332 lines
22 KiBLFS
XML
Executable File
332 lines
22 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Items>
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<!-- NEW COLLAR (Part of Genetics III) -->
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<Item name="" identifier="thal_slavecollar" category="Weapon" cargocontaineridentifier="explosivecrate" tags="smallitem,explosive" description="" scale="0.2" originaloutpost="unarmed" canflipy="false">
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<!-- use originaloutpost to keep track of unarmed/armed, canflipy for whether detonation is fulfilled -->
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<sprite name="Muzzle held" texture="%ModDir%/Items/Weapons/Explosives/bombcollar.png" sourcerect="225,5,215,167" origin="0.4,0.3" scale="0.4" />
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<InventoryIcon name="Gag Sprite" texture="%ModDir%/Items/Weapons/Explosives/bombcollar.png" depth="0.6" sourcerect="232,1,214,172" origin="0.5123859,0.53692484" scale="0.5" />
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<Body width="40" radius="30" density="15" />
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<Fabricate suitablefabricators="fabricator" requiredtime="120">
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<RequiredSkill identifier="weapons" level="25" />
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<RequiredItem identifier="fpgacircuit" />
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<RequiredItem identifier="handcuffs" />
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</Fabricate>
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<Deconstruct time="10">
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<Item identifier="fpgacircuit" />
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<Item identifier="handcuffs" />
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</Deconstruct>
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<CustomInterface canbeselected="true" drawhudwhenequipped="true" allowuioverlap="true">
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<GuiFrame relativesize="0.2,0.12" anchor="BottomRight" absoluteoffset="40,80" style="ItemUI" />
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<TextBox text="connection.set_text" propertyname="description" />
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<RequiredItem identifier="thal_bombcollarkey" type="Equipped" />
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</CustomInterface>
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<Wearable limbtype="Head" slots="Any,Head" msg="ItemMsgPickUpSelect" autoequipwhenfull="false">
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<sprite name="Slave Collar" texture="%ModDir%/Items/Jobgear/headgears.png" limb="Head" inheritlimbdepth="true" inherittexturescale="true" depth="0.6" sourcerect="119,322,78,84" origin="0.43003038,0.38882154" />
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<!-- Drop on the ground when let go -->
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<StatusEffect type="OnBroken" target="This">
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<SpawnItem identifier="thal_slavecollar" spawnposition="This" />
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<Sound file="%ModDir%/Items/Jobgear/Security/cuffbreak.ogg" range="1200" />
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<Remove />
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</StatusEffect>
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<StatusEffect type="Always" target="This" Condition="0">
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<RequiredItem items="thal_bombcollarkey" type="Contained" />
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</StatusEffect>
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<!-- No more speaking for you -->
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<StatusEffect tags="gagged" type="OnWearing" target="Character" setvalue="true" stackable="false" speechImpediment="25.0" noninteractable="True" />
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<StatusEffect type="OnWearing" target="This" noninteractable="True" />
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</Wearable>
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<ItemContainer maxstacksize="1" capacity="1" hideitems="true" drawinventory="False">
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<Containable items="thal_bombcollarkey" />
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<ContainedStateIndicator texture="Content/UI/ContainerIndicators.png" sourcerect="1,70,1,1" />
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</ItemContainer>
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</Item>
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<Item name="" identifier="thal_breachcharge" category="Weapon" cargocontaineridentifier="explosivecrate" tags="smallitem,weapon,explosive" scale="0.4" impactsoundtag="impact_metal_heavy">
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<PreferredContainer primary="secarmcab" minamount="1" maxamount="2" spawnprobability="1" />
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<PreferredContainer primary="wreckarmcab" minamount="0" maxamount="1" spawnprobability="0.1" />
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<Upgrade gameversion="0.9.3.0" scale="0.5" />
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<Price locationtype="Military" buyprice="250" />
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<Deconstruct time="10">
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<Item identifier="iron" />
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<Item identifier="uex" mincondition="0.9" />
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</Deconstruct>
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<Fabricate suitablefabricators="fabricator" requiredtime="20">
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<RequiredSkill identifier="weapons" level="60" />
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<RequiredItem identifier="iron" />
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<RequiredItem identifier="uex" />
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</Fabricate>
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<Sprite name="breach charge" texture="%ModDir%/Items/Electricity/poweritems.png" sourcerect="571,17,113,151" origin="0.5712885,0.446652" depth="0.8" />
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<Body width="40" height="60" density="30" />
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<Holdable pickkey="Use" slots="Any,RightHand,LeftHand" msg="ItemMsgDetachWrench" PickingTime="10.0" aimpos="35,-10" handle1="0,0" attachable="true" attachedbydefault="true" aimable="true">
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<requireditem identifier="wrench" type="Equipped" />
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</Holdable>
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<LightComponent lightcolor="0,255,255,255" castshadows="false" allowingameediting="false" IsOn="false" blinkfrequency="4" range="80">
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<LightTexture texture="Content/Lights/pointlight_bounce.png" origin="0.5,0.5" />
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<sprite texture="Content/Items/Electricity/signalcomp.png" sourcerect="68,35,23,24" origin="0.5,0.5" />
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<CustomInterface selectkey="Select" canbeselected="true" drawhudwhenequipped="false" msg="ItemMsgInteractSelect">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" disabledeltatime="true" delay="4.0" />
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<GuiFrame relativesize="0.15,0.1" anchor="Center" absoluteoffset="0,0" style="ItemUI" />
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<Button text="Activate">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" disabledeltatime="true" delay="4.0" />
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<StatusEffect type="OnUse" target="This" setvalue="true" IsOn="true">
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<sound file="%ModDir%/Items/Weapons/Explosives/Countdown240.ogg" range="800.0" loop="false" volume="1.0" />
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</StatusEffect>
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</Button>
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<StatusEffect type="OnBroken" target="NearbyItems" range="100" setvalue="true" condition="0" targetidentifiers="door,hatch,windoweddoor,doorwbuttons,hatchwbuttons,windoweddoorwbuttons,alienhatch,aliendoor,doorwrecked,hatchwrecked,windoweddoorwrecked,doorwbuttonswrecked,hatchwbuttonswrecked,windoweddoorwbuttonswrecked" />
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<StatusEffect type="OnBroken" target="This">
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<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" type="OnUse" range="10000" selectionmode="All" />
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<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" type="OnUse" range="10000" />
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<Explosion range="100.0" structuredamage="0" itemdamage="0" stun="5" force="20.0" severlimbsprobability="0.5">
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<Affliction identifier="bleeding" strength="20" />
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<Affliction identifier="lacerations" strength="100" />
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</Explosion>
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<Remove />
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</StatusEffect>
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</CustomInterface>
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</LightComponent>
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</Item>
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<!-- COLLAR SHIT BEGIN -->
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<Item name="" identifier="thal_bombcollar" category="Weapon" cargocontaineridentifier="metalcrate" tags="smallitem" description="" scale="0.2">
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<Sprite name="Bombcollar Normal" texture="%ModDir%/Items/Weapons/Explosives/bombcollar.png" depth="0.6" sourcerect="5,0,215,167" origin="0.5123859,0.53692484" scale="0.2" />
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<Body width="40" radius="30" density="15" />
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<Fabricate suitablefabricators="fabricator" requiredtime="120">
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<RequiredSkill identifier="weapons" level="50" />
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<RequiredItem identifier="nitroglycerin" />
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<RequiredItem identifier="fpgacircuit" />
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<RequiredItem identifier="handcuffs" />
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</Fabricate>
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<Deconstruct time="10">
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<Item identifier="fpgacircuit" />
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<Item identifier="handcuffs" />
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</Deconstruct>
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<Wearable limbtype="Head" slots="Any,Head" msg="ItemMsgPickUpSelect" autoequipwhenfull="false">
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<sprite name="Bombcollar Wearable True" texture="%ModDir%/Items/Jobgear/headgears.png" limb="Head" inheritlimbdepth="true" inherittexturescale="true" depth="0.6" sourcerect="119,322,78,84" origin="0.43003038,0.38882154">
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<LightComponent LightColor="1.0,0.0,0.0,1.0" range="200" powerconsumption="0" blinkfrequency="1" IsOn="true" canbeselected="false">
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<StatusEffect type="OnWearing" target="Character" setvalue="true" tags="nocollar" duration="0.1" lifetime="0.1">
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<!--Affliction identifier="thal_bombcollar" amount="80" /-->
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</StatusEffect>
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<StatusEffect type="OnWearing" target="This">
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<sound file="%ModDir%/Items/Weapons/Explosives/Countdown60.ogg" range="500.0" loop="true" volume="1.0" />
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</StatusEffect>
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<StatusEffect type="OnWearing" target="This, Character" setvalue="true" IsOn="false">
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<Conditional thal_bombcollar="lt 1" />
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<RequiredItem items="bikehorn" type="Contained" />
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</StatusEffect>
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</LightComponent>
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</sprite>
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<StatusEffect type="Always" target="This">
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<Conditional IsOn="false" />
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<RequiredItem items="bikehorn" type="Contained" />
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<Sound file="Content/Sounds/Impact/SoftImpact1.ogg" range="100" loop="true" />
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<Explosion range="500" structuredamage="0" force="1" camerashake="30" flashrange="100" flashduration="0.1" screencolor="255,255,255,255" screencolorrange="10" screencolorduration="1.0">
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<!--Affliction identifier="thal_bombcollar" strength="46" /-->
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<Affliction identifier="internaldamage" strength="60" />
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<Affliction identifier="burn" strength="120" />
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<Affliction identifier="bleeding" strength="30" />
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<Affliction identifier="stun" strength="6" />
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</Explosion>
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<sound file="Content/Items/Weapons/ShotgunShot1.ogg" range="1000" selectionmode="random" />
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<sound file="Content/Items/Weapons/ShotgunShot2.ogg" range="1000" />
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<sound file="Content/Items/Weapons/ShotgunShot3.ogg" range="1000" />
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<sound file="Content/Items/Weapons/ShotgunShot4.ogg" range="1000" />
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<Remove />
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</StatusEffect>
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<ItemContainer maxstacksize="1" capacity="2" hideitems="true" drawinventory="false">
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<StatusEffect type="OnWearing" target="Character" setvalue="true" tags="collar" lifetime="0.03" disabledeltatime="false">
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<SpawnItem identifiers="bikehorn" spawnposition="ThisInventory" count="1" />
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Character" duration="1.0">
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<RequiredItem items="thal_bombcollarkey" type="Contained" />
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<!--ReduceAffliction identifier="thal_bombcollar" amount="400" strength="400" /-->
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</StatusEffect>
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<StatusEffect type="OnWearing" target="This, Character">
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<RequiredItem items="thal_bombcollarkey" type="Contained" />
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<Remove />
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</StatusEffect>
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<Containable items="bikehorn, thal_bombcollarkey" />
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<ContainedStateIndicator texture="Content/UI/ContainerIndicators.png" sourcerect="1,70,1,1" />
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</ItemContainer>
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</Wearable>
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</Item>
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<!-- Little "meta item" not intended for gameplay that makes the beeping noise for the timed bombcollar -->
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<Item name="metaclock" identifier="thal_bombcollarclock" category="Electrical" Tags="smallitem,signal" cargocontaineridentifier="metalcrate" hideinmenus="true" description="" scale="0.2" impactsoundtag="impact_metal_light">
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<InventoryIcon texture="Content/Items/InventoryIconAtlas.png" sourcerect="512,64,64,64" origin="0.5,0.5" />
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<Sprite texture="Content/Items/Electricity/signalcomp.png" depth="0.8" sourcerect="122,68,36,36" origin="0.5,0.5" />
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<Body width="36" height="36" density="30" />
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<Holdable slots="Any,RightHand,LeftHand" msg="ItemMsgPickUpSelect">
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<StatusEffect type="Always" target="Parent, This" setvalue="true" Condition="55" lifetime="0.1">
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<Conditional Condition="lt 55" />
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</StatusEffect>
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<StatusEffect type="Always" target="Parent, This" setvalue="true" Condition="25" lifetime="0.1">
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<Conditional Condition="lt 25" />
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</StatusEffect>
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<StatusEffect type="Always" target="Parent, This" setvalue="true" Condition="3" lifetime="0.1">
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<Conditional Condition="lt 3" />
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</StatusEffect>
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<StatusEffect type="Always" target="This">
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<Conditional Condition="100" />
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<sound file="%ModDir%/Items/Weapons/Explosives/Countdown60.ogg" range="500.0" loop="true" volume="1.0" />
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</StatusEffect>
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<StatusEffect type="Always" target="This">
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<Conditional Condition="55" />
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<sound file="%ModDir%/Items/Weapons/Explosives/Countdown120.ogg" range="500.0" loop="true" volume="1.0" />
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</StatusEffect>
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<StatusEffect type="Always" target="This">
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<Conditional Condition="25" />
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<sound file="%ModDir%/Items/Weapons/Explosives/Countdown240.ogg" range="500.0" loop="true" volume="1.0" />
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</StatusEffect>
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<StatusEffect type="Always" target="This">
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<Conditional Condition="3" />
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<sound file="%ModDir%/Items/Weapons/Explosives/Countdowndone.ogg" range="500.0" loop="true" volume="1.0" />
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</StatusEffect>
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</Holdable>
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</Item>
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<Item identifier="thal_bombcollarkey" category="Electrical" Tags="smallitem,signal" cargocontaineridentifier="metalcrate" hideinmenus="false" description="" scale="0.2" impactsoundtag="impact_metal_light">
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<Sprite texture="%ModDir%/Items/Electricity/poweritems.png" depth="0.8" sourcerect="731,276,149,66" origin="0.5,0.5" />
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<Body width="36" height="36" density="30" />
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<Holdable slots="Any,RightHand,LeftHand" msg="ItemMsgPickUpSelect" />
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<Fabricate suitablefabricators="fabricator" requiredtime="40">
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<RequiredSkill identifier="mechanical" level="10" />
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<RequiredItem identifier="plastic" />
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<RequiredItem identifier="rubber" />
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</Fabricate>
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</Item>
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<Item name="" identifier="thal_bombcollartimed" category="Weapon" cargocontaineridentifier="metalcrate" tags="smallitem" description="" scale="0.2">
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<Sprite name="Bombcollar Normal" texture="%ModDir%/Items/Weapons/Explosives/bombcollar.png" depth="0.6" sourcerect="5,0,215,167" origin="0.5123859,0.53692484" />
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<Body width="40" radius="30" density="15" />
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<Fabricate suitablefabricators="fabricator" requiredtime="100">
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<RequiredSkill identifier="weapons" level="50" />
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<RequiredItem identifier="nitroglycerin" />
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<RequiredItem identifier="fpgacircuit" />
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<RequiredItem identifier="handcuffs" />
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</Fabricate>
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<Deconstruct time="10">
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<Item identifier="fpgacircuit" />
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<Item identifier="handcuffs" />
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</Deconstruct>
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<Wearable limbtype="Head" slots="Any,Head" msg="ItemMsgPickUpSelect" autoequipwhenfull="false">
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<sprite name="Bombcollar Wearable Timed" texture="%ModDir%/Items/Jobgear/headgears.png" limb="Head" inheritlimbdepth="true" inherittexturescale="true" depth="0.6" sourcerect="119,322,78,84" origin="0.43003038,0.38882154">
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<LightComponent LightColor="1.0,0.0,0.0,1.0" range="200" powerconsumption="0" blinkfrequency="1" IsOn="true" canbeselected="false">
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<!-- section for flashing -->
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<StatusEffect type="Always" target="This, Contained" setvalue="true" blinkfrequency="2">
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<Conditional Condition="55" />
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</StatusEffect>
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<StatusEffect type="Always" target="This, Contained" setvalue="true" blinkfrequency="4">
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<Conditional Condition="25" />
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</StatusEffect>
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<StatusEffect type="Always" target="This, Contained" setvalue="true" blinkfrequency="0">
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<Conditional Condition="3" />
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</StatusEffect>
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<!-- end section for flashing -->
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<StatusEffect type="OnWearing" target="Character" setvalue="true" tags="nocollar" duration="0.1" lifetime="0.1">
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<!--Affliction identifier="thal_bombcollar" amount="80" /-->
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</StatusEffect>
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<StatusEffect type="OnWearing" target="This" Condition="-1.0" />
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<StatusEffect type="OnWearing" target="This, Character" setvalue="true" IsOn="false">
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<Conditional thal_bombcollar="lt 1" />
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<RequiredItem items="thal_bombcollarclock" type="Contained" />
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</StatusEffect>
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<StatusEffect type="OnWearing" target="This, Character" setvalue="true" IsOn="false">
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<Conditional condition="lt 2" />
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<!--Affliction identifier="thal_bombcollartimed" amount="200" /-->
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</StatusEffect>
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</LightComponent>
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</sprite>
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<StatusEffect type="Always" target="This">
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<Conditional IsOn="false" />
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<RequiredItem items="thal_bombcollarclock" type="Contained" />
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<Sound file="Content/Sounds/Impact/SoftImpact1.ogg" range="100" loop="true" />
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<Explosion range="500" structuredamage="0" force="1" camerashake="30" flashrange="100" flashduration="0.1" screencolor="255,255,255,255" screencolorrange="10" screencolorduration="1.0">
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<!--Affliction identifier="thal_bombcollar" strength="46" /-->
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<Affliction identifier="internaldamage" strength="60" />
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<Affliction identifier="burn" strength="120" />
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<Affliction identifier="bleeding" strength="30" />
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<Affliction identifier="stun" strength="6" />
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</Explosion>
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<sound file="Content/Items/Weapons/ShotgunShot1.ogg" range="1000" selectionmode="random" />
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<sound file="Content/Items/Weapons/ShotgunShot2.ogg" range="1000" />
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<sound file="Content/Items/Weapons/ShotgunShot3.ogg" range="1000" />
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<sound file="Content/Items/Weapons/ShotgunShot4.ogg" range="1000" />
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<Remove />
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</StatusEffect>
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<ItemContainer maxstacksize="1" capacity="2" hideitems="true" drawinventory="false">
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<StatusEffect type="OnWearing" target="Character" setvalue="true" tags="collar" lifetime="0.03" disabledeltatime="false">
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<SpawnItem identifiers="thal_bombcollarclock" spawnposition="ThisInventory" count="1" />
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Character" duration="1.0">
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<RequiredItem items="thal_bombcollarkey" type="Contained" />
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<!--ReduceAffliction identifier="thal_bombcollar" amount="400" strength="400" /-->
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</StatusEffect>
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<StatusEffect type="OnWearing" target="This, Character">
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<RequiredItem items="thal_bombcollarkey" type="Contained" />
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<Remove />
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</StatusEffect>
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<Containable items="thal_bombcollarclock, thal_bombcollarkey" />
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<ContainedStateIndicator texture="Content/UI/ContainerIndicators.png" sourcerect="1,70,1,1" />
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</ItemContainer>
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</Wearable>
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</Item>
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<!-- COLLAR SHIT END -->
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<Item name="" identifier="thal_bombvest" spritecolor="255,0,0,255" category="Weapon" tags="smallitem" scale="0.35" cargocontaineridentifier="metalcrate" description="" impactsoundtag="impact_soft">
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<PreferredContainer primary="wreckarmcab" minamount="1" maxamount="1" spawnprobability="0.1" />
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<Deconstruct time="40">
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<Item identifier="healthscanner" />
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<Item identifier="ballisticfiber" />
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</Deconstruct>
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<Fabricate suitablefabricators="fabricator" requiredtime="120">
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<RequiredItem identifier="bodyarmor" />
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<RequiredItem identifier="c4block" />
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<RequiredItem identifier="detonator" />
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</Fabricate>
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<InventoryIcon texture="Content/Items/InventoryIconAtlas.png" sourcerect="960,256,64,64" origin="0.5,0.5" />
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<Sprite texture="Content/Items/Jobgear/Security/SecurityVest.png" sourcerect="14,45,103,158" depth="0.6" />
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<Body radius="45" height="50" density="40" />
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<Wearable slots="Any,OuterClothes" msg="ItemMsgPickUpSelect">
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<StatusEffect type="OnWearing" target="Character,This">
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<Conditional IsDead="true" />
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<Explosion range="800" structuredamage="0" force="1" camerashake="30" flashrange="100" flashduration="1" screencolor="255,255,255,255" screencolorrange="10" screencolorduration="1.0">
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<Affliction identifier="internaldamage" strength="130" />
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<Affliction identifier="burn" strength="330" />
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<Affliction identifier="bleeding" strength="50" />
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<Affliction identifier="stun" strength="10" />
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</Explosion>
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<Fire size="150.0" />
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<Remove />
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</StatusEffect>
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<damagemodifier afflictiontypes="burn" armorsector="0.0,360.0" damagemultiplier="1.3" />
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<damagemodifier afflictionidentifiers="blunttrauma,lacerations,gunshotwound" armorsector="0.0,360.0" damagemultiplier="1.3" bleedingmultiplier="0.3" damagesound="LimbArmor" />
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<damagemodifier afflictionidentifiers="bitewounds" armorsector="0.0,360.0" damagemultiplier="0.3" bleedingmultiplier="1.3" damagesound="LimbArmor" />
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<damagemodifier afflictiontypes="bleeding" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="1.3" damagesound="LimbArmor" />
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<sprite name="Security Vest" texture="Content/Items/Jobgear/Security/SecurityVest.png" limb="Torso" hidelimb="true" inherittexturescale="true" inheritorigin="true" inheritsourcerect="true" />
|
|
</Wearable>
|
|
</Item>
|
|
<Item name="" identifier="thal_nukevest" spritecolor="0,0,0,255" category="Weapon" tags="smallitem" scale="0.35" cargocontaineridentifier="metalcrate" description="" impactsoundtag="impact_soft">
|
|
<Deconstruct time="40">
|
|
<Item identifier="healthscanner" />
|
|
<Item identifier="ballisticfiber" />
|
|
</Deconstruct>
|
|
<Fabricate suitablefabricators="fabricator" requiredtime="120">
|
|
<RequiredItem identifier="bodyarmor" />
|
|
<RequiredItem identifier="dirtybomb" />
|
|
<RequiredItem identifier="detonator" />
|
|
</Fabricate>
|
|
<InventoryIcon texture="Content/Items/InventoryIconAtlas.png" sourcerect="960,256,64,64" origin="0.5,0.5" />
|
|
<Sprite texture="Content/Items/Jobgear/Security/SecurityVest.png" sourcerect="14,45,103,158" depth="0.6" />
|
|
<Body radius="45" height="50" density="40" />
|
|
<Wearable slots="Any,OuterClothes" msg="ItemMsgPickUpSelect">
|
|
<StatusEffect type="OnWearing" target="Character,This" stackable="false" delay="0">
|
|
<Conditional IsDead="true" />
|
|
<Sound file="%ModDir%/Items/Jobgear/Scientist/SingularityCollapse.ogg" range="3000" />
|
|
</StatusEffect>
|
|
<StatusEffect type="OnWearing" target="Character,This" stackable="false" delay="2.6">
|
|
<Conditional IsDead="true" />
|
|
<SpawnItem identifier="thal_singularity" />
|
|
<Remove />
|
|
</StatusEffect>
|
|
<damagemodifier afflictiontypes="burn" armorsector="0.0,360.0" damagemultiplier="1.3" />
|
|
<damagemodifier afflictionidentifiers="blunttrauma,lacerations,gunshotwound" armorsector="0.0,360.0" damagemultiplier="1.3" bleedingmultiplier="0.3" damagesound="LimbArmor" />
|
|
<damagemodifier afflictionidentifiers="bitewounds" armorsector="0.0,360.0" damagemultiplier="0.3" bleedingmultiplier="1.3" damagesound="LimbArmor" />
|
|
<damagemodifier afflictiontypes="bleeding" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="1.3" damagesound="LimbArmor" />
|
|
<sprite name="Security Vest" texture="Content/Items/Jobgear/Security/SecurityVest.png" limb="Torso" hidelimb="true" inherittexturescale="true" inheritorigin="true" inheritsourcerect="true" />
|
|
</Wearable>
|
|
</Item>
|
|
</Items> |