Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Content/Items/Weapons/weapons.xml
T
Alex Noir 55dd58579f I DID IT HOLY SHIT I GONE AND DONE IT
OnSecondaryUse is what throwing uses for doing things SPECIFICALLY on throw. This way, you can theoretically have grenades on which you'll have to pull the pin before throwing.
This also lets flares be used without the need to throw them.
did i mention my brain hurts
2017-12-10 15:56:34 +03:00

245 lines
7.7 KiB
XML

<?xml version="1.0" encoding="utf-8" ?>
<Items>
<Item
name="Spear"
category="Equipment"
interactthroughwalls="true"
price="50">
<Deconstruct time="5">
<Item name="Steel Bar"/>
</Deconstruct>
<Sprite texture="weapons.png" sourcerect="0,50,65,7" depth="0.55"/>
<Body width="64" height="5" density="20"/>
<Pickable slots="Any"/>
<Projectile launchimpulse="20.0" doesstick="true">
<Attack damage="20" bleedingdamage="2" structuredamage="50" damagetype="Blunt" stun="0.2" targetforce="50"/>
</Projectile>
</Item>
<Item
name="Harpoon Gun"
category="Equipment"
price="500"
tags="weapon">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="Aluminium"/>
<Item name="Polycarbonate Bar"/>
</Deconstruct>
<Sprite texture="weapons.png" sourcerect="0,25,98,25" depth="0.55"/>
<Body width="90" height="30" density="50"/>
<Holdable slots="Any,RightHand+LeftHand" controlpose="true"
holdpos="35,-10" aimpos="35,-10" handle1="-15,-6" handle2="26,7"/>
<RangedWeapon barrelpos="49,10" spread="1" unskilledspread="10">
<Sound file="harpoon1.ogg" type="OnUse"/>
<Sound file="harpoon2.ogg" type="OnUse"/>
<StatusEffect type="OnUse">
<Explosion range="150.0" force="5" shockwave="false" smoke="false" flames="false" flash="false" sparks="false" camerashake="5.0"/>
</StatusEffect>
<RequiredItems name="Spear" type="Contained" msg="Spear required to shoot"/>
<RequiredSkill name="Weapons" level="30"/>
</RangedWeapon>
<ItemContainer itempos="27,10" iteminterval="0,-4" hideitems="false">
<Containable name="Spear"/>
</ItemContainer>
</Item>
<Item
name="Revolver Round"
category="Equipment"
interactthroughwalls="true"
price="10"
tags="smallitem">
<Sprite texture="weapons.png" sourcerect="52,99,8,3" depth="0.55"/>
<Body width="8" height="3" density="40"/>
<Pickable slots="Any"/>
<Projectile hitscan="true" doesstick="false" removeonhit="true" >
<Attack damage="40" bleedingdamage="3" structuredamage="100" damagetype="Blunt" stun="0.5" targetforce="50"/>
</Projectile>
</Item>
<Item
name="Revolver"
category="Equipment"
price="700"
tags="weapon">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="Aluminium"/>
<Item name="Polycarbonate Bar"/>
</Deconstruct>
<Sprite texture="weapons.png" sourcerect="26,97,25,19" depth="0.55"/>
<Body width="25" height="15" density="50"/>
<Holdable slots="Any,RightHand,LeftHand" controlpose="true"
aimpos="90,10" handle1="-11,-7"/>
<RangedWeapon barrelpos="14,6" spread="0" unskilledspread="2">
<Sound file="revolver.ogg" type="OnUse" range="3000"/>
<StatusEffect type="OnUse">
<Explosion range="150.0" force="5" shockwave="false" smoke="false" flames="false" sparks="false" camerashake="5.0"/>
</StatusEffect>
<RequiredItems name="Revolver Round" type="Contained" msg="Out of ammo"/>
<RequiredSkill name="Weapons" level="40"/>
</RangedWeapon>
<ItemContainer capacity="4" hideitems="true">
<Containable name="Revolver Round"/>
</ItemContainer>
</Item>
<Item
name="Stun Grenade"
category="Equipment"
price="200"
tags="smallitem,weapon">
<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
<Body width="11" height="24" density="30"/>
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
<StatusEffect type="OnSecondaryUse" target="This" Condition="-100.0" delay="3.0">
<sound file="Content/Items/Weapons/stungrenade.ogg"/>
<Explosion range="500" damage="5" stun="25" force="0.1" smoke="false"/>
</StatusEffect>
</Throwable>
</Item>
<Item
name="Incendium Grenade"
category="Equipment"
tags="smallitem,weapon">
<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
<Body width="11" height="24" density="30"/>
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
<StatusEffect type="OnSecondaryUse" target="This" Condition="-100.0" delay="3.0">
<sound file="Content/Items/Weapons/stungrenade.ogg"/>
<Explosion range="500" damage="5" stun="1" force="0.1"/>
<Fire size="300.0"/>
</StatusEffect>
</Throwable>
</Item>
<Item
name="Stun Baton"
category="Equipment"
Tags="smallitem,weapon"
price="100"
description="If verbal orders are insufficient, a high-voltage shock from a Stun Baton may be enough to beat an unruly crew member into submission.">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="Polycarbonate Bar"/>
</Deconstruct>
<Sprite texture="weapons.png" sourcerect="21,0,77,22" depth="0.55"/>
<Body width="90" height="30" density="30"/>
<MeleeWeapon slots="Any,RightHand,LeftHand"
aimpos="50,0" handle1="-5,0" holdangle="10" reload="1.0">
<Attack damage="2" stun="0.2" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/>
<StatusEffect type="OnUse" target="Contained,Character" Condition="-25.0" stun="15.0" disabledeltatime="true">
<sound file="Content/Items/Weapons/stunbaton.ogg"/>
<RequiredItem name="Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
<Explosion range="100.0" force="0.1" shockwave="false" flames="false" smoke="false" camerashake="5.0"/>
</StatusEffect>
<StatusEffect type="OnUse" target="Contained,Character" Condition="-15.0" stun="30.0" disabledeltatime="true">
<sound file="Content/Items/Weapons/stunbaton.ogg"/>
<RequiredItem name="Fulgurium Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
<Explosion range="100.0" force="0.5" shockwave="false" flames="false" camerashake="5.0"/>
</StatusEffect>
</MeleeWeapon>
<ItemContainer capacity="1" hideitems="true">
<Containable name="Battery Cell"/>
<Containable name="Fulgurium Battery Cell"/>
</ItemContainer>
</Item>
<Item
name="Battery Cell"
category="Equipment,Electrical"
tags="smallitem,loadable"
price="50"
description="Used as a power source for various handheld devices. Most submarines have several stationary backup batteries with recharge docks for battery cells.">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="FPGA Circuit"/>
<Item name="Copper Bar"/>
</Deconstruct>
<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
<Body width="20" height="9" density="30"/>
<Pickable slots="Any,RightHand,LeftHand"/>
</Item>
<Item
name="Fulgurium Battery Cell"
category="Equipment,Electrical"
tags="smallitem,loadable"
description="A battery cell contructed of the rare and poorly understood compound Fulgurium.">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="FPGA Circuit"/>
<Item name="Fulgurium Bar"/>
</Deconstruct>
<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
<Body width="20" height="9" density="30"/>
<Pickable slots="Any,RightHand,LeftHand"/>
</Item>
<Item
name="Bike Horn"
category="Equipment"
tags="weapon,smallitem"
description="HONK">
<Sprite texture="Content/Items/Jobgear/clownshirt.png" sourcerect="32,50,32,14" depth="0.55"/>
<Body width="30" height="10" density="10"/>
<Holdable slots="Any,RightHand,LeftHand" aimpos="100,0" handle1="-5,0"/>
<RangedWeapon reload="2">
<Sound file="honk.ogg" type="OnUse"/>
</RangedWeapon>
</Item>
</Items>