171 lines
14 KiBLFS
XML
Executable File
171 lines
14 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Items>
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<Item name="" identifier="MCFE_Reactorexploder" category="Weapon" Tags="smallitem,explosive,demolitionsexpert" maxstacksize="1" maxstacksizecharacterinventory="1" Scale="0.5" cargocontaineridentifier="explosivecrate" impactsoundtag="impact_soft" hideinmenus="true">
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<PreferredContainer primary="secarmcab" />
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<PreferredContainer secondary="armcab" />
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<InventoryIcon texture="%ModDir%/Items/MissionItems/MCFE_ItemMissions.png" sourcerect="0,0,64,64" origin="0.5,0.5" />
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<Sprite texture="%ModDir%/Items/MissionItems/MCFE_ItemMissions.png" depth="0.55" sourcerect="9,17,48,33" origin="0.5,0.5" />
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<Body width="45" height="30" density="20" />
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<Throwable characterusable="false" slots="Any,RightHand,LeftHand" canbecombined="true" removeoncombined="true" throwforce="3.5" aimpos="35,-10" msg="ItemMsgPickUpSelect">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" disabledeltatime="true" />
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<StatusEffect type="OnBroken" target="This">
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<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="8000" />
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<sound file="Content/Items/Weapons/ExplosionMedium2.ogg" range="8000" />
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<sound file="Content/Items/Weapons/ExplosionMedium3.ogg" range="8000" />
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<Explosion range="1000.0" ballastfloradamage="300" structuredamage="600" itemdamage="2000" force="20" severlimbsprobability="2" debris="true" decal="explosion" decalsize="0.75" penetration="0.5">
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<Affliction identifier="explosiondamage" strength="500" />
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<Affliction identifier="burn" strength="30" probability="0.2" dividebylimbcount="false" />
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<Affliction identifier="bleeding" strength="80" probability="0.05" dividebylimbcount="false" />
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<Affliction identifier="stun" strength="10" />
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</Explosion>
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<Remove />
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</StatusEffect>
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<StatusEffect type="OnBroken" target="This">
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<sound file="Content/Items/Weapons/ExplosionDebris5.ogg" range="6000" />
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</StatusEffect>
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</Throwable>
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<Quality>
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<QualityStat stattype="ExplosionRadius" value="0.1" />
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<QualityStat stattype="ExplosionDamage" value="0.1" />
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</Quality>
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</Item>
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<!--hideinmenus="true"-->
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<Item name="" identifier="MCFE_EnergyGenerator" category="Machine" subcategory="devices" Tags="energygenerator" scale="0.6" damagedbyexplosions="true" damagedbymeleeweapons="true" damagedbyprojectiles="true" damagedbyrepairtools="true" health="250" hideinmenus="true">
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<Body width="160" height="310" bodytype="Static" />
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<Sprite texture="%ModDir%/Items/MissionItems/Generador_de_Energia.png" origin="0.5,0.5" depth="0.8" sourcerect="134,31,170,323" />
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<BrokenSprite texture="%ModDir%/Items/MissionItems/Generador_de_Energia.png" sourcerect="134,480,170,323" depth="0.8" origin="0.5,0.5" maxcondition="40" />
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<BrokenSprite texture="%ModDir%/Items/MissionItems/Generador_de_Energia.png" sourcerect="426,480,170,323" depth="0.8" origin="0.5,0.5" maxcondition="0" />
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<ItemContainer capacity="1" maxstacksize="1" canbeselected="true" hideitems="true" containedspritedepth="0.01" autointeractwithcontained="false">
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<GuiFrame relativesize="0.11,0.17" anchor="Center" minsize="140,170" maxsize="280,280" style="ItemUI" />
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<StatusEffect type="Always" target="This" Charge="-1000.0" />
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<Containable items="fulguriumbatterycell">
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<StatusEffect type="OnContaining" target="This" Charge="10000.0" setvalue="true" />
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</Containable>
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</ItemContainer>
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<PowerContainer capacity="1000" canbeselected="true" maxrechargespeed="1000.0" maxoutput="1800.0" />
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<ConnectionPanel canbeselected="true" hudpriority="10" locked="True" allowingameediting="False">
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<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
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<RequiredItem items="screwdriver" type="Equipped" />
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<!-- break the item when a shutdown signal is received -->
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<input name="shutdown" displayname="connection.shutdown">
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<StatusEffect type="OnUse" target="This" condition="-100" setvalue="true" />
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</input>
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<output name="power_out" displayname="connection.powerout" />
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<StatusEffect type="OnDamaged" target="This">
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<ParticleEmitter particle="plasmaspark" drawontop="true" particleamount="5" scalemin="0.3" scalemax="0.5" velocitymin="300" velocitymax="800" anglemin="0" anglemax="360" />
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<ParticleEmitter particle="damagebubbles" drawontop="true" particleamount="5" scalemin="0.5" scalemax="1" anglemin="90" anglemax="90" velocitymin="50" velocitymax="100" />
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<Sound file="Content/Sounds/Damage/GlassImpact1.ogg" range="3000" selectionmode="Random" />
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<Sound file="Content/Sounds/Damage/GlassImpact2.ogg" range="3000" selectionmode="Random" />
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<Sound file="Content/Sounds/Damage/GlassImpact3.ogg" range="3000" selectionmode="Random" />
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<Sound file="Content/Sounds/Damage/GlassImpact4.ogg" range="3000" selectionmode="Random" />
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</StatusEffect>
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<StatusEffect type="OnBroken" target="This">
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<ParticleEmitter particle="ElectricShock" drawontop="false" distancemin="10" distancemax="25" particleamount="1" anglemin="0" anglemax="360" scalemin="0.5" scalemax="1" />
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<ParticleEmitter particle="risingbubbles" particleamount="1" anglemin="90" anglemax="90" velocitymin="50" velocitymax="100" scalemin="1" scalemax="2" startdelaymin="0.1" startdelaymax="0.3" />
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<sound file="Content/Items/Weapons/ElectricalDischarger.ogg" range="50000" dontmuffle="true" />
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<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="50000" />
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<sound file="Content/Items/Weapons/ExplosionLarge2.ogg" range="50000" />
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<Explosion range="150" ballastfloradamage="1000" structuredamage="300" itemdamage="500" force="25.0" camerashake="2000" flashrange="200" flashduration="5.0" debris="true" screencolor="255,255,255,255" screencolorrange="5000" screencolorduration="3.0" decal="explosion" decalsize="1">
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<Affliction identifier="explosiondamage" strength="150" />
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<Affliction identifier="burn" strength="200" />
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<Affliction identifier="stun" strength="15" />
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<Affliction identifier="electricshock" strength="155" />
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<Affliction identifier="emp" strength="50" multiplybymaxvitality="true" />
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</Explosion>
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<ParticleEmitter particle="underwaterexplosion" anglemin="0" anglemax="360" particleamount="3" velocitymin="0" velocitymax="0" scalemin="1" scalemax="2" />
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</StatusEffect>
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</ConnectionPanel>
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<!-- LUZ AZUL (Efecto de pulsación leve / Respiración) -->
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<LightComponent AllowInGameEditing="false" lightcolor="255,255,255,0" canbeselected="false" range="0.0" IsOn="true" powerconsumption="0" alphablend="true" pulsefrequency="0.4" pulseamount="0.40">
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<Sprite texture="%ModDir%/Items/MissionItems/Generador_de_Energia.png" sourcerect="329,0,353,354" origin="0.5, 0.5" alpha="0.5" depth="0.7" />
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<!-- Requisitos para que brille: Tener la pila y estar en buen estado -->
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<IsActiveConditional targetcontaineditem="true" HasTag="mobilebattery" conditionpercentage="gt 0" />
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<IsActiveConditional condition="gt 40" />
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</LightComponent>
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<!-- LUZ ROJA (Tintineo suave - Activa cuando recibe mucho daño) -->
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<LightComponent AllowInGameEditing="false" lightcolor="255,255,255,80" canbeselected="false" range="40.0" IsOn="true" powerconsumption="0" pulsefrequency="1.0" pulseamount="0.60" alphablend="true">
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<Sprite texture="%ModDir%/Items/MissionItems/Generador_de_Energia.png" sourcerect="661,0,353,354" origin="0.5, 0.5" alpha="0.4" depth="0.65" />
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<!-- Se activa solo cuando la vida es 40% o menos y el objeto no está destruido (0) -->
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<IsActiveConditional condition="lte 40" />
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<IsActiveConditional condition="gt 0" />
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</LightComponent>
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</Item>
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<Item name="" identifier="MCFE_glowstick" nameidentifier="glowstick" category="Equipment" maxstacksize="32" maxstacksizecharacterinventory="8" cargocontaineridentifier="metalcrate" Scale="0.5" tags="smallitem,light" impactsoundtag="impact_soft" isshootable="true" damagedbymonsters="true" health="20" hideinmenus="true">
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<Deconstruct time="5" />
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<InventoryIcon texture="Content/Items/InventoryIconAtlas2.png" sourcerect="128,384,64,64" origin="0.5,0.5" />
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<Sprite texture="Content/Items/Tools/tools.png" sourcerect="278,157,50,9" depth="0.55" origin="0.5,0.5" />
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<Body width="50" height="9" density="10" />
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" holdangle="90" throwforce="2.0" aimpos="35,-10" msg="ItemMsgPickUpSelect" DisableWhenRangedWeaponEquipped="true">
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<StatusEffect type="OnUse" targettype="This" targetitemcomponent="LightComponent" IsOn="true" DontCleanUp="True">
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<Conditional IsOn="eq False" targetitemcomponent="LightComponent" />
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<sound file="Content/Items/Tools/FlareIgnite.ogg" range="800.0" />
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</StatusEffect>
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</Throwable>
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<LightComponent LightColor="50,255,50,255" Flicker="0.0" range="400" IsOn="true">
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<sprite texture="Content/Items/Tools/tools.png" sourcerect="374,140,62,20" alpha="1.0" origin="0.5,0.5" />
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<StatusEffect type="OnActive" targettype="This" Condition="-0.0125" />
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<StatusEffect type="OnActive" targettype="This">
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<Conditional PhysicsBodyActive="eq true" />
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</StatusEffect>
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<StatusEffect type="OnBroken" targettype="This" IsOn="false" />
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</LightComponent>
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</Item>
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<Item name="" identifier="MCFE_REbel_boardingpod" nameidentifier="boardingpod" tags="depthchargeammo,autointeractabledepthchargeammo" showcontentsintooltip="true" category="Weapon" sonarsize="5" scale="0.5" impactsoundtag="impact_metal_heavy" cargocontaineridentifier="" AllowDeselectWhenIdling="false" hideinmenus="true">
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<PreferredContainer primary="depthchargeloader" />
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<Price baseprice="170" sold="false" />
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<Deconstruct time="10">
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<Item identifier="steel" />
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<Item identifier="hydroxyapatite" />
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<Item identifier="carbon" />
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<Item identifier="carbon" />
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<Item identifier="smallmudraptoregg" />
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</Deconstruct>
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<InventoryIcon texture="%ModDir%/Items/MissionItems/Rebel_BoardingPod.png" sourcerect="539,0,61,62" origin="0.5,0.5" />
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<Sprite texture="%ModDir%/Items/MissionItems/Rebel_BoardingPod.png" sourcerect="140,0,279,142" depth="0.55" origin="0.5,0.5" />
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<ContainedSprite name="Boarding Pod Contained Rebel" allowedcontainertags="depthchargeammosource" texture="%ModDir%/Items/MissionItems/Rebel_BoardingPod.png" sourcerect="0,90,119,95" depth="0.54" origin="0.5,0.5" />
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<Body width="250" height="120" density="30" />
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<Holdable slots="RightHand+LeftHand" holdpos="0,-80" handle1="-30,14" handle2="30,14" aimable="false" msg="ItemMsgPickUpSelect">
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<!-- slow down the character when holding the item -->
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<StatValue stattype="MovementSpeed" value="-0.4" />
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<StatusEffect type="OnActive" target="Character" DisableRunning="true" />
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</Holdable>
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<Projectile characterusable="false" launchimpulse="20" maxtargetstohit="3" damagedoors="true">
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<Attack structuredamage="300" itemdamage="100" severlimbsprobability="5" penetration="0.6" targetforce="1000">
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<Affliction identifier="lacerations" strength="40" />
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<Affliction identifier="stun" strength="1" />
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</Attack>
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<StatusEffect type="OnActive" target="This">
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<ParticleEmitter particle="bubbles" anglemin="0" anglemax="360" particleamount="5" velocitymin="0" velocitymax="50" scalemin="1" scalemax="3" />
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</StatusEffect>
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<StatusEffect type="OnImpact" target="This" Condition="-34.0">
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<sound file="Content/Items/Weapons/ExplosionSmall1.ogg" selectionmode="Random" range="50000" />
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<sound file="Content/Items/Weapons/ExplosionSmall2.ogg" selectionmode="Random" range="50000" />
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<sound file="Content/Items/Weapons/ExplosionSmall3.ogg" selectionmode="Random" range="50000" />
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<ParticleEmitter particle="shrapnel" copyentityangle="true" anglemin="0" anglemax="360" particleamount="50" velocitymin="100" velocitymax="2000" scalemin="1.0" scalemax="1.0" />
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</StatusEffect>
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<!-- break immediately (instead of going through) if the wall has very high durability or is indestructible-->
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<StatusEffect type="OnImpact" target="UseTarget,This" condition="0" setvalue="true" comparison="Or">
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<Conditional Health="gte 3000" />
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<Conditional Indestructible="true" />
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</StatusEffect>
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<!-- break (and throw the character out) when inside a hull, with a very brief delay -->
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<StatusEffect type="OnActive" target="This" OnlyInside="true" Condition="0" setvalue="true" delay="0.1" />
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<!-- Trigger explosions on contained items -->
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<StatusEffect type="OnBroken" target="Contained">
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<Use />
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</StatusEffect>
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<!-- Remove the item after exploding -->
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<StatusEffect type="OnBroken" target="This">
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<!-- short-range explosion to destroy walls immediately around the pod, making it less likely for the character to get stuck e.g. between multiple walls or inside some weird wall setup -->
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<Explosion range="150.0" structuredamage="600" force="10.0" debris="true" decalsize="1.0" />
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<ParticleEmitter particle="shrapnel" copyentityangle="true" anglemin="0" anglemax="360" distancemin="0" distancemax="100" particleamount="100" velocitymin="100" velocitymax="2000" scalemin="1.0" scalemax="1.5" />
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<SpawnCharacter speciesname="Mudraptor_Boarding_Separatists" />
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<Remove />
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</StatusEffect>
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</Projectile>
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<ItemContainer hideitems="true" capacity="1" maxstacksize="1" canbeselected="false">
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<GuiFrame relativesize="0.2,0.25" anchor="Center" minsize="140,170" maxsize="280,280" style="ItemUI" />
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<Containable items="smallitem" />
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</ItemContainer>
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</Item>
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</Items> |