="50000" />
<sound file="Content/Items/Weapons/ExplosionLarge2.ogg" range="50000" />
<Explosion range="750" ballastfloradamage="1000" structuredamage="300" itemdamage="500" force="25.0" camerashake="0" flashrange="10000" flashduration="5.0" debris="true" screencolor="255,255,255,255" screencolorrange="5000" screencolorduration="3.0" decal="explosion" decalsize="1">
<Affliction identifier="explosiondamage" strength="500" />
<Affliction identifier="burn" strength="500" />
<Affliction identifier="stun" strength="15" />
</Explosion>
<Explosion range="2000" force="0.0" camerashake="200" camerashakerange="50000" showEffects="false" empstrength="1.25" applyfireeffects="false" ignorecover="true">
<Affliction identifier="radiationsickness" strength="75" />
<Affliction identifier="emp" strength="50" multiplybymaxvitality="true" />
</Explosion>
<ParticleEmitter particle="underwaterexplosion" anglemin="0" anglemax="360" particleamount="3" velocitymin="0" velocitymax="0" scalemin="15" scalemax="15" />
</StatusEffect>
</StatusEffectAction>
</Success>
</CheckDataAction>
<Label name="attack" />
<NPCWaitAction npctag="captain" wait="false" />
<CombatAction combatmode="Offensive" npctag="captain" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat" />
<Label name="end" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_husks">
<SpawnAction npcsetidentifier="mapfeaturenpc" npcidentifier="huskcultist_waystation" spawnpointtag="distress_ghostship" spawnlocation="any" targettag="cultist" requirespawnpointtag="true" team="None" />
<SpawnAction npcsetidentifier="mapfeaturenpc" npcidentifier="huskcultist_waystation" spawnpointtag="distress_ghostship" spawnlocation="any" targettag="cultist" requirespawnpointtag="true" team="None" />
<SpawnAction npcsetidentifier="mapfeaturenpc" npcidentifier="huskcultist_waystation" spawnpointtag="distress_ghostship" spawnlocation="any" targettag="cultist" requirespawnpointtag="true" team="None" />
<NPCChangeTeamAction npctag="cultist" teamid="None" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_clowns">
<SetDataAction identifier="distress_clowns_reward" value="false" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
</ScriptedEvent>
<ScriptedEvent identifier="suprise_clown">
<TagAction criteria="crew" tag="player" />
<SpawnAction npcsetidentifier="mlc_special_npcs" npcidentifier="clowncorpse" targettag="clown" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<AfflictionAction targettag="clown" affliction="instantdeath" strength="1" />
<TriggerAction target1tag="clown" target2tag="player" radius="100" disableiftargetincapacitated="false" WaitForInteraction="true" DisableInCombat="false" />
<CheckDataAction identifier="distress_clowns_reward" condition="eq true">
<Success>
<!-- Clown Disapears -->
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/vanish.ogg" range="500" />
<RemoveCharacter />
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<RNGAction chance="0.25">
<Success>
<!-- Give money -->
<MoneyAction amount="2500" targettag="triggerer_player" />
<GiveExpAction amount="1000" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="clowns" increase="15" />
<SetDataAction identifier="distress_clowns_reward" value="true" />
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/confetti.ogg" range="500" />
</StatusEffect>
</StatusEffectAction>
<WaitAction time="1" />
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/vanish.ogg" range="500" />
<RemoveCharacter />
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<!-- Explode -->
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/womp.ogg" range="500" />
</StatusEffect>
</StatusEffectAction>
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="5000" />
<sound file="Content/Items/Weapons/ExplosionMedium2.ogg" range="5000" />
<sound file="Content/Items/Weapons/ExplosionMedium3.ogg" range="5000" />
<Explosion range="750.0" ballastfloradamage="100" structuredamage="0" levelwalldamage="0" itemdamage="0" force="30" severlimbsprobability="0" debris="true" decal="explosion" decalsize="0.5">
<Affliction identifier="explosiondamage" strength="10" />
<Affliction identifier="bleeding" strength="10" />
<Affliction identifier="bleeding" strength="5" probability="0.1" dividebylimbcount="false" />
<Affliction identifier="stun" strength="2" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
<WaitAction time="2" />
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/vanish.ogg" range="500" />
<RemoveCharacter />
</StatusEffect>
</StatusEffectAction>
</Failure>
</RNGAction>
</Failure>
</CheckDataAction>
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_2_easy">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_4_easy">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_4_medium">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="banditleader" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_5_hard">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_elite" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_elite" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="banditleader_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_prisonbreak">
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner1" />
<StatusEffectAction targettag="prisoner1">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, crustyseaman, stonewall" />
</StatusEffect>
</StatusEffectAction>
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner2" />
<StatusEffectAction targettag="prisoner2">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, inordinateexsanguination, implacable" />
</StatusEffect>
</StatusEffectAction>
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisonercrowbar" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner3" />
<StatusEffectAction targettag="prisoner3">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, phdinnuclearphysics, multifunctional" />
</StatusEffect>
</StatusEffectAction>
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner4" />
<StatusEffectAction targettag="prisoner4">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, berserker, foolhardy" />
</StatusEffect>
</StatusEffectAction>
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_prisonbreak1">
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_crawlernest">
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_fractal">
<RNGAction chance="0.5">
<Success>
<SpawnAction speciesname="Fractalguardian" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
</Success>
<Failure>
<SpawnAction speciesname="Fractalguardian2" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
</Failure>
</RNGAction>
</ScriptedEvent>
<ScriptedEvent identifier="shuttle_clown">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_shuttle" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="clownnpc1" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc1" />
<TagAction criteria="humanprefabidentifier:cuffedshuttlecaptain" tag="clownvictimnpc" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc1" />
<CombatAction combatmode="offensive" npctag="clownnpc1" enemytag="clownvictimnpc" isinstigator="true" />
</ScriptedEvent>
</EventPrefabs>
<!-- Construction Events -->
<EventSet identifier="mlctransitevents" allowatstart="true" minleveldifficulty="0" maxleveldifficulty="100" chooserandom="true" campaign="true" additive="true">
<!-- Corpses -->
<ScriptedEvent identifier="constructioncorpse" commonness="5" probability="0.5" triggercooldown="false" />
<ScriptedEvent identifier="constructioncorpse1" commonness="5" probability="0.5" triggercooldown="false" />
<ScriptedEvent identifier="constructioncorpse2" commonness="5" probability="0.5" triggercooldown="false" />
<!-- Special -->
<ScriptedEvent identifier="constructionhusk" commonness="2" probability="0.5" triggercooldown="false" />
<ScriptedEvent identifier="constructionclown" commonness="2" probability="1" triggercooldown="false" />
</EventSet>
</Randomevents>
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<?xml version="1.0" encoding="utf-8"?>
<Items>
<!-- Utility -->
<Item name="" identifier="mlc_beaconutilitysupplies" tags="crate, supply_utility" category="Electrical" scale="0.5" linkable="true" pickdistance="150" showcontentsintooltip="true" impactsoundtag="impact_metal_heavy">
<Price baseprice="1200">
<Price storeidentifier="merchantcity" multiplier="1.0" minavailable="1" maxavailable="4" />
<Price storeidentifier="merchantresearch" multiplier="0.6" minavailable="1" maxavailable="2" />
<Price storeidentifier="merchantoutpost" sold="false" />
<Price storeidentifier="merchantmilitary" sold="false" />
<Price storeidentifier="merchantmine" sold="false" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="30">
<RequiredSkill identifier="mechanical" level="40" />
<RequiredSkill identifier="electrical" level="40" />
<Item identifier="mlc_beaconumat1" amount="1" />
<Item identifier="mlc_beaconumat2" amount="1" />
<Item identifier="mlc_beaconumat3" amount="1" />
</Fabricate>
<Sprite texture="%ModDir%/Missions/mission_items.png" depth="0.54" sourcerect="12,10,146,83" origin="0.5,0.5" />
<Body width="150" height="80" density="25" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="RightHand+LeftHand" holdpos="0,-80" handle1="-30,14" handle2="30,14" aimable="false" msg="ItemMsgPickUpSelect">
<StatusEffect type="OnNotContained" target="This" Condition="-0.5" interval="1" disabledeltatime="true">
<Conditional InWater="true" />
</StatusEffect>
<!-- Remove when broken -->
<StatusEffect type="OnBroken" target="This">
<ParticleEmitter particle="shrapnel" anglemin="0" anglemax="360" particleamount="8" velocitymin="0" velocitymax="0" scalemin="1.5" scalemax="2" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" selectionmode="All" range="5000" />
<Remove />
</StatusEffect>
</Holdable>
</Item>
<!-- Utility Crafting Materials -->
<Item name="plumbing" identifier="mlc_beaconumat1" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="mechanical" level="20" />
<RequiredSkill identifier="electrical" level="20" />
<Item identifier="iron" amount="8" />
<Item identifier="steel" amount="2" />
<Item identifier="titaniumaluminiumalloy" amount="2" />
<Item identifier="fpgacircuit" amount="1" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="150,180,89,93" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="150,180,89,93" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<Item name="reactor" identifier="mlc_beaconumat2" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="mechanical" level="20" />
<RequiredSkill identifier="electrical" level="20" />
<Item identifier="steel" amount="2" />
<Item identifier="lead" amount="2" />
<Item identifier="uranium" amount="2" />
<Item identifier="carbon" amount="4" />
<Item identifier="fpgacircuit" amount="1" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="250,180,73,89" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="250,180,73,89" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<StatusEffect type="InWater" target="This" Condition="0.0" setvalue="true" />
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<Item name="sealing" identifier="mlc_beaconumat3" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="mechanical" level="20" />
<RequiredSkill identifier="electrical" level="20" />
<Item identifier="lead" amount="1" />
<Item identifier="rubber" amount="4" />
<Item identifier="magnesium" amount="4" />
<Item identifier="elastin" amount="2" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="330,190,70,80" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="330,190,70,80" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<!-- Structural -->
<Item name="" identifier="mlc_beaconstructuralsupplies" tags="crate, supply_structural" category="Electrical" scale="0.5" linkable="true" pickdistance="150" showcontentsintooltip="true" impactsoundtag="impact_metal_heavy">
<Price baseprice="1000">
<Price storeidentifier="merchantcity" multiplier="1.0" minavailable="1" maxavailable="4" />
<Price storeidentifier="merchantmine" multiplier="0.6" maxavailable="4" />
<Price storeidentifier="merchantoutpost" sold="false" />
<Price storeidentifier="merchantresearch" sold="false" />
<Price storeidentifier="merchantmilitary" sold="false" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="30">
<RequiredSkill identifier="mechanical" level="80" />
<Item identifier="mlc_beaconsmat1" amount="1" />
<Item identifier="mlc_beaconsmat2" amount="1" />
<Item identifier="mlc_beaconsmat3" amount="1" />
</Fabricate>
<Sprite texture="%ModDir%/Missions/mission_items.png" depth="0.54" sourcerect="162,10,146,83" origin="0.5,0.5" />
<Body width="150" height="80" density="25" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="RightHand+LeftHand" holdpos="0,-80" handle1="-30,14" handle2="30,14" aimable="false" msg="ItemMsgPickUpSelect" />
</Item>
<!-- Structural Crafting Materials -->
<Item name="exterior" identifier="mlc_beaconsmat1" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="mechanical" level="40" />
<Item identifier="titanium" amount="4" />
<Item identifier="steel" amount="2" />
<Item identifier="titaniumaluminiumalloy" amount="2" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="175,107,99,59" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="175,107,99,59" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<!--StatusEffect
type="Always" target="This" Condition="-0.1" interval="1"
disabledeltatime="true" /-->
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<Item name="interior" identifier="mlc_beaconsmat2" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="300">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="mechanical" level="40" />
<Item identifier="steel" amount="4" />
<Item identifier="aluminium" amount="2" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="285,107,99,59" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="285,107,99,59" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<!--StatusEffect
type="Always" target="This" Condition="-0.1" interval="1"
disabledeltatime="true" /-->
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<Item name="truss" identifier="mlc_beaconsmat3" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="350">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="mechanical" level="40" />
<Item identifier="aluminium" amount="4" />
<Item identifier="steel" amount="6" />
<Item identifier="organicfiber" amount="2" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="15,116,156,42" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="15,116,156,42" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<!--StatusEffect
type="Always" target="This" Condition="-0.1" interval="1"
disabledeltatime="true" /-->
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<!-- Electrical -->
<Item name="" identifier="mlc_beaconelectrialsupplies" tags="crate, supply_electrical" category="Electrical" scale="0.5" linkable="true" pickdistance="150" showcontentsintooltip="true" impactsoundtag="impact_metal_heavy">
<Price baseprice="1400">
<Price storeidentifier="merchantcity" multiplier="1.0" minavailable="1" maxavailable="4" />
<Price storeidentifier="merchantoutpost" multiplier="1.2" maxavailable="1" />
<Price storeidentifier="merchantresearch" multiplier="1.2" maxavailable="2" />
<Price storeidentifier="merchantmilitary" sold="false" />
<Price storeidentifier="merchantmine" sold="false" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="30">
<RequiredSkill identifier="electrical" level="80" />
<Item identifier="mlc_beaconemat1" amount="1" />
<Item identifier="mlc_beaconemat2" amount="1" />
<Item identifier="mlc_beaconemat3" amount="1" />
</Fabricate>
<Sprite texture="%ModDir%/Missions/mission_items.png" depth="0.54" sourcerect="312,10,146,83" origin="0.5,0.5" />
<Body width="150" height="80" density="25" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="RightHand+LeftHand" holdpos="0,-80" handle1="-30,14" handle2="30,14" aimable="false" msg="ItemMsgPickUpSelect">
<StatusEffect type="OnNotContained" target="This" Condition="-1" interval="1" disabledeltatime="true">
<Conditional InWater="true" />
</StatusEffect>
<!-- Remove when broken -->
<StatusEffect type="OnBroken" target="This">
<ParticleEmitter particle="shrapnel" anglemin="0" anglemax="360" particleamount="8" velocitymin="0" velocitymax="0" scalemin="1.5" scalemax="2" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" selectionmode="All" range="5000" />
<Remove />
</StatusEffect>
</Holdable>
</Item>
<!-- Electrical Crafting Materials -->
<Item name="Circuits" identifier="mlc_beaconemat1" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="electrical" level="40" />
<Item identifier="fpgacircuit" amount="2" />
<Item identifier="oscillator" amount="2" />
<Item identifier="silicon" amount="2" />
<Item identifier="tin" amount="2" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="10,180,60,70" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="10,180,60,70" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<StatusEffect type="InWater" target="This" Condition="0.0" setvalue="true" />
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<Item name="Wiring" identifier="mlc_beaconemat2" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="electrical" level="40" />
<Item identifier="redwire" amount="8" />
<Item identifier="bluewire" amount="8" />
<Item identifier="copper" amount="8" />
<Item identifier="rubber" amount="8" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="400,100,70,64" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="400,100,70,64" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<StatusEffect type="InWater" target="This" Condition="0.0" setvalue="true" />
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<Item name="Components" identifier="mlc_beaconemat3" category="Material" maxstacksize="2" Tags="mediumitem" canbepicked="true" description="" cargocontaineridentifier="metalcrate" scale="0.5" impactsoundtag="impact_metal_heavy">
<PreferredContainer primary="storagecab" />
<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="0" maxamount="1" spawnprobability="0.15" />
<Price baseprice="500">
<Price storeidentifier="merchantoutpost" sold="false" multiplier="1.5" />
<Price storeidentifier="merchantcity" sold="false" multiplier="1.0" />
<Price storeidentifier="merchantresearch" sold="false" multiplier="1.2" />
<Price storeidentifier="merchantmilitary" sold="false" multiplier="0.8" />
<Price storeidentifier="merchantmine" sold="false" multiplier="0.5" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="electrical" level="40" />
<Item identifier="redwire" amount="2" />
<Item identifier="zinc" amount="4" />
<Item identifier="lead" amount="1" />
<Item identifier="Plastic" amount="4" />
</Fabricate>
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="80,180,60,70" origin="0.5,0.5" />
<Sprite texture="mission_items.png" sourcerect="80,180,60,70" depth="0.55" origin="0.5,0.5" />
<Body width="45" height="30" density="20" />
<Holdable canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" handle1="0,0" msg="ItemMsgPickUpSelect">
<StatusEffect type="InWater" target="This" Condition="0.0" setvalue="true" />
<!-- Remove the item when fully used -->
<StatusEffect type="OnBroken" target="This">
<Remove />
</StatusEffect>
</Holdable>
</Item>
<!-- Misc -->
<Item name="" identifier="distressbeacon" category="Equipment" Tags="smallitem,sonar,provocative" cargocontaineridentifier="metalcrate" Scale="0.5" impactsoundtag="impact_metal_light" isshootable="true">
<InventoryIcon texture="Content/Items/Electricity/signalcomp.png" sourcerect="65,164,30,24" origin="0.5,0.5" />
<Sprite texture="Content/Items/Electricity/signalcomp.png" sourcerect="65,164,30,24" depth="0.55" origin="0.5,0.5" />
<Body width="27" height="60" density="12" />
<Holdable selectkey="Select" pickkey="Use" slots="Any,RightHand,LeftHand" msg="ItemMsgDetachWrench" PickingTime="5.0" aimpos="85,-10" handle1="0,0" attachable="true" aimable="true">
<RequiredItem items="wrench" type="Equipped" />
</Holdable>
<AiTarget soundrange="1000" sight="500" staticsight="true" />
<LightComponent LightColor="1.0,0.0,0.0,1.0" range="50" powerconsumption="10" blinkfrequency="2" IsOn="false" canbeselected="false">
<StatusEffect type="OnActive" targettype="Contained" Condition="-0.1">
<RequiredItem items="mobilebattery" type="Contained" />
</StatusEffect>
<StatusEffect type="OnActive" targettype="This" SoundRange="800000" setvalue="true">
<Conditional Voltage="gt 0.5" targetitemcomponent="LightComponent" />
<sound file="Content/Items/Weapons/SonarDecoy.ogg" range="500.0" loop="true" volume="0.25" />
</StatusEffect>
</LightComponent>
<ItemContainer capacity="1" maxstacksize="1" hideitems="true" containedstateindicatorstyle="battery">
<Containable items="mobilebattery">
<StatusEffect type="OnContaining" targettype="This" Voltage="1.0" setvalue="true" />
<StatusEffect type="OnContaining" targettype="This" IsOn="true" />
</Containable>
</ItemContainer>
</Item>
<Item name="" identifier="jumpstarter" tags="battery" category="Electrical,Machine" Scale="0.5" description="" isshootable="true">
<Price baseprice="1200">
<Price storeidentifier="merchantengineering" />
</Price>
<Fabricate suitablefabricators="fabricator" requiredtime="10">
<RequiredSkill identifier="electrical" level="40" />
<Item identifier="redwire" amount="2" />
<Item identifier="zinc" amount="4" />
<Item identifier="lead" amount="4" />
<Item identifier="Plastic" amount="4" />
</Fabricate>
<Sprite texture="%ModDir%/Missions/mission_items.png" sourcerect="14,285,118,128" depth="0.8" origin="0.5,0.5" />
<Body width="118" height="129" density="40" />
<Holdable pickkey="Use" slots="RightHand+LeftHand" msg="ItemMsgDetachCrowbar" PickingTime="10.0" aimpos="35,-10" handle1="0,0" attachable="true" aimable="true">
<RequiredItem identifier="crowbar" type="Equipped" />
<StatusEffect type="OnActive" target="Character" SpeedMultiplier="0.5" setvalue="true" />
</Holdable>
<PowerContainer capacity="4000.0" maxrechargespeed="0.0" maxoutput="4000.0" canbeselected="true" indicatorposition="25,18" indicatorsize="50,31" ishorizontal="true" msg="ItemMsgInteractSelect">
<!--GuiFrame
relativesize="0.25,0.23" minsize="350,200" anchor="Center" style="ItemUI" /-->
<StatusEffect type="OnActive" targettype="Contained" targets="loadable" Condition="-2.5">
<RequiredItem items="mobilebattery" targetslot="0" type="Contained" />
<RequiredItem items="mobilebattery" targetslot="1" type="Contained" />
<RequiredItem items="mobilebattery" targetslot="2" type="Contained" />
</StatusEffect>
</PowerContainer>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredSkill identifier="electrical" level="65" />
<StatusEffect type="OnFailure" target="Character" targetlimbs="LeftHand,RightHand">
<Sound file="Content/Sounds/Damage/Electrocution1.ogg" range="1000" />
<Explosion range="100.0" stun="0" force="5.0" flames="false" shockwave="false" sparks="true" underwaterbubble="false" />
<Affliction identifier="stun" strength="4" />
<Affliction identifier="burn" strength="15" />
</StatusEffect>
<requireditem items="Screwdriver" type="Equipped" />
<output name="power_out" displayname="connection.powerout" />
</ConnectionPanel>
<ItemContainer capacity="3" maxstacksize="1" canbeselected="true" hideitems="true" hudpos="0.5,0.6" uilabel="ChargingDock">
<GuiFrame relativesize="0.2,0.2" anchor="Center" relativeoffset="0,0.2" style="ItemUI" />
<StatusEffect type="Always" target="This" Charge="-250.0" />
<Containable items="loadable">
<StatusEffect type="OnContaining" target="This" Charge="4000.0">
<RequiredItem items="mobilebattery" targetslot="0" type="Contained" />
<RequiredItem items="mobilebattery" targetslot="1" type="Contained" />
<RequiredItem items="mobilebattery" targetslot="2" type="Contained" />
<Conditional condition="gt 1.0" targetcontaineditem="true" />
</StatusEffect>
</Containable>
</ItemContainer>
<LightComponent range="10.0" lightcolor="255,255,255,0" IsOn="true" castshadows="false" allowingameediting="false" alphablend="true">
<sprite texture="%ModDir%/Missions/mission_items.png" sourcerect="132,285,118,128" depth="0.1" origin="0.5,0.5" alpha="1.0" />
<IsActive targetitemcomponent="PowerContainer" targetcontainer="true" ChargePercentage="gt 0.01" />
</LightComponent>
<LightComponent range="10.0" lightcolor="255,255,255,0" IsOn="true" castshadows="false" allowingameediting="false" alphablend="true">
<sprite texture="%ModDir%/Missions/mission_items.png" sourcerect="250,285,118,128" depth="0.1" origin="0.5,0.5" alpha="1.0" />
<IsActive targetitemcomponent="PowerContainer" targetcontainer="true" ChargePercentage="gte 0.5" />
</LightComponent>
<!--LightComponent
range="10.0" lightcolor="255,255,255,0" IsOn="true"
flicker="0.8" flickerspeed="1.0" pulsefrequency="0.1" pulseamount="0.5"
castshadows="false" allowingameediting="false" alphablend="true">
<sprite texture="%ModDir%/Missions/mission_items.png" sourcerect="249,285,118,128"
depth="0.1" origin="0.5,0.5" alpha="1.0" />
<IsActive targetitemcomponent="PowerContainer" targetcontainer="true"
ChargePercentage="gt 0.1" />
</LightComponent-->
</Item>
<Item name="" identifier="oxygeniteshard_clownevent" nameidentifier="oxygeniteshard" variantof="oxygeniteshard" hideinmenus="true">
<Price baseprice="200" minavailable="0">
<Price storeidentifier="merchantoutpost" sold="false" />
<Price storeidentifier="merchantcity" sold="false" />
<Price storeidentifier="merchantresearch" sold="false" />
<Price storeidentifier="merchantmilitary" sold="false" />
<Price storeidentifier="merchantmine" sold="false" />
</Price>
<PreferredContainer primary="wrecksecarmcab" spawnprobability="0" />
<PreferredContainer primary="ruinstorage,ruinstoragesmall" spawnprobability="0" />
<PreferredContainer primary="ruinstoragelarge" spawnprobability="0" />
<PreferredContainer primary="ruintreasure" spawnprobability="0" />
<Throwable>
<StatusEffect type="Always" target="Hull" oxygen="5000.0" />
</Throwable>
</Item>
<Item name="" identifier="captains_notebook" category="Equipment" Tags="smallitem" maxstacksize="8" scale="0.5" impactsoundtag="impact_soft">
<Price baseprice="3500" soldeverywhere="false">
<Price locationtype="outpost" multiplier="1.5" sold="false" />
<Price locationtype="city" multiplier="2" sold="false" />
<Price locationtype="research" multiplier="2" sold="false" />
<Price locationtype="military" multiplier="1.5" sold="false" />
<Price locationtype="mine" multiplier="0.5" sold="false" />
</Price>
<Sprite texture="%ModDir%/Missions/mission_items.png" sourcerect="448,190,31,37" depth="0.6" origin="0.5,0.5" />
<InventoryIcon texture="%ModDir%/Missions/mission_items.png" sourcerect="411,188,35,52" origin="0.5,0.5" />
<Body width="19" height="40" density="20" />
<Holdable slots="Any,RightHand+LeftHand" aimable="false" aimpos="40,-20" handle1="5,0" aimangle="260" swingamount="0,3" swingspeed="0.5" swingwhenaiming="true" msg="ItemMsgPickUpSelect">
<StatusEffect type="OnSecondaryUse" target="This" Condition="-10" />
<StatusEffect type="OnSecondaryUse" target="This,Character" disabledeltatime="true">
<Conditional Condition="lte 0" />
<GiveExperience amount="1500" />
<RemoveItem />
</StatusEffect>
</Holdable>
</Item>
</Items>
+843
View File
@@ -0,0 +1,843 @@
<?xml version="1.0" encoding="utf-8"?>
<npcsets>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Distress Mission NPCs -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<npcset identifier="mlc_distress_npcs">
<!-- Divers -->
<npc identifier="lostdiver" job="commoner" moduleflags="none" healthmultiplier="0.8" behavior="Patrol">
<ItemSet commonness="1">
<!-- Clothing -->
<Item identifier="idcard" equip="true" />
<Item identifier="commonerclothes1" equip="true" />
<Item identifier="respawndivingsuit" equip="true" />
<!-- Inventory -->
<Item identifier="divingknife" />
<Item identifier="underwaterscooter">
<Item identifier="batterycell" />
</Item>
</ItemSet>
</npc>
<npc identifier="abyssdiver" job="commoner" moduleflags="none" healthmultiplier="0.8" behavior="Patrol">
<ItemSet commonness="1">
<!-- Clothing -->
<Item identifier="idcard" equip="true" />
<Item identifier="commonerclothes1" equip="true" />
<Item identifier="abyssdivingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<!-- Inventory -->
<Item identifier="divingknife" />
<Item identifier="underwaterscooter">
<Item identifier="batterycell" />
</Item>
</ItemSet>
</npc>
<npc identifier="insanediver" job="killer" moduleflags="none" healthmultiplier="1.5" behavior="Patrol">
<ItemSet commonness="1">
<!-- Clothing -->
<Item identifier="researcherclothes" equip="true" />
<Item identifier="combatdivingsuit" equip="true">
<Item identifier="oxygenitetank" />
</Item>
<!-- Inventory -->
<Item identifier="psychosisartifact" equip="true" />
<Item identifier="divingknifeunique" />
<Item identifier="alientrinket1" />
</ItemSet>
</npc>
<!-- Pirate Divers -->
<npc identifier="piratediver" job="killer" moduleflags="none" healthmultiplier="1.5" behavior="Patrol">
<ItemSet commonness="1">
<!-- Clothing -->
<Item identifier="idcard" equip="true" />
<Item identifier="pirateclothes" equip="true" />
<Item identifier="combatdivingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<!-- Inventory -->
<Item identifier="divingknife" />
<Item identifier="machinepistol">
<Item identifier="smgmagazine" />
</Item>
<Item identifier="smgmagazine" />
<Item identifier="underwaterscooter">
<Item identifier="batterycell" />
</Item>
<Item identifier="alientrinket1" />
<Item identifier="oxygentank" amount="8" />
</ItemSet>
<ItemSet commonness="1">
<!-- Clothing -->
<Item identifier="idcard" equip="true" />
<Item identifier="pirateclothes" equip="true" />
<Item identifier="combatdivingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<!-- Inventory -->
<Item identifier="divingknife" />
<Item identifier="smg">
<Item identifier="smgmagazine" />
</Item>
<Item identifier="smgmagazine" />
<Item identifier="underwaterscooter">
<Item identifier="batterycell" />
</Item>
<Item identifier="oxygentank" amount="8" />
</ItemSet>
<ItemSet commonness="1">
<!-- Clothing -->
<Item identifier="idcard" equip="true" />
<Item identifier="pirateclothes" equip="true" />
<Item identifier="combatdivingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<!-- Inventory -->
<Item identifier="divingknife" />
<Item identifier="rifle">
<Item identifier="riflebullet" amount="6" />
</Item>
<Item identifier="underwaterscooter">
<Item identifier="batterycell" />
</Item>
<Item identifier="oxygentank" amount="8" />
</ItemSet>
</npc>
<npc identifier="shuttlecaptain" job="watchman" healthmultiplier="1.5" behavior="StayInHull">
<ItemSet commonness="1">
<Item identifier="watchmanclothes" equip="true" />
<Item identifier="captainscap1" equip="true" />
<Item identifier="idcard" equip="true" />
<Item identifier="revolver" equip="false">
<Item identifier="revolverround" amount="6" />
</Item>
<Item identifier="revolverround" amount="6" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="divingknife" />
<Item identifier="toolbelt">
<Item identifier="screwdriver" />
<Item identifier="wrench" />
<Item identifier="weldingtool" />
<Item identifier="weldingfueltank" />
</Item>
</ItemSet>
</npc>
<!-- Event NPCs -->
<npc identifier="cuffedshuttlecaptain" job="watchman" healthmultiplier="1.5" behavior="StayInHull">
<ItemSet commonness="1">
<Item identifier="watchmanclothes" equip="true" />
<Item identifier="captainscap1" equip="true" />
<Item identifier="idcard" equip="true" />
<Item identifier="handcuffs" equip="true" />
<Item identifier="revolverround" amount="6" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="divingknife" />
</ItemSet>
</npc>
<npc identifier="clownmenace">
<ItemSet commonness="1">
<Item identifier="clownmask" equip="true" />
<Item identifier="clowncostume" equip="true" />
<Item identifier="toyhammer" equip="true" />
<Item identifier="oxygeniteshard_clownevent" />
</ItemSet>
</npc>
<npc identifier="prisoner" job="killer" behavior="Patrol" healthmultiplier="2" aimspeed="1" aimaccuracy="1">
<ItemSet commonness="3">
<Item identifier="idcard" equip="true" />
<Item identifier="prisonerclothes" equip="true" />
<Item identifier="divingknife" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="prisonerclothes" equip="true" />
<Item identifier="divingknifeunique" equip="true" />
</ItemSet>
<ItemSet commonness="0.1">
<Item identifier="idcard" equip="true" />
<Item identifier="prisonerclothes" equip="true" />
<Item identifier="boardingaxe" equip="true" />
</ItemSet>
</npc>
<npc identifier="prisonercrowbar" job="killer" behavior="Patrol" healthmultiplier="2" aimspeed="1" aimaccuracy="1">
<ItemSet commonness="3">
<Item identifier="prisonerclothes" equip="true" />
<Item identifier="crowbar" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="prisonerclothes" equip="true" />
<Item identifier="crowbarhardened" equip="true" />
</ItemSet>
</npc>
</npcset>
<npcset identifier="mlc_distress_bandits">
<npc identifier="bandit" commonness="0" tags="bandit" job="alwaysfightintruders" behavior="Patrol" healthmultiplier="0.75" hearing="1.0">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes1" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="wrench" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="toolbelt" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes1" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="revolver">
<Item identifier="revolverround" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes2" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="baseballcap" equip="true" />
<Item identifier="crowbar" equip="false" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes2" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="crowbar" equip="true" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="revolver">
<Item identifier="revolverround" amount="6" />
</Item>
</ItemSet>
</npc>
<npc identifier="bandit_heavy" commonness="0" tags="bandit" moduleflags="crewmodule,engineeringmodule" job="alwaysfightintruders" behavior="Patrol" healthmultiplier="0.8" aimspeed="1.25" aimaccuracy="0.5" reportrange="550" hearing="1.5" findweaponsrange="1000">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="banditclothes1" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="machinepistol" equip="true">
<Item identifier="smgmagazine" />
</Item>
<Item identifier="toolbelt" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="banditclothes1" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="revolver">
<Item identifier="revolverround" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="banditclothes2" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="baseballcap" equip="true" />
<Item identifier="crowbar" equip="false" />
<Item identifier="shotgun">
<Item identifier="shotgunshell" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes2" equip="true" />
<Item identifier="piratebodyarmor" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="revolver" equip="true">
<Item identifier="revolverround" amount="6" />
</Item>
</ItemSet>
</npc>
<npc identifier="bandit_elite" commonness="0" tags="bandit" job="alwaysfightintruders" behavior="Patrol" aimspeed="1.5" aimaccuracy="0.85" reportrange="600" hearing="2.0" findweaponsrange="1000">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes1" equip="true" />
<Item identifier="piratebodyarmor" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="smgmagazine" amount="2" />
<Item identifier="machinepistol" equip="true">
<Item identifier="smgmagazine" />
</Item>
<Item identifier="machinepistol" equip="true">
<Item identifier="smgmagazine" />
</Item>
<Item identifier="toolbelt" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes1" equip="true" />
<Item identifier="piratebodyarmor" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="revolverround" amount="6" />
<Item identifier="revolver" equip="true">
<Item identifier="revolverround" amount="6" />
</Item>
<Item identifier="revolver" equip="true">
<Item identifier="revolverround" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes2" equip="true" />
<Item identifier="piratebodyarmor" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="baseballcap" equip="true" />
<Item identifier="crowbar" equip="false" />
<Item identifier="shotgunshell" amount="6" />
<Item identifier="shotgun">
<Item identifier="shotgunshell" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="banditclothes2" equip="true" />
<Item identifier="piratebodyarmor" equip="true" />
<Item identifier="piratehelmet" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="divingknife" equip="false" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="rifle" equip="true">
<Item identifier="riflebullet" amount="6" />
</Item>
</ItemSet>
</npc>
<npc identifier="banditleader" commonness="0" tags="bandit" job="alwaysfightintruders" behavior="Passive" aimspeed="2" aimaccuracy="1" reportrange="750" hearing="1.0" findweaponsrange="1000">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="captainscap2" equip="true" />
<Item identifier="captainsuniform2" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="shotgun">
<Item identifier="shotgunshell" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="0.5">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="wrench" equip="true" />
<Item identifier="captainscap2" equip="true" />
<Item identifier="captainsuniform2" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="toolbelt" equip="true" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="smg">
<Item identifier="smgmagazine" />
</Item>
</ItemSet>
</npc>
<npc identifier="banditleader_heavy" commonness="0" tags="bandit" job="alwaysfightintruders" behavior="Passive" aimspeed="2" aimaccuracy="1" reportrange="750" hearing="1.0" findweaponsrange="1000">
<ItemSet commonness="0.8">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="shotgun">
<Item identifier="shotgunshell" amount="6" />
</Item>
</ItemSet>
<ItemSet commonness="0.5">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="wrench" equip="true" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="smg">
<Item identifier="smgmagazine" />
</Item>
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="shotgununique">
<Item identifier="shotgunshell" />
<Item identifier="shotgunshell" />
</Item>
<Item identifier="shotgunshell" amount="4" />
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="smgunique">
<Item identifier="smgmagazine" />
</Item>
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="idcard" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="steroids" />
<Item identifier="steroids" />
<Item identifier="divingmask">
<Item identifier="oxygentank" />
</Item>
<Item identifier="flamer">
<Item identifier="weldingfueltank" />
</Item>
</ItemSet>
</npc>
</npcset>
<npcset identifier="mlc_distress_corpses">
<npc identifier="distress_captain" job="captain" minmoney="50" maxmoney="100">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainsuniform1" equip="true" />
<Item identifier="headset" equip="true" />
<Item identifier="revolver" equip="false">
<Item identifier="revolverround" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainsuniform1" equip="true" />
<Item identifier="headset" equip="true" />
<Item identifier="captainspipe" equip="false" />
<Item identifier="divingmask" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainsuniform2" equip="true" />
<Item identifier="headset" equip="true" />
<Item identifier="revolver" equip="false">
<Item identifier="revolverround" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainsuniform2" equip="true" />
<Item identifier="headset" equip="true" />
<Item identifier="steroids" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="headset" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainsuniform3" equip="true" />
<Item identifier="headset" equip="true" />
<Item identifier="revolver" equip="true" />
</ItemSet>
</npc>
<npc identifier="distress_engineer" job="engineer" minmoney="10" maxmoney="50">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="toolbelt">
<Item identifier="screwdriver" />
<Item identifier="wrench" />
<Item identifier="fuelrod" />
</Item>
<Item identifier="orangejumpsuit1" equip="true" />
<Item identifier="headset" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="screwdriver" equip="true" />
<Item identifier="toolbelt">
<Item identifier="orangewire" />
<Item identifier="button" />
<Item identifier="fpgacircuit" />
<Item identifier="relaycomponent" />
</Item>
<Item identifier="orangejumpsuit2" equip="true" />
<Item identifier="headset" equip="true" />
</ItemSet>
</npc>
<npc identifier="distress_officer" job="securityofficer" commonness="0.5" minmoney="10" maxmoney="50">
<ItemSet commonness="1">
<Item identifier="securityuniform1" equip="true" />
<Item identifier="idcard" equip="true" />
<Item identifier="smg" equip="true" />
<Item identifier="divingknife" equip="false" />
<Item identifier="headset" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="securityuniform2" equip="true" />
<Item identifier="idcard" equip="true" />
<Item identifier="stungun" equip="true" />
<Item identifier="stungundart" />
<Item identifier="handcuffs" />
<Item identifier="antibleeding1" />
<Item identifier="bodyarmor" equip="true" />
<Item identifier="headset" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="securityuniform3" equip="true" />
<Item identifier="idcard" equip="true" />
<Item identifier="wrench" />
<Item identifier="antibleeding1" />
<Item identifier="headset" equip="true" />
</ItemSet>
</npc>
<npc identifier="distress_medic" job="medicaldoctor" minmoney="10" maxmoney="50">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="doctorsuniform1" equip="true">
<Item identifier="antibloodloss2" />
</Item>
<Item identifier="antibiotics" />
<Item identifier="antidama1" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="doctorsuniform2" equip="true">
<Item identifier="antibloodloss2" />
</Item>
<Item identifier="antibleeding1" />
<Item identifier="antidama1" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="doctorsuniform2" equip="true" />
<Item identifier="healthscanner" equip="true" />
</ItemSet>
</npc>
<npc identifier="distress_mechanic" job="mechanic" minmoney="10" maxmoney="50">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="bluejumpsuit1" equip="true" />
<Item identifier="weldingtool" equip="true" />
<Item identifier="toolbelt">
<Item identifier="wrench" />
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="toolbelt">
<Item identifier="weldingfueltank" />
<Item identifier="aluminium" />
</Item>
<Item identifier="crowbar" />
<Item identifier="bluejumpsuit2" equip="true" />
</ItemSet>
<ItemSet commonness="0.5">
<Item identifier="idcard" equip="true" />
<Item identifier="toolbelt" />
<Item identifier="bluejumpsuit2" equip="true" />
<Item identifier="divingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool" equip="true">
<Item identifier="weldingfueltank" />
</Item>
</ItemSet>
</npc>
<npc identifier="distress_assistant" job="assistant" minmoney="0" maxmoney="20">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="assistantclothes" equip="true" />
<Item identifier="wrench" />
<Item identifier="screwdriver" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="assistantclothes" equip="true" />
<Item identifier="divingmask" equip="true" />
<Item identifier="crowbar" equip="true" />
</ItemSet>
<ItemSet commonness="0.4">
<Item identifier="idcard" equip="true" />
<Item identifier="assistantclothes" equip="true" />
<Item identifier="divingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<Item identifier="plasmacutter" equip="true">
<Item identifier="oxygentank" />
</Item>
</ItemSet>
<ItemSet commonness="0.4">
<Item identifier="idcard" equip="true" />
<Item identifier="assistantclothes" equip="true" />
<Item identifier="divingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<Item identifier="weldingtool" equip="true">
<Item identifier="weldingfueltank" />
</Item>
</ItemSet>
<ItemSet commonness="0.4">
<Item identifier="idcard" equip="true" />
<Item identifier="assistantclothes" equip="true" />
<Item identifier="divingsuit" equip="true">
<Item identifier="oxygentank" />
</Item>
<Item identifier="plasmacutter" equip="true">
<Item identifier="weldingfueltank" />
</Item>
</ItemSet>
<ItemSet commonness="0.3">
<Item identifier="idcard" equip="true" />
<Item identifier="assistantclothes" equip="true" />
<Item identifier="divingsuit" equip="true">
<Item identifier="weldingfueltank" />
</Item>
<Item identifier="weldingtool" equip="true">
<Item identifier="oxygentank" />
</Item>
</ItemSet>
</npc>
<npc identifier="distress_clown" job="assistant" minmoney="0" maxmoney="20">
<ItemSet commonness="0.2">
<Item identifier="clownmask" equip="true" />
<Item identifier="clowncostume" equip="true" />
<Item identifier="huskeggs" />
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="clownmask" equip="true" />
<Item identifier="clowncostume" equip="true" />
<Item identifier="bikehorn" />
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="clownmask" equip="true" />
<Item identifier="clowncostume" equip="true" />
<Item identifier="smallmudraptoregg" />
<Item identifier="antibloodloss1" />
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="clownmask" equip="true" />
<Item identifier="clowncostume" equip="true" />
<Item identifier="detonator" />
<Item identifier="c4block" />
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="clownmaskunique" equip="true" />
<Item identifier="clowncostume" equip="true" />
<Item identifier="alientrinket1" />
</ItemSet>
<ItemSet commonness="0.2">
<Item identifier="clownmask" equip="true" />
<Item identifier="clownsuitunique" equip="true" />
<Item identifier="alientrinket2" />
</ItemSet>
<ItemSet commonness="0.1">
<Item identifier="clownmaskunique" equip="true" />
<Item identifier="clownsuitunique" equip="true" />
<Item identifier="alientrinket3" />
</ItemSet>
</npc>
</npcset>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Construction Site NPCs -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- minerclothes -->
<npcset identifier="mlc_constructionsite_npcs">
<npc identifier="constructionworker_outside" job="mechanic">
<ItemSet commonness="1">
<Item identifier="idcardwreck" equip="true" />
<Item identifier="bluejumpsuit1" equip="true" />
<Item identifier="baseballcap" equip="true" />
<Item identifier="toolbelt">
<Item identifier="wrench" />
</Item>
<Item identifier="respawndivingsuit" equip="true" />
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcardwreck" equip="true" />
<Item identifier="bluejumpsuit2" equip="true" />
<Item identifier="baseballcap" equip="true" />
<Item identifier="toolbelt">
<Item identifier="wrench" />
</Item>
<Item identifier="respawndivingsuit" equip="true" />
</ItemSet>
</npc>
<npc identifier="constructionworker" job="mechanic">
<ItemSet commonness="1">
<Item identifier="idcardwreck" equip="true" />
<Item identifier="bluejumpsuit1" equip="true" />
<Item identifier="baseballcap" equip="true" />
<Item identifier="toolbelt">
<Item identifier="wrench" />
<Item identifier="weldingtool">
<Item identifier="weldingfueltank" />
</Item>
</Item>
</ItemSet>
<ItemSet commonness="1">
<Item identifier="idcardwreck" equip="true" />
<Item identifier="bluejumpsuit2" equip="true" />
<Item identifier="baseballcap" equip="true" />
<Item identifier="toolbelt">
<Item identifier="wrench" />
</Item>
</ItemSet>
</npc>
</npcset>
<npcset identifier="mlc_special_npcs">
<npc identifier="clowncorpse" job="assistant">
<Character speciesname="human">
<job name="assistant" identifier="assistant">
<skill identifier="weapons" level="0" />
<skill identifier="medical" level="0" />
<skill identifier="helm" level="0" />
<skill identifier="electrical" level="0" />
<skill identifier="mechanical" level="0" />
</job>
</Character>
<ItemSet commonness="1">
<Item identifier="clownmask" equip="true" />
<Item identifier="clowncostume" equip="true" />
</ItemSet>
</npc>
<npc identifier="captain_dakota" job="captain" moduleflags="none" behavior="Passive">
<Character speciesname="human" gender="male" experiencepoints="0" additionaltalentpoints="0" headspriteid="3" hairindex="10" beardindex="0" facecolor="255,255,255,255" faceattachmentindex="0" personality="Fearful">
<job name="Captain" identifier="captain">
<skill identifier="weapons" level="65" />
<skill identifier="medical" level="25" />
<skill identifier="helm" level="80" />
<skill identifier="electrical" level="15" />
<skill identifier="mechanical" level="15" />
</job>
<talents>
<talent identifier="prodigy" />
<talent identifier="downwiththeship" />
<talent identifier="camaraderie" />
<talent identifier="family" />
<talent identifier="quickdraw" />
</talents>
</Character>
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" />
<Item identifier="captainscap1" equip="true" />
<Item identifier="captainsuniform1" equip="true" />
<Item identifier="headset" equip="true" />
<Item identifier="handcannon" equip="false">
<Item identifier="handcannonround" />
<Item identifier="handcannonround" />
</Item>
<Item identifier="divingknifeunique" />
<Item identifier="rum" />
<Item identifier="captains_notebook" />
</ItemSet>
</npc>
</npcset>
</npcsets>
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