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LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml
T
Alex Noir 31bef06fd8 Just noticed a new, strange bug happening: https://puu.sh/yPuai/eca2a059e2.webm
Problem is, this should've been happening before even regardless of my changes. So why did it only start happening now? That'll have to be looked into.
The reason why it should be happening in theory is that in character's UpdateOxygen method, it takes hull oxygen and OxygenAvailable. If OxygenAvailable was 0, it'd take the hull, which would likely be 100. If OxygenAvailable was -100, it would take the hull, which would make OxygenAvaialbe 0.
However, it seems like something happened and instead of setting the property it now decreases it, and I don't know why? In theory it should SET OxygenAvailable to -100 but it seems like its performing a substraction now.

Adds tags to all duration/delay status effects
Chloromydride buffed slightly to counteract crit damage as well so it truly stabilizes you
Sufforin now affects your available oxygen too by setting it to -10000 to prevent diving suits/oxygen masks/etc. counteracting it.
2017-12-28 19:11:46 +03:00

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XML

<?xml version="1.0" encoding="utf-8" ?>
<Items>
<Item
name="Oxygen Tank"
category="Equipment,Misc"
Tags="smallitem"
price="50">
<Deconstruct time="10">
<Item name="Steel Bar"/>
</Deconstruct>
<Sprite texture ="Content/Items/Tools/tools.png" sourcerect="39,31,12,33" depth="0.55"/>
<Body width="12" height="33" density="5"/>
<Pickable holdpos="30,-15" handle1="0,1" slots="RightHand,LeftHand,Any">
<StatusEffect type="OnFire" target="This" Condition="-100.0" disabledeltatime="true">
<sound file="Content/Items/Reactor/explosion.ogg"/>
<Explosion range="250.0" structuredamage="10" damage="20" stun="5" force="3.0"/>
</StatusEffect>
</Pickable>
</Item>
<Item
name="Diving Mask"
category="Equipment"
Tags="smallitem,diving"
price="50"
description="Small enough to carry around in case of need, but won't protect you from the water pressure in the event of a full-blown hull breach.">
<Deconstruct time="10">
<Item name="Polycarbonate Bar"/>
</Deconstruct>
<Sprite texture ="DivingMask.png" depth="0.55"/>
<Body width="26" height="18" density="15"/>
<Wearable limbtype="Head" slots="Any,Face">
<sprite texture="DivingMask.png" limb="Head" sourcerect="1,1,37,38"/>
<StatusEffect type="OnWearing" target="Character" HideFace="true" ObstructVision="true" setvalue="true" disabledeltatime="true"/>
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.5">
<RequiredItem type="Contained" name="Oxygen Tank"/>
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="-200.0" Oxygen="-20.0" Condition="-0.5">
<RequiredItem type="Contained" name="Welding Fuel Tank"/>
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
<RequiredItem type="Contained" name="Oxygenite Shard"/>
</StatusEffect>
</Wearable>
<ItemContainer capacity="1" hideitems="true">
<Containable name="Oxygen Tank"/>
<Containable name="Welding Fuel Tank"/>
<Containable name="Oxygenite Shard"/>
</ItemContainer>
</Item>
<Item
name="Diving Suit"
category="Equipment"
tags="diving"
price="200"
fireproof="true"
description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
<Deconstruct time="30">
<Item name="Steel Bar"/>
<Item name="Aluminium"/>
<Item name="Aluminium"/>
<Item name="Polycarbonate Bar"/>
<Item name="Polycarbonate Bar"/>
</Deconstruct>
<Sprite texture ="DivingSuit.png" sourcerect="85,0,43,128" depth="0.55"/>
<Body width="37" height="113" density="15"/>
<Wearable slots="Head+Torso+Legs">
<sprite texture="DivingSuit.png" limb="Head" sourcerect="0,0,1,1" origin="0.5,0.5" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="Torso" sourcerect="42,0,42,97" origin="0.5,0.55" depthlimb="Head" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="RightHand" sourcerect="0,78,15,50" origin="0.45,0.4" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="LeftHand" sourcerect="0,78,15,50" origin="0.45,0.4" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="RightArm" sourcerect="0,0,19,43" origin="0.5,0.4" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="LeftArm" sourcerect="0,0,19,43" origin="0.5,0.4" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="RightThigh" sourcerect="22,0,18,44" origin="0.5,0.5" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="LeftThigh" sourcerect="22,0,18,44" origin="0.5,0.5" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="RightLeg" sourcerect="17,47,21,51" origin="0.5,0.55" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="LeftLeg" sourcerect="17,47,21,51" origin="0.5,0.55" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="RightFoot" sourcerect="30,100,20,25" origin="0.5,0.5" depth="0.13" inheritlimbdepth="false" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="LeftFoot" sourcerect="30,100,20,25" origin="0.5,0.5" depth="0.13" inheritlimbdepth="false" hidelimb="true"/>
<StatusEffect type="OnWearing" target="Character" HideFace="true" ObstructVision="true" PressureProtection="100.0" SpeedMultiplier="0.6" LowPassMultiplier="0.2" setvalue="true" disabledeltatime="true"/>
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.5">
<RequiredItem type="Contained" name="Oxygen Tank"/>
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" Oxygen="-20.0" Condition="-0.5">
<RequiredItem type="Contained" name="Welding Fuel Tank"/>
</StatusEffect>
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
<RequiredItem type="Contained" name="Oxygenite Shard"/>
</StatusEffect>
<StatusEffect type="OnWearing" target="Character" OxygenAvailable="-200.0"/>
<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.6"/>
<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.8" bleedingmultiplier="0.3" damagesound="LimbArmor" deflectprojectiles="true"/>
<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.5" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
</Wearable>
<ItemContainer capacity="1" hideitems="true">
<Containable name="Oxygen Tank"/>
<Containable name="Welding Fuel Tank"/>
<Containable name="Oxygenite Shard"/>
</ItemContainer>
</Item>
<Item
name="Underwater Scooter"
category="Equipment"
Tags="smallitem"
price="50"
description="A battery-powered underwater propulsion device.">
<Deconstruct time="20">
<Item name="Steel Bar"/>
<Item name="Polycarbonate Bar"/>
<Item name="Polycarbonate Bar"/>
<Item name="FPGA Circuit"/>
</Deconstruct>
<Sprite texture ="Scooter.png" depth="0.55"/>
<Body width="55" height="30" density="15"/>
<Holdable slots="Any,RightHand+LeftHand" aimpos="100,0" handle1="4,10" handle2="6,10"/>
<Propulsion force="80" usablein="water" particles="bubbles">
<RequiredItems name="Battery Cell,Fulgurium Battery Cell" type="Contained" msg="Battery Cell required"/>
<StatusEffect type="OnUse" target="Contained" Condition="-1.0"/>
<sound file="scooter.ogg" type="OnUse" range="500.0" loop="true"/>
<LightComponent LightColor="1.0,1.0,1.0,1.0" Flicker="0.2" range="800">
<LightTexture texture="Content/Lights/lightcone.png" origin="0.05, 0.5" size="2.0,1.0"/>
</LightComponent>
</Propulsion>
<ItemContainer capacity="1" hideitems="true">
<Containable name="Battery Cell"/>
<Containable name="Fulgurium Battery Cell"/>
</ItemContainer>
</Item>
</Items>